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the_kid
Cyborg Informer


Joined: 14 Sep 2002
Location: Las Vegas, Nevada, United States of America

PostPosted: Mon Jul 14, 2003 11:54 pm    Post subject:  Help needed Reply with quote  Mark this post and the followings unread

ok, so I made a voxel. Yes, I made a voxel and I didn't steal it from someone else. Anyway, I'm trying to get an IN-game screeny of it, but it won't work. I can get the tankbody to work, but the turret and barrel are umm... absent.

This is what I had

ART.INI:

[NEWTNK001]
Cameo=MAMMOTHICN.jpg
Voxel=yes
Remapable=yes
PrimaryFireFLH=0,0,100
PBarrelLength=136
TurretOffset=64
UseTurretShadow=yes

RULES.INI :

; Tank001
[NEWTNK001]
Name=Tank001
Category=AFV
Prerequisite=NAWEAP
Primary=90mm
Strength=350
Armor=light
TechLevel=3
CrateGoodie=no
Sight=5
Speed=6
Owner=Nod
Cost=100
Points=40
ROT=5
Crusher=yes
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=25-I000,25-I002,25-I004,25-I006
VoiceMove=25-I012,25-I014,25-I016,25-I018,25-I022
VoiceAttack=25-I014,25-I022,25-I024,25-I026
VoiceFeedback=
MaxDebris=4
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Destroyer
ThreatPosed=25 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
Weight=3.5
EliteAbilities=SENSORS
Elite=120mmx
AccelerationFactor=0.01
ZFudgeColumn=8
ZFudgeTunnel=13

I can't figure out why it doesn't work, I've conpared it to other voxels with turrets, and I don't think it is any different. Could you guys help me out?

Thanks

PEACE

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Tratos
General


Joined: 01 Jan 2003

PostPosted: Mon Jul 14, 2003 11:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Your missing Turret=yes in your code. This IS the reason, no doubt about it.

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the_kid
Cyborg Informer


Joined: 14 Sep 2002
Location: Las Vegas, Nevada, United States of America

PostPosted: Tue Jul 15, 2003 4:59 am    Post subject: Reply with quote  Mark this post and the followings unread

LOL, I assume that turret=yes belongs in the art.INI am I correct?

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Python
Cyborg Firebomber


Joined: 17 Jun 2003
Location: Canada

PostPosted: Tue Jul 15, 2003 5:37 am    Post subject: Reply with quote  Mark this post and the followings unread

Correct.

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the_kid
Cyborg Informer


Joined: 14 Sep 2002
Location: Las Vegas, Nevada, United States of America

PostPosted: Wed Jul 16, 2003 4:15 am    Post subject: Reply with quote  Mark this post and the followings unread

actually I was wrong, I had to put it in the Rules.IN!

Anyway, Igot that to work and well the turret is inside the tank and the barrel is inside the turret. I thought I could fix it by mssing around with turretoffset and barreloffset, but nothing seem to happen. So I need to umm.... Learn how to fix this. So are any of you willing to be my professor?


OUT

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Wed Jul 16, 2003 4:17 am    Post subject: Reply with quote  Mark this post and the followings unread

Turret=yes is on rules.ini in your unit code.

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the_kid
Cyborg Informer


Joined: 14 Sep 2002
Location: Las Vegas, Nevada, United States of America

PostPosted: Wed Jul 16, 2003 4:23 am    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, I added it today.

OUT

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FireStorm
Stealth Laser Trooper


Joined: 30 Dec 2002

PostPosted: Wed Jul 16, 2003 3:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

oh to fix your, "misplaced" barrel or turret, you have to edit their correspondent .hva file (e.g tnktur.vxl correspond to tnktur.hva)

BTW you'll need to to have HVA Editor.. oh and i wont recommend moving your turret HVA file forward or backward, use TurretOffset=XX to move your turret forward or backward, other than that, you are free to do whatever you want with you Barrel/Turret HVA file...

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http://www.tiberiumsun.com/tsr/

Damn...Tutorials Links Doesnt Works Anymore

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Wed Jul 16, 2003 8:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yes FS, when u use hva editor to move it backward, the turret base won't be correct when it's turning Wink i found out the hard way..

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Tratos
General


Joined: 01 Jan 2003

PostPosted: Wed Jul 16, 2003 8:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

yeah, and if you move the barrel back it will dissapear inside the turret.

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the_kid
Cyborg Informer


Joined: 14 Sep 2002
Location: Las Vegas, Nevada, United States of America

PostPosted: Thu Jul 17, 2003 4:26 am    Post subject: Reply with quote  Mark this post and the followings unread

I've hade a HVA editor for a while, but umm... its just about usless I can just create HVA's but not do anything with them. Do you guys have a better HVA editor for me, right now I think I have DMZ's HVAEditor. But i'm not sure, but Its on my site.

Anyway, I worked on the offset thingy and umm nothing really happened I jumed in a bunch of numbers, but it had no effect on the tank at all, I'll work on it some more tomorrow, and get you guys a screenshot of the tank with a barrel inside the turret and the turret inside the tank body.


