Project Perfect Mod Forums
:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Privacy Policy :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::


The time now is Fri Apr 19, 2024 7:09 pm
All times are UTC + 0
Cruiser Error!
Moderators: Global Moderators, Red Alert 2 Moderators
Post new topic   Reply to topic Page 1 of 1 [20 Posts] Mark the topic unread ::  View previous topic :: View next topic
Author Message
Atari2600
Cyborg Cannon


Joined: 05 Mar 2007
Location: Less than 10 minutes from the internet

PostPosted: Mon Sep 07, 2009 11:13 pm    Post subject:  Cruiser Error!
Subject description: VXL/HVA causing some error...
Reply with quote  Mark this post and the followings unread

Okay, I am about to go off the ztyping wall! #Mad

I made a sorta RA2 equivalent version of the RA Cruiser, and for some reason, its crashing on me whenever I build the unit...

Now, whenever I have put the graphical files into another directory, the rest of the code runs fine, and the unit functions perfectly. You can select it, and it does its thing, but the second that you bring the vxl & hva back into the RA2 folder, the game crashes when you build the unit.

Anyway, maybe y'all can find what I did wrong. Here is the art code:
Code:
; British Cruiser
[CRZ]
Cameo=caicon
Voxel=yes
Remapable=yes
PrimaryFireFLH=28,0,110;this is a guess...  I never get this value right

Here is the rules code (minus the weapon, because I know its not causing the issue)
Code:
British Heavy Cruiser
[SGBT]
UIName=Name:SGBT
Name=Cruiser
Prerequisite=GAYARD,GATEK
Image=CRZ
ToProtect=yes
Turret=no
Primary=GrandCannonMobile
Category=Support
Strength=400
Naval=yes
Armor=heavy
TechLevel=4
MovementRestrictedTo=Water
Sight=7
Speed=6
Owner=British,French,Germans,Americans,Alliance
AllowedToStartInMultiplayer=no
RequiredHouses=British
Cost=1800
Soylent=1800
Points=50
ROT=3
Crusher=no
Weight=3
Crewed=no
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=GenAllWaterSelect
VoiceMove=GenAllWaterMove
VoiceAttack=GenAllWaterAttackCommand
VoiceFeedback=
DieSound=
SinkingSound=GenLargeWaterDie
MoveSound=DestroyerMoveStart
Locomotor={2BEA74E1-7CCA-11d3-BE14-00104B62A16C}
SpeedType=Float
MovementZone=Water
ThreatPosed=15   
DamageParticleSystems=SparkSys,SmallGreySSys
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
TooBigToFitUnderBridge=true
ElitePrimary=GrandCannonMobileE
Size=30
IsSelectableCombatant=yes


PS: I wasn't sure whether or not to post this in media or RA2, because this is specific to RA2, but Im also sure the error is purely in the graphics.



crz1.PNG
 Description:
Cruiser Sample Image
 Filesize:  5.6 KB
 Viewed:  2939 Time(s)

crz1.PNG



crz.zip
 Description:
Zip File containing HVA & VXL

Download
 Filename:  crz.zip
 Filesize:  26.06 KB
 Downloaded:  114 Time(s)


_________________

Back to top
View user's profile Send private message
Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Mon Sep 07, 2009 11:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

Have you considered the voxel or HVA is bad?

Back to top
View user's profile Send private message
crevio
Commander


Joined: 19 Apr 2009

PostPosted: Mon Sep 07, 2009 11:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

Isnt Soylent= tag used for Infantry and Buildings only?

Back to top
View user's profile Send private message
Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Tue Sep 08, 2009 12:14 am    Post subject: Reply with quote  Mark this post and the followings unread

Soylent is valid on any techno type.

Back to top
View user's profile Send private message
Atari2600
Cyborg Cannon


Joined: 05 Mar 2007
Location: Less than 10 minutes from the internet

PostPosted: Tue Sep 08, 2009 12:29 am    Post subject: Reply with quote  Mark this post and the followings unread

As much as I hate to type in all caps, THANK YOU!

I looked at the VXL index value, and it was 1, instead of 0. At some point, I switched it over, when I was attempting to combine two voxels into one document.

I was pretty sure the HVA was fine, because I just made a new one from the base document.

Question though: Is it possible to have two items in a VXL, no animation?
By that, I mean, I have a set of gun barrels that I would prefer to be at an angle, but I dont have a turret, nor do I want just the barrels to spin. They are supposed to be stationary, at an angle. I made this version into one solid VXL because I thought that might have been the problem...

_________________

Back to top
View user's profile Send private message
crevio
Commander


Joined: 19 Apr 2009

PostPosted: Tue Sep 08, 2009 2:23 am    Post subject: Reply with quote  Mark this post and the followings unread

your art and rules names are not the same. it will not work unless names match.

Back to top
View user's profile Send private message
Atari2600
Cyborg Cannon


Joined: 05 Mar 2007
Location: Less than 10 minutes from the internet

PostPosted: Tue Sep 08, 2009 2:32 am    Post subject: Reply with quote  Mark this post and the followings unread

Did you miss Image=CRZ ?
It works...
Trust me, that was one of the first things I messed with when I learned to mod.

