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Multi Section V3 Launcher glith
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comando
Cyborg Soldier


Joined: 21 Apr 2008

PostPosted: Wed Aug 11, 2010 5:12 pm    Post subject:  Multi Section V3 Launcher glith Reply with quote  Mark this post and the followings unread

I've created a new V3 Launcher, and i placed the missile on it as a new section (I couldn't "paint" the missile manually). The voxel looks fine only on W, SW, S, SE, E direction. How could I make it looking "normal" ?



P.S. Sorry for my English.

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Deformat
Defense Minister


Joined: 17 Sep 2007

PostPosted: Wed Aug 11, 2010 7:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

Holy shit. That's one sexy V3. The Apoc looks pretty cool too.

Also, for the white issue - don't use pure white, use the gray shades Wink

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Wed Aug 11, 2010 8:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

I've had this problem too. I think that it can be fixed by changing the sections' heirachy so that the rocket is on top.

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comando
Cyborg Soldier


Joined: 21 Apr 2008

PostPosted: Thu Aug 12, 2010 12:00 am    Post subject: Reply with quote  Mark this post and the followings unread

I tried, but it gives me no resoults, and when I edited HVA, it get screwed.

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Thu Aug 12, 2010 3:53 am    Post subject: Reply with quote  Mark this post and the followings unread

When dealing with multisectioned voxels, HVA editor gets screwy if you add a new section and then try to edit the existing HVA (because the vxl and hva clash).

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comando
Cyborg Soldier


Joined: 21 Apr 2008

PostPosted: Thu Aug 12, 2010 11:02 am    Post subject: Reply with quote  Mark this post and the followings unread

I creted new hva, but it was screwy, I mean in HVA editor everything is looking fine, but ingame...

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Thu Aug 12, 2010 1:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

This won't work, it will always look wrong in some angle due to multi-section.

You'd have to make the missile separately angled (I think Mig or Tony used to rotate by using the pcx of every section of a straight voxel... unsure on this) and then try paste it in layer by layer or use the txt trick for merging the voxels.

Either way, not a fun job.

Last edited by ApolloTD on Thu Aug 12, 2010 4:06 pm; edited 1 time in total

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comando
Cyborg Soldier


Joined: 21 Apr 2008

PostPosted: Thu Aug 12, 2010 2:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

I've decidet to add the missile "manually".

Here are the resoults.


Thanks for help Very Happy

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Symphonic
Tiberian Fiend


Joined: 06 Jan 2009

PostPosted: Thu Aug 12, 2010 4:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

comando wrote:
I've decidet to add the missile "manually".

Here are the resoults.


Thanks for help Very Happy


Looks very nice.

CHUUUU CHUUUUU ROCKET!

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freedom fighter
General


Joined: 14 May 2009

PostPosted: Fri Aug 13, 2010 1:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

Although you may have fixed the problem, I'd just like to share a solution to the original problem. The missile should be the first section and the truck the second section. Ingame, you won't be able to see the truck through the missile. Just look at some helicopter voxels for reference. You'll notice that the rotor blades will always be the first section.

Btw, nice remake. Based it on the 2D concept art didn't ya? Just darken the missile a bit. It has the tendency to cause eye burns.

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comando
Cyborg Soldier


Joined: 21 Apr 2008

PostPosted: Fri Aug 13, 2010 1:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yep, it is based on concept art. I'm going to make this vxl. public soon.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sat Aug 14, 2010 12:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

The game arranges multi-section vxls by their positions relative to the other sections within the hva & not by the order of the sections within the vxl.

The problem was that the missile & truck sections where positioned within the same space so the game layered them based on size of the section, distance from each other & the section closest to the screen etc, so at some angels the missiles is hidden because the truck is the more larger dominant section.

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comando
Cyborg Soldier


Joined: 21 Apr 2008

PostPosted: Sat Aug 14, 2010 7:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

Good to know Smile

Thanks for explanation.

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