Anyway, Thanks for all the help

OUT

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FireStorm
Stealth Laser Trooper


Joined: 30 Dec 2002

PostPosted: Thu Jul 17, 2003 10:47 am    Post subject: Reply with quote  Mark this post and the followings unread

ohh there's only one HVA Editor in the community and we are all using DMZ'S HVA Editor, and we all, I believe is able to do something Smile you can click on the image from the 4 windows that you see...

TurretOffset= (Negative Value moves the turret backward) (Positive Values moves the turret forward)

But seems your turret is inside the tank, you wont be able to see the difference i guess...

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Thu Jul 17, 2003 7:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

while we're talking about hva editor... i noticed a very bad bug in it.. or rather in XCC Mixer. I want to use XCC Mixer's great function of converting voxels to PCX images then edit those images then convert them back to voxels. Bad thing #1 : all normals will be gone. Bad thing #2 : You will not be able to move voxel sections of this voxel in hva editor. You select the section and try to move it, nothing happens. any of you can try it yourself.

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devin11590
Cyborg Artillery


Joined: 23 Mar 2003
Location: USA

PostPosted: Fri Jul 18, 2003 10:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

YOU are the problem, not your HVA program. as for the offsets, they are measured in leptons, a very small anmount, so large numbers can be required to make a difference. and for your normals dilema, try opening your new pcx created voxel in the voxel editor and add normals there. one vxl editor has autonormals.

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the_kid
Cyborg Informer


Joined: 14 Sep 2002
Location: Las Vegas, Nevada, United States of America

PostPosted: Sat Jul 19, 2003 6:26 am    Post subject: Reply with quote  Mark this post and the followings unread

OK, I see the problem now, I'll erm.... work on fixing me. Then when my brain is straight(never happened before) I'll see if I can mash everything together and get it right

THANKS

OUT

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Formerly active PPM modder (maps, voxels, sprites) and Webmaster of C&C Central in the early 2000's on the Origin/Revora network.

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devin11590
Cyborg Artillery


Joined: 23 Mar 2003
Location: USA

PostPosted: Sat Jul 19, 2003 7:06 am    Post subject: Reply with quote  Mark this post and the followings unread

lol, i didnt mean it in an insultful way...

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FireStorm
Stealth Laser Trooper


Joined: 30 Dec 2002

PostPosted: Sat Jul 19, 2003 11:54 am    Post subject: Reply with quote  Mark this post and the followings unread

The DvD wrote:
while we're talking about hva editor... i noticed a very bad bug in it.. or rather in XCC Mixer. I want to use XCC Mixer's great function of converting voxels to PCX images then edit those images then convert them back to voxels. Bad thing #1 : all normals will be gone. Bad thing #2 : You will not be able to move voxel sections of this voxel in hva editor. You select the section and try to move it, nothing happens. any of you can try it yourself.


are you sure, you cant click on it?? Confused it never happens to me b4, and yes .PCX files converted to .VXL using XCC Mixer.. seriously it has never happen to me

Oh yes, Normals will be gone... no fix on that.. since Paint Shop Pro read .PCX files not .VXL and hence PSP cant read normals Razz makes sense...

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Sun Jul 20, 2003 5:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

but with the autonormals from certain voxel editors, this might not be a big problem, isn't it?

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Sun Jul 20, 2003 9:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

no the normals are not the problem... well you might actually be able to click on the section in hva editor, but moving your mouse won't move the section. the numbers in the statur bar do change, though, no change is to be seen in game.

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Mon Jul 21, 2003 12:55 am    Post subject: Reply with quote  Mark this post and the followings unread

Just wondering, could someone post a tutorial on how to create HVA files with DMZ HVA editor? It's something I still need to know... realy, I think I checked that program once some months after I start modding and it was useless for me, since I didnt know what the hell that was used to (although I know it now) and what could I do with that.... I hope it's not asking much...

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FireStorm
Stealth Laser Trooper


Joined: 30 Dec 2002

PostPosted: Mon Jul 21, 2003 10:27 am    Post subject: Reply with quote  Mark this post and the followings unread

are you sure thedvd... you cant move the section?? weird.. that never happened to me.. seriously.. i'm able tomove it anywhere i want and the changes will be applied ingame and I'm refering to converted .vxl from pcx

well banshee.. it's kinda simple to do but it's hard to write in words... Smile but if i do have the time, maybe i'll try to write one.. or if someone already does, it'll be even better Smile

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http://www.tiberiumsun.com/tsr/

Damn...Tutorials Links Doesnt Works Anymore

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SeaMan
Man of the Sea


Joined: 07 Dec 2002
Location: Oulu, Finland

PostPosted: Mon Jul 21, 2003 10:58 am    Post subject: Re: Help needed Reply with quote  Mark this post and the followings unread

the_kid wrote:
[NEWTNK001]
Cameo=MAMMOTHICN.jpg


That isn't correct... when you put that, the game will search for MAMMOTHICN.jpg.SHP

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the_kid
Cyborg Informer


Joined: 14 Sep 2002
Location: Las Vegas, Nevada, United States of America

PostPosted: Tue Jul 22, 2003 5:32 am    Post subject: Reply with quote  Mark this post and the followings unread

Lol, yeah.

I was erm trying to get my camoe in game too. Umm, I need to know how to convert stuff to SHP's. Umm, that was just a bit of a test. I thought what the hell if it works it works if it doesn't i'll die or something.

OUT

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