_________________

Back to top
View user's profile Send private message
crevio
Commander


Joined: 19 Apr 2009

PostPosted: Tue Sep 08, 2009 2:37 am    Post subject: Reply with quote  Mark this post and the followings unread

Image=just changes the appearance, If your art and rules names do not match IT WILL NOT WORK!

Back to top
View user's profile Send private message
Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Tue Sep 08, 2009 3:03 am    Post subject: Reply with quote  Mark this post and the followings unread

crevio wrote:
Image=just changes the appearance, If your art and rules names do not match IT WILL NOT WORK!

You're stupid. Please do not talk out of your ass, kthx.

Atari2600 wrote:
Question though: Is it possible to have two items in a VXL, no animation?

I believe so. Sections should be what you're looking for.

Back to top
View user's profile Send private message
crevio
Commander


Joined: 19 Apr 2009

PostPosted: Tue Sep 08, 2009 3:31 am    Post subject: Reply with quote  Mark this post and the followings unread

So you mean to tell me that if I make a voxel and only make an entry into the rules.ini that it will work by simply putting Image=something else?

Back to top
View user's profile Send private message
Atari2600
Cyborg Cannon


Joined: 05 Mar 2007
Location: Less than 10 minutes from the internet

PostPosted: Tue Sep 08, 2009 3:46 am    Post subject: Reply with quote  Mark this post and the followings unread

Yep...

Well, I tried putting two pieces together, using vxl editor III, but for some reason, I cant see it in the HVA. Something tells me that I have to combine the HVA's too, and I dont know how to do that. Or could it be an improper VXL combining. Any suggestions of how the process works?

_________________

Back to top
View user's profile Send private message
Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Tue Sep 08, 2009 4:09 am    Post subject: Reply with quote  Mark this post and the followings unread

crevio wrote:
So you mean to tell me that if I make a voxel and only make an entry into the rules.ini that it will work by simply putting Image=something else?

uh, yeah. That's exactly what we're saying. E1 and E2. I rest my case.

Back to top
View user's profile Send private message
crevio
Commander


Joined: 19 Apr 2009

PostPosted: Tue Sep 08, 2009 5:32 am    Post subject: Reply with quote  Mark this post and the followings unread

Well then my apologies to ya, I was once told by someone you had to do it how I was talking about. I learn something new here almost everyday, and I wish I'd have known this long before.

Back to top
View user's profile Send private message
m7
Commander


Joined: 17 Apr 2009

PostPosted: Tue Sep 08, 2009 5:35 am    Post subject: Reply with quote  Mark this post and the followings unread

Reading the RA2 rules.ini commentary will tell you a HELL of a lot more than some unmentioned and unknown person.

Back to top
View user's profile Send private message
Atari2600
Cyborg Cannon


Joined: 05 Mar 2007
Location: Less than 10 minutes from the internet

PostPosted: Tue Sep 08, 2009 6:14 am    Post subject: Reply with quote  Mark this post and the followings unread

Agreed. I had been poking around in rules.ini in somebody elses mod when I realized how easy it was. That was well over 3 years ago, and now Im actively working on my own mod.

Therefore, l ask again: How to you properly combine VXLs into one file, with two pieces (as well as HVAs if its necessary)? Is there a certain way you must name them before or after combining them?

_________________

Back to top
View user's profile Send private message
m7
Commander


Joined: 17 Apr 2009

PostPosted: Tue Sep 08, 2009 6:55 am    Post subject: Reply with quote  Mark this post and the followings unread

In VXLSE, go to Section, New, Import from Model. As far as the HVA goes, it should show up as an independent section in HVA Builder.

Back to top
View user's profile Send private message
Atari2600
Cyborg Cannon


Joined: 05 Mar 2007
Location: Less than 10 minutes from the internet

PostPosted: Tue Sep 08, 2009 7:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

m7 wrote:
In VXLSE, go to Section, New, Import from Model. As far as the HVA goes, it should show up as an independent section in HVA Builder.


If it were that easy, it would have worked when I tried it. There is something more to it that I don"t know...

_________________

Back to top
View user's profile Send private message
Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Tue Sep 08, 2009 7:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

it crashes? go get an older version. Newer ones screw up for some unknown reason IIRC. Had hell of a trouble with a helicopter recently.

_________________
Yes, work on MV continues. It is not forgotten.

Back to top
View user's profile Send private message Skype Account
Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Sep 08, 2009 8:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

delete the hva and create a new one with hva builder.
I read a while ago that adding new sections in the vxl and then continuing work on the old hva causes a corrupt hva with wrong entries for the sections.

_________________
SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

Back to top
View user's profile Send private message
Atari2600
Cyborg Cannon


Joined: 05 Mar 2007
Location: Less than 10 minutes from the internet

PostPosted: Wed Sep 09, 2009 6:00 am    Post subject: Reply with quote  Mark this post and the followings unread

Say, that fixed it! I made a new HVA, and problem solved!

_________________

Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 1 [20 Posts] Mark the topic unread ::  View previous topic :: View next topic
 
Share on TwitterShare on FacebookShare on Google+Share on DiggShare on RedditShare on PInterestShare on Del.icio.usShare on Stumble Upon
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum


Powered by phpBB © phpBB Group

[ Time: 0.1821s ][ Queries: 14 (0.0111s) ][ Debug on ]