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Some modding questions
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Algerian Major
Rocket Infantry


Joined: 07 Mar 2015
Location: Drinking Vodka with Lenin, Stalin and Putin

PostPosted: Sun Jun 14, 2015 1:44 pm    Post subject:  Some modding questions
Subject description: Please help me
Reply with quote  Mark this post and the followings unread

So as i was progressing in my mod i had some ideas so
- can i use SHP for aircrafts / naval units?

-can i make a unit spawn another (like an aircraft carrier but spawning ground assets

 -is it possible to make a Fog of war like the one in TS?

any help will be apriciated

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sun Jun 14, 2015 1:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Aircraft can't be shp but naval units can.

Normally you can only spawn aircraft, but you can make weapons that spawn infantry. However they will be "normal" infantry & wont auto-attack & return etc.

Fog of war is broken & doesn't work.

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MadHQ
Commander


Joined: 07 Nov 2003

PostPosted: Sun Jun 14, 2015 1:53 pm    Post subject: Re: Some modding questions Reply with quote  Mark this post and the followings unread

Algerian Major wrote:
So as i was progressing in my mod i had some ideas so
- can i use SHP for aircrafts / naval units?


For naval units think "attack squid/dolphin".

For aircraft unknown to me...

Algerian Major wrote:
-can i make a unit spawn another (like an aircraft carrier but spawning ground assets


I have never tried that... But I do not think its possible...

Algerian Major wrote:
-is it possible to make a Fog of war like the one in TS?

any help will be apriciated


Give every building the Gap Generator logic.  Laughing

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Speeder
Commander


Joined: 03 Sep 2004
Location: Czechia

PostPosted: Sun Jun 14, 2015 1:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Fog of war =/= Shroud

Giving every building the Gap Generator won't reproduce this effect, because Gap Generator creates Shroud.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sun Jun 14, 2015 2:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Making every building a gap generator messes up the mini map too. Best thing to do is to pre-place a civilian gap gen on maps.

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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Sun Jun 14, 2015 2:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

shp naval unit

shp jumpjet vehicle

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MadHQ
Commander


Joined: 07 Nov 2003

PostPosted: Sun Jun 14, 2015 2:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

kenosis wrote:
shp naval unit


Over-Kill!!!! Laughing

I love it!

Quote:
Fog of war =/= Shroud

Giving every building the Gap Generator won't reproduce this effect, because Gap Generator creates Shroud.


I think you can set the shroud to transparent... I think Gamemate did this in FC...

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Algerian Major
Rocket Infantry


Joined: 07 Mar 2015
Location: Drinking Vodka with Lenin, Stalin and Putin

PostPosted: Mon Jun 15, 2015 3:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

well in d-day there was the fog of war

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PillBox20
Commander


Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Mon Jun 15, 2015 4:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

It is transparent shroud. #Tongue

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Last edited by PillBox20 on Tue Jun 16, 2015 3:48 pm; edited 1 time in total

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Algerian Major
Rocket Infantry


Joined: 07 Mar 2015
Location: Drinking Vodka with Lenin, Stalin and Putin

PostPosted: Tue Jun 16, 2015 10:01 am    Post subject: Reply with quote  Mark this post and the followings unread

so how do we make it

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue Jun 16, 2015 10:35 am    Post subject: Reply with quote  Mark this post and the followings unread

Shroud is an alpha image, to make it transparent you simply change the black to dark grey.

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Darkstorm
Commander


Joined: 20 Jan 2008
Location: Texas

PostPosted: Tue Jun 16, 2015 11:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Mig Eater wrote:
Shroud is an alpha image, to make it transparent you simply change the black to dark grey.


I'm sorry it's been some time since I played with D-Day, how exactly does that work. I assume it doesn't mechanically affect shroud, but does it show buildings or just the terrain?

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Wed Jun 17, 2015 6:09 am    Post subject: Reply with quote  Mark this post and the followings unread

It shows everything, but it's not as transparent as normal fog.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Thu Jun 18, 2015 8:52 am    Post subject: Reply with quote  Mark this post and the followings unread

So a transparent shroud doesn't hide units then?

