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allied missle battery [RA2]
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Liek ZOMG X 2
Flamethrower


Joined: 27 Nov 2004

PostPosted: Sat Feb 26, 2005 8:34 pm    Post subject:  allied missle battery [RA2] Reply with quote  Mark this post and the followings unread

My next vxl Smile .



alliedmislle.PNG
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alliedmislle.PNG



moible.ZIP
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Here it with a cameo too

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Last edited by Liek ZOMG X 2 on Sat Feb 26, 2005 10:40 pm; edited 1 time in total

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Tyler Adams
Defense Minister


Joined: 08 Oct 2004
Location: Back in black.

PostPosted: Sat Feb 26, 2005 10:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

the poorest looking tank I have ever seen. (J/K)

GET AN INGAME SHOT!

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Liek ZOMG X 2
Flamethrower


Joined: 27 Nov 2004

PostPosted: Sat Feb 26, 2005 10:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Damn my yurirevenge is scrwed up. #Tongue

A better pic

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Ackron
Commander


Joined: 19 May 2004

PostPosted: Sat Feb 26, 2005 10:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

looks nice a sref edit with a edited ivf tur?

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Liek ZOMG X 2
Flamethrower


Joined: 27 Nov 2004

PostPosted: Sat Feb 26, 2005 10:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yes I used sref, but no ifv edit

EDIt might be nice with the hva files :p

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W/P
Commander


Joined: 09 Nov 2003
Location: Newcastle, England

PostPosted: Sun Feb 27, 2005 4:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

Tyler Adams wrote:

GET AN INGAME SHOT!

look whos talking

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ENGLAND 2006!!! HAWAY THE LADS!!!

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Liek ZOMG X 2
Flamethrower


Joined: 27 Nov 2004

PostPosted: Sun Feb 27, 2005 6:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

amen that

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christophski the great
Energy Commando


Joined: 21 May 2004
Location: England

PostPosted: Sun Feb 27, 2005 7:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

well i think it looks pretty damn cool.

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Liek ZOMG X 2
Flamethrower


Joined: 27 Nov 2004

PostPosted: Sun Feb 27, 2005 7:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thank you damn i still need the hvas

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Tyler Adams
Defense Minister


Joined: 08 Oct 2004
Location: Back in black.

PostPosted: Sun Feb 27, 2005 7:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

WP wrote:
Tyler Adams wrote:

GET AN INGAME SHOT!

look whos talking


Har, har. I just figured out how to change voxels for RA2 recently...

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Amak
Vehicle Driver


Joined: 05 Feb 2005

PostPosted: Mon Feb 28, 2005 4:37 am    Post subject: Reply with quote  Mark this post and the followings unread

i like it. it looks cool

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Beowulf
Laser Commando


Joined: 12 May 2003
Location: Furry Heaven

PostPosted: Mon Feb 28, 2005 6:13 am    Post subject: Reply with quote  Mark this post and the followings unread

cabal901 wrote:
Thank you damn i still need the hvas

Unless it's multisectioned or a mech, any HVA from the game will work just fine. Wink

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Ackron
Commander


Joined: 19 May 2004

PostPosted: Mon Feb 28, 2005 9:28 am    Post subject: Reply with quote  Mark this post and the followings unread

actualy no it wont you need the hva to set the turret in the right place.... which reminds me i have some stuff for clazzy...

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Major_Gilbear
Cyborg Firebomber


Joined: 09 Aug 2003

PostPosted: Mon Feb 28, 2005 10:01 am    Post subject: Reply with quote  Mark this post and the followings unread

ackron the mighty wrote:
you need the hva to set the turret in the right place...


No, no, no, no, NO! The turret is scaled into position with the header scales (min/max boundaries) in the voxels themselves. The turret is then aligned along the length of the tank through the "TurretOffset=nn" in the Art.ini file.

Look at how WW did it with their work, and just copy it. It is such a simple thing to do, and yet I keep hearing all this crap about alignining with HVAs. People, aligning with HVAs is like using TibEd to do the coding. It is ONLY okay as a quick bodge, or if you don't know any better.

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Ackron
Commander


Joined: 19 May 2004

PostPosted: Mon Feb 28, 2005 12:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

but thats a hassle and means youd have to give the alignment value with your voxel when you posted it. nah

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Major_Gilbear
Cyborg Firebomber


Joined: 09 Aug 2003

PostPosted: Mon Feb 28, 2005 2:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

ackron the mighty wrote:
but thats a hassle and means youd have to give the alignment value with your voxel when you posted it. nah

And modders wonder why public assets are usually of such poor quality.

Saying that is like making an SHP in the wrong pallete and saying "I can't be bothered to do it properly; somebody else can convert it when they download it for use".

Also, aligning the turret properly takes me as long as doing it wrongly with the HVA. Besides, since you're including a README file with credits in the download anyway, you may as well add the "TurretOffset=nn" value to the text file.

The "hassle" is what makes a voxel polished and professional. I find that too many ppl's work is sloppy, half-assed and full of mistakes.

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Tue Mar 01, 2005 4:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

in english Gilbear demands the best  and rightfully so  Rolling Eyes

also not including turretoffset IS LAZY.

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Clazzy
Karma Police


Joined: 26 Nov 2002
Location: Algae Colony On Mars

PostPosted: Tue Mar 01, 2005 7:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

I agree with Gilbear. If you're not willing to put the effort into doing something like a voxel offset, then don't bother making voxels.
How would you like it if you had to manually find out the correct turret offset when making a mod because one person neglected to include one line of coding?

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Thu Mar 03, 2005 10:02 am    Post subject: Reply with quote  Mark this post and the followings unread

its the same with turret positioning on structures, however if the work if of exceptional quality.

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Ackron
Commander


Joined: 19 May 2004

PostPosted: Fri Mar 04, 2005 10:03 am    Post subject: Reply with quote  Mark this post and the followings unread

im really not sure how it makes any sort of difference how the turret offset is set, really whats the difference?

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Fri Mar 04, 2005 12:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

Its the difference between a crap unit and good unit, an obvious example would be to remove the turret offset from say [HVR] or [TELE]

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-...End Transmission...-
Cyborg Soldier


Joined: 26 Oct 2004

PostPosted: Fri Mar 04, 2005 1:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Cabal u have make it or?????????????

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Ackron
Commander


Joined: 19 May 2004

PostPosted: Fri Mar 04, 2005 7:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

but if the turret is ligned correctly by the hva then does it matter?

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DedmanWalkin
Grenadier


Joined: 20 Dec 2004

PostPosted: Fri Mar 04, 2005 7:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Some turrets aren't centered on the body so the HVA can't really help. Look at the Magnetron it's turret is much farther back so a TurretOffset= is required.

\\//,DedmanWalkin

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Liek ZOMG X 2
Flamethrower


Joined: 27 Nov 2004

PostPosted: Fri Mar 04, 2005 8:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

Zelab' wrote:
Cabal u have make it or?????????????
[sarcasm] no I didnt make it[/sarcasm]

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