Posted: Sun May 01, 2005 2:21 am Post subject:
Bereg [TS]
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.
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. _________________ ph34r the cute ones! QUICK_EDIT
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. QUICK_EDIT
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? _________________ in 2009 to Florence. Viva Italia! QUICK_EDIT
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... QUICK_EDIT
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. _________________ ph34r the cute ones! QUICK_EDIT
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.
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. _________________ ph34r the cute ones! QUICK_EDIT
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. QUICK_EDIT
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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