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Thu Jun 18, 2015 9:07 am    Post subject: Reply with quote  Mark this post and the followings unread

No, it hides absolutely nothing, just brings visual see thru fog aspect instead of black no can see shroud.

It is not true fog of war just by changing the shroud image and actual fog of war feature is majorly broken in the game :/

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Thu Jun 18, 2015 9:11 am    Post subject: Reply with quote  Mark this post and the followings unread

Hmmm I could see a use for a really dark but still transparent shroud.... so you can just barely make out something is there.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Thu Jun 18, 2015 9:13 am    Post subject: Reply with quote  Mark this post and the followings unread

No, units/buildings are still rendered under shroud. The shroud is simply a black alpha image that is placed over everything to obscure the players vision.

There is fog.shp in the mix files, if you copy it to the RA2 folder & rename it to shroud.shp it will make the shroud transparent & you can see for yourself. This have been used as a cheat for a very long time.

The fog.shp is very transparent tho, so for D-day I edited shroud.shp to make it only slightly transparent.

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Algerian Major
Rocket Infantry


Joined: 07 Mar 2015
Location: Drinking Vodka with Lenin, Stalin and Putin

PostPosted: Sat Jun 20, 2015 12:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

i can make it as a Old-TV style Jaming or a CIV 5 fog


and how about helicopters and units (tanks)

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PillBox20
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Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Sat Jun 20, 2015 3:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

They are visible, but can not be targeted until you reveal the shroud. I tested it.

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Algerian Major
Rocket Infantry


Joined: 07 Mar 2015
Location: Drinking Vodka with Lenin, Stalin and Putin

PostPosted: Sun Jun 21, 2015 4:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

can i make my own fog of war art
changing it to white

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Mon Jun 22, 2015 7:19 am    Post subject: Reply with quote  Mark this post and the followings unread

AFAIK yes, but no one has ever tried.

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Algerian Major
Rocket Infantry


Joined: 07 Mar 2015
Location: Drinking Vodka with Lenin, Stalin and Putin

PostPosted: Mon Jul 06, 2015 6:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hi there as my mod is almost complet i had some bugs that need to be fixed sooo...

-first i tried to replace americans by USA and Arabs as Syria ... but when i load the game it crashed

-i made infantry art from civ 3 thats good but how the hell do we make the code for the sequence (for both ships and infantry)

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue Jul 07, 2015 8:10 am    Post subject: Reply with quote  Mark this post and the followings unread

Replacing/creating a new side is a very delicate process that requires many different tags to be edited, if any are wrong or missing it can cause a crash. So unless you tell us exactly what you changed we are unable to help.

Sequences list the starting frame & frame count for each state/anim of the infantry. SHP Builder has sequence tool & I found several guides by doing a quick google search.

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Algerian Major
Rocket Infantry


Joined: 07 Mar 2015
Location: Drinking Vodka with Lenin, Stalin and Putin

PostPosted: Tue Jul 07, 2015 4:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

using notepad i replaced "Americans" to "USA" (replace all) but when i load the game there is a crash.

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Algerian Major
Rocket Infantry


Joined: 07 Mar 2015
Location: Drinking Vodka with Lenin, Stalin and Putin

PostPosted: Wed Jul 15, 2015 11:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hi guys more questions :-p

1- Is there anyone who can show me a good Shp sequances TUTORIAL

2- I was thinking about making fighters as jumpjet and giving them SHPs what do u think

3-I don't Have a 3rd Question lol

4- Is it possible to make tanks using SHP as a art as in RA

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Tratos
General


Joined: 01 Jan 2003

PostPosted: Thu Jul 16, 2015 12:04 am    Post subject: Reply with quote  Mark this post and the followings unread

Algerian Major wrote:
using notepad i replaced "Americans" to "USA" (replace all) but when i load the game there is a crash.


You can't just run a replace all to change the side. Put it back to 'Americans' o start over with a fresh rules.ini and just change the "UIName=Name:Americans" string in the string editor in xcc to read USA instead. Much easier and you wont break your game.

