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Bereg [TS]
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radar92
Rocket Cyborg


Joined: 14 Nov 2004

PostPosted: Sun May 01, 2005 2:21 am    Post subject:  Bereg [TS] Reply with quote  Mark this post and the followings unread

Well I add some camo to it and took it for a test drive the normals could be tweaked but its point less.  The voxel has Z issues as you can see from the screenies.  Oh well win some lose some.



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Nuclear General
Scorpion Sniper


Joined: 30 Apr 2005
Location: USA

PostPosted: Sun May 01, 2005 2:30 am    Post subject: Reply with quote  Mark this post and the followings unread

is that supposed to be an Artillary?? Im just asking becuz it looks wierd.

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radar92
Rocket Cyborg


Joined: 14 Nov 2004

PostPosted: Sun May 01, 2005 3:25 am    Post subject: Reply with quote  Mark this post and the followings unread

Mod_Making_Maniac_2005 wrote:
is that supposed to be an Artillary?? Im just asking becuz it looks wierd.


Yep a 130mm coastal defence mobile gun system,  it is compressed in lenght.  The actual one would be much longer.  When I googled it the command version of it is even longer.

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Nuclear General
Scorpion Sniper


Joined: 30 Apr 2005
Location: USA

PostPosted: Sun May 01, 2005 3:46 am    Post subject: Reply with quote  Mark this post and the followings unread

radar92 wrote:
Mod_Making_Maniac_2005 wrote:
is that supposed to be an Artillary?? Im just asking becuz it looks wierd.


Yep a 130mm coastal defence mobile gun system,  it is compressed in lenght.  The actual one would be much longer.  When I googled it the command version of it is even longer.



Whoa Sweet. Nice Job. Good Luck on some more. Laterz.

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Jah
Commander


Joined: 23 Nov 2002

PostPosted: Sun May 01, 2005 5:47 am    Post subject: Reply with quote  Mark this post and the followings unread

Sweetness. Almost like the real one....

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Havoc
Commander


Joined: 04 Jan 2005
Location: Toronto, Canada

PostPosted: Sun May 01, 2005 7:29 am    Post subject: Reply with quote  Mark this post and the followings unread

Sweet and too big... Look at it, it's bigger than the Hand of Nod.

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Nuclear General
Scorpion Sniper


Joined: 30 Apr 2005
Location: USA

PostPosted: Sun May 01, 2005 8:09 am    Post subject: Reply with quote  Mark this post and the followings unread

Havoc wrote:
Sweet and too big... Look at it, it's bigger than the Hand of Nod.


If scaled to the right size, if would be 4 times as big as everything else in the game. He scaled it down some. Laterz

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Havoc
Commander


Joined: 04 Jan 2005
Location: Toronto, Canada

PostPosted: Sun May 01, 2005 8:10 am    Post subject: Reply with quote  Mark this post and the followings unread

I donno. I still consider it a ra2 voxel.

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Jah
Commander


Joined: 23 Nov 2002

PostPosted: Sun May 01, 2005 10:34 am    Post subject: Reply with quote  Mark this post and the followings unread

Its meant to be big. Btw light infantry is bigger than the cockpit, Havoc. How would you explain it? And why the ztype do most of modders like the WW wrong proportions?

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christophski the great
Energy Commando


Joined: 21 May 2004
Location: England

PostPosted: Sun May 01, 2005 11:21 am    Post subject: Reply with quote  Mark this post and the followings unread

sweet, could be even better if it deployed then fired.

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Havoc
Commander


Joined: 04 Jan 2005
Location: Toronto, Canada

PostPosted: Sun May 01, 2005 11:26 am    Post subject: Reply with quote  Mark this post and the followings unread

Jah wrote:
Its meant to be big. Btw light infantry is bigger than the cockpit, Havoc. How would you explain it? And why the ztype do most of modders like the WW wrong proportions?
Well yes the infantries are bigger, they are bigger than some of the buildings, like the Tech Center...

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Jah
Commander


Joined: 23 Nov 2002

PostPosted: Sun May 01, 2005 11:57 am    Post subject: Reply with quote  Mark this post and the followings unread

And you like it???

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Havoc
Commander


Joined: 04 Jan 2005
Location: Toronto, Canada

PostPosted: Sun May 01, 2005 12:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

Not really. Oh wtf! I agree with all of you.

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k.rar
Civilian


Joined: 23 Apr 2005

PostPosted: Mon May 02, 2005 3:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

cool!

can you plz post the art.ini code?? im not good with offsets..

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radar92
Rocket Cyborg


Joined: 14 Nov 2004

PostPosted: Mon May 02, 2005 4:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

k.rar wrote:
cool!

can you plz post the art.ini code?? im not good with offsets..


There are no art codes save the standard entries.  The turret and gun are done though HVA Builder.  I was doing a test which led to me finding out that there were Z issues.  It stinks cause theres another arty peice I would like to do but it will suffer the same issues.

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Major_Gilbear
Cyborg Firebomber


Joined: 09 Aug 2003

PostPosted: Mon May 02, 2005 6:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Actually, you need to sort out the header sections in your voxels; that it why they appear offset in the selection box.
Also, whilst the new HVA builder is good for anims, I still the old one is better for unanimated voxels.

I've attached a fixed version of your voxel below, but to get it looking right ingame you will need to use an appropriate "TurretOffset=nn" value in the Art ini files. I leave that up to you to sort out, it isn't very hard to do.



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radar92
Rocket Cyborg


Joined: 14 Nov 2004

PostPosted: Mon May 02, 2005 8:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well thats  all fine and good but it dosn't address the turret showing though the voxel, which is why I stopped working on it.

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Major_Gilbear
Cyborg Firebomber


Joined: 09 Aug 2003

PostPosted: Mon May 02, 2005 9:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

That is because the corners of the turret interfere with the vehicle in front of them. If that voxel was a real unit, the turret would be prevented form complete rotation; since no such limit can be applied to the voxels, the turret goes through the body instead.

If you increase the distance between the turret and the truck slightly, you will find that the turret doesn't go through the vehicle. To increase the gap a little, you can either adjust the voxel directly, or you can try setting the turret a little further back with the "TurretOffset=nn" as I said earlier.

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radar92
Rocket Cyborg


Joined: 14 Nov 2004

PostPosted: Mon May 02, 2005 10:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

if you look at 32tnk001.jpg  second unit down, the truck is driving east to west at 45 deg, the turret is in line with the body.  The turret is higher on the Z order so it is on top of the body, sure I could move the turret back, but it would have to far back, till the bottom of the turret passes the top of the middle compartment,.  I have to wait till I get to work but I expect the space need would be to great as I want it to have the same feel as the real one

Here, I added a rather sucky picture, basicly the turret is to far back, but this would be the only way to avoid over lap on certain angles.



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