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invisible voxels
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Exley
Commander


Joined: 09 May 2011
Location: Approaching the Great Pyramid

PostPosted: Mon Jun 06, 2011 5:29 pm    Post subject:  invisible voxels Reply with quote  Mark this post and the followings unread

I downloaded few voxels I liked from voxel section (all for TS)
I made unit sections in Rules.ini with appropriate names

for instance, the VW beetle voxel (named vwbeetle.vxl), is on list
52=VWBEETLE

is also cloned vehicle with its name and image
[VWBEETLE]
Name=Beetle
Image=vwbeetle

in art.ini I put this:
[VWBEETLE]
Voxel=yes
Remapable=yes

and voxel with HVA is in Expand02.mix
----

i have about 15 such voxels, all correctly named, putted on vehicle list,
and art code

but they ALL appear invisible when I build them
what am I doing wrong here ?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Jun 06, 2011 8:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

As said before, the game is case sensitive.
With Image=(lowercase name) you tell the game to use an image that does not exist.
Remove the Image key and it should work, except you missed adding the vxl/hva to the game or made a mistake there.

The image key is not necessary if the units name in the brackets matches the name in art.ini.

Oh and scrap se2k.

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Exley
Commander


Joined: 09 May 2011
Location: Approaching the Great Pyramid

PostPosted: Mon Jun 06, 2011 8:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

ah shoot

yes I used lowercase because I noticed XCC mixer always
lowercases inserted files no matter if I gave it uppercased
so having in mind TS links to them I gave them lowercase

and I forced image= coz *sighs* se2k is in this...

atleast I know for future now #Tongue
thanks for reply Smile

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Exley
Commander


Joined: 09 May 2011
Location: Approaching the Great Pyramid

PostPosted: Mon Jun 06, 2011 11:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

well this is odd

now I manualy removed Image= key to each new vehicle
and game freezes whenever a map/skirmish is loaded

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how did we end up here ?

this place is horrible ...

smells like balls ...


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Morpher
General


Joined: 28 Jan 2005

PostPosted: Tue Jun 07, 2011 12:09 am    Post subject: Reply with quote  Mark this post and the followings unread

Check the hva file is present and correctly named.

Oh and scrap se2k.

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Exley
Commander


Joined: 09 May 2011
Location: Approaching the Great Pyramid

PostPosted: Tue Jun 07, 2011 12:33 am    Post subject: Reply with quote  Mark this post and the followings unread

true true hehe

was bug in 1 unit not having .hva that was being used

to which I might ask, does hva only dictate locomotor
as in if I borrow for a some flyer voxel a hva of banshee
would it be ok ? (same goes for land units)

or is it all specific?
I ask because some voxelers didn't include hva with their work

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how did we end up here ?

this place is horrible ...

smells like balls ...


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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Tue Jun 07, 2011 5:58 am    Post subject: Reply with quote  Mark this post and the followings unread

HVA is just a secondary file to the vxl which dictates things like where the voxel sits in the select box, the unit's centre, the turret's centre, and any animations.

Some voxelers don't include HVAs because the voxel is very straightforward and only needs you to open the voxel in HVA builder and resave it to generate an HVA. It's a slightly sloppy habit, but HVAs can get hard to keep track of.

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Allen
Pyro Sniper


Joined: 13 Feb 2007
Location: C:\Westwood\ TechLevel=12

PostPosted: Tue Jun 07, 2011 6:01 am    Post subject: Reply with quote  Mark this post and the followings unread


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Exley
Commander


Joined: 09 May 2011
Location: Approaching the Great Pyramid

PostPosted: Tue Jun 07, 2011 12:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

thanks guys, I appreciate it Smile

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Quote:

how did we end up here ?

this place is horrible ...

smells like balls ...


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