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Algerian Major
Rocket Infantry


Joined: 07 Mar 2015
Location: Drinking Vodka with Lenin, Stalin and Putin

PostPosted: Thu Jul 16, 2015 2:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

I knew that but waht i ment was to change the name in the RulesMD not in game for example Arabs to Algeria
Just to make it easier for me to remember them

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Tratos
General


Joined: 01 Jan 2003

PostPosted: Thu Jul 16, 2015 9:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Use a comment then
Code:
;
anything on the line after the semi-colon wont be parsed by the game.

Although why you need to remember them as Algeria when they'll still be Arabs in game I don't know.

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Algerian Major
Rocket Infantry


Joined: 07 Mar 2015
Location: Drinking Vodka with Lenin, Stalin and Putin

PostPosted: Thu Jul 16, 2015 9:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

well i want to trasnform Arabs to Algeria and France as NATO ...

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Tratos
General


Joined: 01 Jan 2003

PostPosted: Thu Jul 16, 2015 9:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ok, but you just said you don't want to change the names in game?

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Algerian Major
Rocket Infantry


Joined: 07 Mar 2015
Location: Drinking Vodka with Lenin, Stalin and Putin

PostPosted: Thu Jul 16, 2015 10:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

no in game and in the INI

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Tratos
General


Joined: 01 Jan 2003

PostPosted: Thu Jul 16, 2015 11:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

Algerian Major wrote:
I knew that but waht i ment was to change the name in the RulesMD not in game


Algerian Major wrote:
no in game and in the INI


You are contradicting yourself. The first solution will be fine...

Tratos wrote:
change the "UIName=Name:Americans" string in the string editor in xcc to read USA instead

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Algerian Major
Rocket Infantry


Joined: 07 Mar 2015
Location: Drinking Vodka with Lenin, Stalin and Putin

PostPosted: Fri Jul 17, 2015 6:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

anyway is there a posibility to use SHPs as art for Tanks (Technotypes)

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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Fri Jul 17, 2015 6:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Algerian Major wrote:
anyway is there a posibility to use SHPs as art for Tanks (Technotypes)


terror drone

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Millennium
Commander


Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Fri Jul 17, 2015 9:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

To first question, yes, you can spawn ground units the same way as you spawn aircraft. However, they will be read as AircraftTypes and so they will have some strange behaviour regarding movement/firing. It's best to not use them with a Primary weapon that has a projectile that does not have ROT or isn't invisible. If you do, the unit will attempt to use Bomber behaviour (strafing) on its' target, and I'm not sure what _that_ would do if a ground unit tries it... feel free to try tho.

Homing projectiles and invisible projectiles should work fine, tho. Or non-homing/non-invisible in Secondary slot, because only Primary determines aircraft behaviour.

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Algerian Major
Rocket Infantry


Joined: 07 Mar 2015
Location: Drinking Vodka with Lenin, Stalin and Putin

PostPosted: Sun Jul 19, 2015 12:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

I was thinking about a LPD that carries Helicopters that carry Infantry well this seems uhhh... You know Special

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Millennium
Commander


Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Sun Jul 19, 2015 10:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

Oh. So you want a helicopter that spawns infantry?

I believe that it's possible, with some clever editing. Spawned units will always be read as aircraft types, so they cannot have a SHP image. You would need to make an infantry graphic as a voxel (think of it as a very small mech).

They would also have unit-like HP bars/selection boxes, instead of infantry selection boxes. I'm also not sure how the engine will react if you spawn an object with a ground locomotor/movementzone in the air (your helicopter).

There certainly are ways to spawn ground units via Spawn logic, but you... probably picked one of the most demanding things to implement.

If possible, you should maybe consider using MakeInfantry instead?

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Algerian Major
Rocket Infantry


Joined: 07 Mar 2015
Location: Drinking Vodka with Lenin, Stalin and Putin

PostPosted: Mon Jul 20, 2015 2:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

what is makeinfantry

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Millennium
Commander


Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Mon Jul 20, 2015 3:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

The way Mutator makes Brutes out of infantry...
Animations can have a MakeInfantry setting (a number) that makes them spawn the infantry type with the corresponding index number (zero-based) from the AnimToInfantry list.

For example, in artmd:

Code:

[SpawnGI]
Image=NULL
MakeInfantry=2


Then look up rulesmd:
Code:

AnimToInfantry=BRUTE,YURI,GI

In this example, Brute is #0, Yuri Clone is #1 and GI is #2.

