Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Sat Jan 04, 2003 2:12 am Post subject:
In case you don't have art.ini yet, open expand01.mix (if you have FS) or tibsun.mix -> local.mix (if you dont have firestorm) with XCC and extract it by right clicking and clicking in extract.
Then, you open it with wordpad and code it.
Each voxel is one case, but if you dont have a single idea of how to start, try following the model below:
You may like to put a cameo (side bar icon) later. Then, put Cameo=CAMEOFILEWITHOUTEXTENSION
Change the variables NAMEOFYOURVOXELWITHOUTEXTENSION and CAMEOFILEWITHOUTEXTENSION to the name of the file of your voxel or cameo without the .vxl extension or .shp extension QUICK_EDIT
Ok, so if its a vehicle i put it in vehicle voxels and infentry in Infentry VXL and ect...but do i have to add anyting like when clonging a unit? how also do make turret rotation points and im guessing
are the cooridnates where shots come from? _________________ Pssst...hey beebo. Last edited by curlupanddie on Sat Jan 04, 2003 5:11 am; edited 1 time in total QUICK_EDIT
so wait...i make a new expandxx (im making it expand02) and i import all my voxels for all my units in expand02? _________________ Pssst...hey beebo. QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Sat Jan 04, 2003 5:47 am Post subject:
Just modify one from another unit with a voxel editor and make sure that your unit (in rules.ini) will have the line turret=yes. In some cases, you may also need to set up it's position with TurretOffset lines... QUICK_EDIT
...I put my unit in the rules ini. and the voxel stuff in artini. i also put it in expand02.mix ill figure out the whole turret thing later, but when i try to play. it loads up to "gathering intel on involved factions" and stops
heres my unit stats and stuff (copied from buggy)
; Tank experiment
[MTNK]
Name=Tank Experiment
Prerequisite=NAWEAP
Primary=120mm
Image=TNKEX
Secondary=AssaultCannon
Category=AFV
Strength=400
Armor=light
Turret=no
IsTilter=yes
TechLevel=4
Sight=6
Speed=4
CrateGoodie=yes
Crusher=yes
Owner=Nod
Cost=500
Points=25
ROT=4
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=3
DebrisTypes=TIRE
DebrisMaximums=4
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Normal
ThreatPosed=10 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
EliteAbilities=SENSORS
ImmuneToVeins=yes
and here my voxels and expand02.mix info if it helps...
i was looking at them their all the same except for ID number, does it matter? if not i just take it copy it and put it in my expand02.mix?
I found the M_emp was the only one similar to my tank so i just extract it, rename it and put it in my expand02 file? _________________ Pssst...hey beebo. QUICK_EDIT
ok i did the whole HVA thing with the M_emp's file but when i play the unit does show, but its all pink except for the bottom and its floating(not hovercraft style) _________________ Pssst...hey beebo. QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Sat Jan 04, 2003 8:28 pm Post subject:
For you first vehicle, make sure it has a tnkex.hva. In case it has a turret, then it should also have a tnkextur.hva. If it has a barrel, then you should also have a tnkexbarl.hva, etc... QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Sat Jan 04, 2003 10:42 pm Post subject:
Pink? Then you have normal problems. Be sure that there isnt normals in excess in your voxel. When you paint or modify the colours, you usually dont modify the normals. So, take a look at it and try again... QUICK_EDIT
im using Voxel section editor 2 vs1.6 beta3
coded by will, plasmadriod, and koen
....still pink and floating even after i did the remove redundant voxels...
I also tried my luck in aircraft and didnt work either, it was invisible, i looked at the mod tutorial thing uv got there and all the stuff was were it was supposed to be
Rules of Aircraft...(copied from harpy)
; Aireal Hunter Killer
[AIRHK]
Name=Aireal HK
Prerequisite=NAHPAD
Primary=HarpyClaw
Strength=225
Category=AirPower
Armor=light
TechLevel=5
image=AirHK
Sight=2
RadarInvisible=yes
Landable=yes
MoveToShroud=no
Dock=NAHPAD,GAHPAD
PipScale=Ammo
Speed=14
PitchSpeed=.16
Owner=Nod
Cost=1000
Points=20
ROT=5
Ammo=12
Crewed=yes
GuardRange=30
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=3
VoiceSelect=30-I000,30-I002,30-I004,30-I006
VoiceMove=30-I014,30-I016,30-I018,30-I022
VoiceAttack=30-I022,30-I030,30-I034,30-I036
Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}
MovementZone=Fly
ThreatPosed=15 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
ARG...! ok, i went to the guide, i downloaded the first voxel editor, i did the whole auto normal tab painted over all the spots while in "normals" mode saved it, replaced it in my Expand02 file then played...still pink and floating...i dont get it i followed the directions and then i tried it in the second voxel editor with no different results...i doubt hva files have anything to do...im gonna try a new model and delete all my old hva's and voxel for this and try again, for future reference: y is it floating and does the pink have to do with holes even one hole ull never see? _________________ Pssst...hey beebo. QUICK_EDIT
horray, it works now, no more pink but still floats and my airealhk is still invisible...anyhelp on those problems? _________________ Pssst...hey beebo. QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Sun Jan 05, 2003 8:22 pm Post subject:
I've seen your expand02.mix file and found out that while you name the voxel aerialhk.vxl, you use [airhk] in the ini files. Rename aerialhk.vxl to airhk.vxl. Also aerialhk.hva to airhk.hva. Also the turrets, etc... QUICK_EDIT
how shall i say this you DON'T PUT THEM IN TIBSUN.MIX just put your vxls and hvas in an expandxx.mix and put the expand mix in your game folder,end of story, no need to put them in tibsun.mix
just do as told above and it will work ingame QUICK_EDIT
you can also put HVA's and voxels in the game directory with all the other files. That WILL work.
_________________ 0h noez!11!!! one 11!! U just p00rd n00bs@uc3 a11 0v3r my l33t sk1llz!!!!!!11one!!111!!!one111!!!!!!!
[img]http://ppmsite.com/forum/viewtopic.php?t=16541[/img] QUICK_EDIT
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