Just tried opening the turret's voxel alone, if I add a new frame it shows 2/0, not 1/2 or 2/2. You try and move the voxel around in the second frame and it forces itself straight back to its original position. Fun times. QUICK_EDIT
Don't think it's the mouse, it only bugs up with frames 2 onwards, everything else is flawless. Also only seems to be an issue with turrets, I can add additional frames to body animations with no problems.
Not sure if it helps but I editted the exact same model before, it wasn't until I decided to reedit that this started happening, but now it's with all models. _________________ QUICK_EDIT
Yes because hva rotation rotates the normals with it... say you have 2 dot thick rectangle, the normals would have to be the same on both sides...
I made a 4 bladed spinning turret, much like the gap generator, and I replicated the normals on each corner, looked alright. If you are rotating a minigun barrel made of 4 tubes, the best option might be to rotate left 22 degrees from center, and the next frame 22 degrees right. With such little change the normals should still look ok... _________________ http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai QUICK_EDIT
Joined: 14 Jul 2015 Location: Underground Clone City
Posted: Wed Oct 25, 2017 2:02 pm Post subject:
It's nice that GDI's Titan has voxel for legs, is moving voxel section (like walking vehicle or helicopter's rotor) impossible in TS? or is it possible by using hyperpatch or something? _________________ If you are a MetalHead (Heavy Metal Fan) and don't want to be a metalhead, Just remove your metal ball from your head. ï¿½:p .
Take a look at the Mammoth MKII Walker, it has multiple sections that are animated while being a voxel. So, it's not completely impossible, just positioning the Rotor of a Helicopter or a Propeller of a Plane is the problem, but the WW coded RA2 to have better voxel rendering than TS due to the Nighthawk Transport and other shenanigans WW used it for (Unused Hind, etc.)
Anyway, forgive us for the 1 Year Bump of this topic _________________ pew pew QUICK_EDIT
Anyway, forgive us for the 1 Year Bump of this topic
Im answering a question asked in 2016.
And you're editing the turret opening it directly, not opening the whole unit right?
I can't imagine the program cares if a turret is a ****tur.vxl but stucuk can chime in about that. You can try renaming your voxel first? Maybe there's a conflict with section names?
Looking at the code it will consider the base voxel (As in the one you load) as the main editable one. If you have a vxl/hva which has the same name but with tur at the end (as in if your voxel is Blatur.vxl, it would consider Blaturtur.vxl as the turret).
So it only cares about tur.vxl/tur.hva if its in addition to the file your loading.
Procedure LoadVoxel(Filename : String);
VXLChanged := False;
Procedure LoadHVA(Filename : string);
If not HVAOpen then
CurrentHVA := @HVAFile;
If VoxelOpenT then
If not HVAOpenT then
if HVAOpenT then
HVAOpenT := false;
If VoxelOpenB then
If not HVAOpenB then
if HVAOpenB then
HVAOpenB := false;
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