Since SpawnGI has MakeInfantry=2, whenever the SpawnGI animation plays, it will spawn a GI when it's done.

You could now, for example, make a weapon that is like this:

Code:

; Helicopter dropping off GIs
[HeliAssault]
Warhead=HeliAssaultWH
etc

; Helicopter spawning a GI
[HeliAssaultWH]
AnimList=SpawnGI
etc


MakeInfantry has a limitation regarding ownership in vanilla YR, but since you are using Ares, this shouldn't bother you.

The only problem is that there will be no limit to how many infantry a helicopter can have spawned at any given time - once spawned and they are regular infantry and do not act like spawned units (ie they will not target what their spawner targets, and they will not return to their helicopter once the target has been destroyed, they will just act like regular infantry).

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Algerian Major
Rocket Infantry


Joined: 07 Mar 2015
Location: Drinking Vodka with Lenin, Stalin and Putin

PostPosted: Mon Jul 20, 2015 3:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

so they will deploy simply that better then nothing I was also thinking about aplicating this for mechenised troops
By the way thanks for the help

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Algerian Major
Rocket Infantry


Joined: 07 Mar 2015
Location: Drinking Vodka with Lenin, Stalin and Putin

PostPosted: Fri Jul 24, 2015 2:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

well more questions this time it's something interesting Is it possible to change the palete used by voxels  by changing i mean changing some colours to other colours for example there is way much red in the palete so I change it to some green-brown ish colours

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Fri Jul 24, 2015 3:12 pm    Post subject: Reply with quote  Mark this post and the followings unread


_________________
"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
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Isaac_The_Madd
AA Infantry


Joined: 16 Jul 2015

PostPosted: Fri Jul 24, 2015 3:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

I see you made Yuri a black man.

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Graion Dilach
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Joined: 22 Nov 2010
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PostPosted: Fri Jul 24, 2015 3:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

That's purple. Also, that fells into the whatnot category.

Basically one can use custom palettes on infantry and buildings in Ares, although disguises and walls are hardcoded to use unittem. Voxels too.

And no, I'm not expecting a clueless idiot following the footsteps I took months with - this includes properly planning out 90% of unittem before I even started editing the pal and then fixing VPL and then working around all the issues.

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"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
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Void
Medic


Joined: 23 Jun 2015

PostPosted: Fri Jul 24, 2015 7:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
http://media.moddb.com/images/articles/1/176/175743/auto/hny2015.png


that's some eye candy, too bad I stopped serious modding a while ago.

Reminds me of a certain voice sheet on google and a promise that took too long to get done  Wink .

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sat Jul 25, 2015 5:40 pm    Post subject: Reply with quote  Mark this post and the followings unread


_________________
"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more...

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Algerian Major
Rocket Infantry


Joined: 07 Mar 2015
Location: Drinking Vodka with Lenin, Stalin and Putin

PostPosted: Mon Jul 27, 2015 3:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

what shall i say Graion if there is a word that can express your Agresivity to people and how you insult them and so on I would say "Mental Issus" GET-IT LOL

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Algerian Major
Rocket Infantry


Joined: 07 Mar 2015
Location: Drinking Vodka with Lenin, Stalin and Putin

PostPosted: Wed Aug 05, 2015 2:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

Guy Hi again I wanted to ask something,How can i make voxels for helicopters when i make one then when i want to add the rotor which work i want to animate it using HVA editor but it tellsme that it doesn't belong to the voxel

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PillBox20
Commander


Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Wed Aug 05, 2015 3:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

In voxel editor add secondary section and then make the rottor in it. In HVA Builder select the rottor and add new frame. With each new frame rotate the rottor in the dirrection you desire and at the end enjoy your work. Smile

_________________
"If it ain't broke, don't fix it."
"If you are loyal to everybody, can you truly be loyal to anybody?"
Ares Documentation: http://ares-developers.github.io/Ares-docs/
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Algerian Major
Rocket Infantry


Joined: 07 Mar 2015
Location: Drinking Vodka with Lenin, Stalin and Putin

PostPosted: Wed Aug 05, 2015 5:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

I know that but the problem is with the HVA Builder as it says that the HVA i not for the original voxel or something will try again and post a Pic

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