Posted: Sat Apr 10, 2010 7:08 pm Post subject:
Possibly making a mod.
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. QUICK_EDIT
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. QUICK_EDIT
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. _________________
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 _________________
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. _________________
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.. QUICK_EDIT
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. QUICK_EDIT
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. _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
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) QUICK_EDIT
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