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Possibly making a mod.
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nekro
Cyborg Engineer


Joined: 05 Mar 2009

PostPosted: Sat Apr 10, 2010 7:08 pm    Post subject:  Possibly making a mod. Reply with quote  Mark this post and the followings unread

Well, since im fairly new to this, all i know how to do is add units, using voxels/sprites that came with the game..... and i can't find a tutorial that tells me how make a decent voxel that looks less squarey and how to get guns and anims to work, and how gwet em into a .mix and how to get art.ini to accept and and adding the 'third side'. if i get some help and i think its up to snuff in my book ill release it on here

PM me if youd like to help directly through voxels bulding... im planning on making a mechanical side, but making the machines more devilish looking, no the neat lil robots that CABAL built. im thinking spikes and junk sticking of em. Very Happy

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Shakar
Cyborg Cannon


Joined: 04 Jan 2008
Location: Places

PostPosted: Sat Apr 10, 2010 7:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

The Tutorial Warehouses here have most of what you need to add things to the game. VXLs however, all you really need to do to make it less square is to give it the illusion of curves using the little VXL cubes that make the VXLs. Basically, look at a 2D circle really close, you'll see that on a computer, it's a bunch of little squares. then just apply the same thing to the VXL to make it look round as a circle on a computer looks.

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nekro
Cyborg Engineer


Joined: 05 Mar 2009

PostPosted: Sat Apr 10, 2010 7:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

im extremely confused with VXLSE... exactly how does it work, the lines that i make are thick, when i want to make thinner ones on a so i can mae a more detailed larger mech-type unit.

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ChielScape wrote:

¿ʎllɐƃǝl ǝɹɐʍʇɟos ɹnoʎ llɐ ʇǝƃ noʎ ǝɯ llǝʇ ʇuop ¿ʇɐɥʍ

WHAT THE ZTYPE HAPPENED TO MY POST?!

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sat Apr 10, 2010 7:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

To add more detail you have to make a bigger voxel.

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nekro
Cyborg Engineer


Joined: 05 Mar 2009

PostPosted: Sat Apr 10, 2010 7:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

how large do i need to make a wolverine sized unit?
well, im gonna be serious on this one, soze ima put it in the mod announcements forum

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ChielScape wrote:

¿ʎllɐƃǝl ǝɹɐʍʇɟos ɹnoʎ llɐ ʇǝƃ noʎ ǝɯ llǝʇ ʇuop ¿ʇɐɥʍ

WHAT THE ZTYPE HAPPENED TO MY POST?!

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sat Apr 10, 2010 8:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm guessing 40x40x40 ish.

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nekro
Cyborg Engineer


Joined: 05 Mar 2009

PostPosted: Sat Apr 10, 2010 8:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

hmm, ok... well i suck with voxels anyway, but might as well give it a try... how do i rotate the view in the editor?

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ChielScape wrote:

¿ʎllɐƃǝl ǝɹɐʍʇɟos ɹnoʎ llɐ ʇǝƃ noʎ ǝɯ llǝʇ ʇuop ¿ʇɐɥʍ

WHAT THE ZTYPE HAPPENED TO MY POST?!

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sat Apr 10, 2010 8:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

You can't, the vxl can only be viewed from the top, front/back & side. Click on the View: Back, Right or Top text above the different windows to change between them.

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nekro
Cyborg Engineer


Joined: 05 Mar 2009

PostPosted: Sat Apr 10, 2010 9:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

thanks mate, workin on the GDI BullFrog now.

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ChielScape wrote:

¿ʎllɐƃǝl ǝɹɐʍʇɟos ɹnoʎ llɐ ʇǝƃ noʎ ǝɯ llǝʇ ʇuop ¿ʇɐɥʍ

WHAT THE ZTYPE HAPPENED TO MY POST?!

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Shakar
Cyborg Cannon


Joined: 04 Jan 2008
Location: Places

PostPosted: Sat Apr 10, 2010 10:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

The program also has a 3D view in the bottom right corner for reference :p

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Sat Apr 10, 2010 10:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hmm... I/someone should put together a vaguely complete tour of VXLSE in future.
It's quite intuitive to use once you understand where everything is and how it works..

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nekro
Cyborg Engineer


Joined: 05 Mar 2009

PostPosted: Sun Apr 11, 2010 5:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

yeah... uhm, does it matter the exact placement of the model on the XYZ graph, or does it have to be centered?

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Sun Apr 11, 2010 9:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

So long as the front is facing forwards and the bottom is facing downwards, it is a matter of preference. If the voxel is centred, it will be easier to add to it later, but it probably doesn't matter a huge amount.

Just make the voxel's XYZ big enough, and leave room to move.

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nekro
Cyborg Engineer


Joined: 05 Mar 2009

PostPosted: Sun Apr 11, 2010 11:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

thanks mate. you seem capable, can you do walker anims?
(edit) how can i change that light-light blue outline

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ChielScape wrote:

¿ʎllɐƃǝl ǝɹɐʍʇɟos ɹnoʎ llɐ ʇǝƃ noʎ ǝɯ llǝʇ ʇuop ¿ʇɐɥʍ

WHAT THE ZTYPE HAPPENED TO MY POST?!

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Mon Apr 12, 2010 2:34 am    Post subject: Reply with quote  Mark this post and the followings unread

Light-light blue outline? be more specific....

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Mon Apr 12, 2010 5:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

Orac wrote:
Hmm... I/someone should put together a vaguely complete tour of VXLSE in future.


I was going to do this as well, but since I import 99% of my stuff from 3d I really dont know the whole programs capabilities, I know you said in the future, but If future is soon future I would wait till Banshee finishes the New version he's got going on. But then I guess it wouldnt really matter if your only using it for RA2/YR cause most stuff he's working on is for 3D modeling anyway.

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nekro
Cyborg Engineer


Joined: 05 Mar 2009

PostPosted: Tue Apr 13, 2010 12:53 am    Post subject: Reply with quote  Mark this post and the followings unread

Cranium wrote:
Orac wrote:
Hmm... I/someone should put together a vaguely complete tour of VXLSE in future.


I was going to do this as well, but since I import 99% of my stuff from 3d I really dont know the whole programs capabilities, I know you said in the future, but If future is soon future I would wait till Banshee finishes the New version he's got going on. But then I guess it wouldnt really matter if your only using it for RA2/YR cause most stuff he's working on is for 3D modeling anyway.


how does you do this? i must know!!
(and the light blue outline of the pixel limit thing on VXLSE)

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