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Nod Light Tank
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Navy SEAL
Energy Commando


Joined: 01 Dec 2005
Location: Estland

PostPosted: Mon Nov 26, 2012 3:31 pm    Post subject:  Nod Light Tank
Subject description: 1tnk
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Heres the situation, I made a new light tank voxel and its working just fine except it is invisible in map editor (Final Sun). Thanks!!

rules.ini
48=1TNK

[1TNK]
Name=Light Tank
Primary=75mm
Category=Transport
Strength=200
Armor=light
Turret=yes
TechLevel=-1
Sight=5
Speed=6
DeployTime=.022
PipScale=Passengers
Passengers=2
Owner=Nod
CrateGoodie=yes
Nominal=yes
AllowedToStartInMultiplayer=no
Cost=500
Points=50
ROT=3
Crusher=yes
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=25-I000,25-I002,25-I004,25-I006
VoiceMove=25-I012,25-I014,25-I016,25-I018,25-I022
VoiceAttack=25-I014,25-I022,25-I024,25-I026
VoiceFeedback=
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
SpeedType=Track
Weight=2
MovementZone=Destroyer
ThreatPosed=10 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
VeteranAbilities=FASTER,SIGHT,STRONGER,ROF
EliteAbilities=FASTER,SIGHT,STRONGER,ROF,SELF_HEAL
Elite=75mmE
MaxDebris=2
DebrisTypes=TIRE
DebrisMaximums=4

art.ini
[1TNK]
Voxel=yes
Remapable=yes
PrimaryFireFLH=40,32,96
SecondaryFireFLH=-32,80,120
PBarrelLength=192

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Mon Nov 26, 2012 4:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

It has nothing to do with the code. Make sure the voxel is inside on of the mix files that FinalSun can read. Try placing it in Expand02.mix.

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Navy SEAL
Energy Commando


Joined: 01 Dec 2005
Location: Estland

PostPosted: Mon Nov 26, 2012 4:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

It was in expand02, I also tried expand03.mix but still the same problem.

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Mon Nov 26, 2012 4:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

I guess FinalSun doesn't read those then. Try removing the voxel and see if it becomes visible then. A 1tnk voxel and HVA already exist within local.mix after, so it should at least display that one; if the light tank only becomes invisible once your new voxel is added while the original displays fine, it must be an issue with the voxel itself.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Mon Nov 26, 2012 6:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

FinalSun reads all ecache and expand mixes just fine. IIRC FinalSun uses its own copy of rules.ini, maybe you've changed that?

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Mon Nov 26, 2012 6:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

The only ini files of TS which FinalSun uses a copy of are temperat.ini and snow.ini.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Nov 26, 2012 7:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

Options->Settings->check "Act like Tiberian Sun when searching for files"
might help

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Last edited by Lin Kuei Ominae on Mon Nov 26, 2012 7:20 pm; edited 1 time in total

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Mon Nov 26, 2012 7:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm not sure if that's really the cause, considering it should just find the 1tnk voxel that's located within local.mix when that option is disabled (he's using the same ID and file names after all).

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Nov 26, 2012 7:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

Maybe he has 2 Tiberian Suns installed, one modded, the other not. And FinalSun takes the stupid registry entry of the unmodded TS to find the files.

Or the stupid windaft registry has some old leftover entries of a previous installed TS, which now point to the wrong folder.

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Regulus
Commander


Joined: 16 Feb 2008
Location: The Lone Star State

PostPosted: Mon Nov 26, 2012 7:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Make sure the .hva file is also included. Voxels without hva files will not display in Final Sun.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Nov 26, 2012 7:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

Or simply narrow down the problem step by step

1.) Image=1TNK on TTNK in rules.ini
Does the tick tank use the new image?
no-> check art.ini
yes-> check rules.ini

1. no: add Image=TTNK to 1TNK in art.ini
1.A) Does 1TNK now use TTNK as image?
yes: check the 1TNK vxl and hva files
no: check art.ini if there are problems with the 1TNK section (e.g. a duplicate one stands farther below)

1. yes: try TTNK on the 1TNK section in rules.ini
1.B) Does it now use the tick tank image?
yes: check the vehicletypes list if 1TNK is correct in there (no other unit using index 48 etc, no firestrm.ini overwriting 1TNK etc)
no: don't know. find some explanation... #Tongue

Last edited by Lin Kuei Ominae on Mon Nov 26, 2012 7:44 pm; edited 2 times in total

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Mon Nov 26, 2012 7:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

FinalSun would then just find 1tnk.hva located within local.mix. The issue is probably what what LKO just said (the registry pointing to a different TS install dir).

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Navy SEAL
Energy Commando


Joined: 01 Dec 2005
Location: Estland

PostPosted: Mon Nov 26, 2012 10:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
Or simply narrow down the problem step by step

1.) Image=1TNK on TTNK in rules.ini
Does the tick tank use the new image?
no-> check art.ini
yes-> check rules.ini

1. no: add Image=TTNK to 1TNK in art.ini
1.A) Does 1TNK now use TTNK as image?
yes: check the 1TNK vxl and hva files
no: check art.ini if there are problems with the 1TNK section (e.g. a duplicate one stands farther below)

1. yes: try TTNK on the 1TNK section in rules.ini
1.B) Does it now use the tick tank image?
yes: check the vehicletypes list if 1TNK is correct in there (no other unit using index 48 etc, no firestrm.ini overwriting 1TNK etc)
no: don't know. find some explanation... #Tongue


The 1TNK uses TTNK image but not contrariwise, must be something wrong with the 1tnk voxel or hva then, anyway thanks for your advice guys.

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Tiberian Sun 2.05:
https://www.moddb.com/mods/tiberian-sun-205

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Nov 26, 2012 10:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

if the vxl/hva are in a mix, create the mix again. It might be corrupt so you only had luck that the game was able to read it.

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[TiberianFuture]
Scrin Overlord


Joined: 30 Apr 2009
Location: The Mothership

PostPosted: Tue Nov 27, 2012 8:01 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
FinalSun would then just find 1tnk.hva located within local.mix.

No, the hva must be in same mix than the vxl or FinalSun will not show the voxel.

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