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Voxels to Art?
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curlupanddie
Combat Engineer


Joined: 01 Jan 2003
Location: USA

PostPosted: Fri Jan 03, 2003 7:08 pm    Post subject:  Voxels to Art? Reply with quote  Mark this post and the followings unread

I have made my first voxel model. How do i get it into the art INI so i can use it in my unit?

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

PostPosted: Sat Jan 04, 2003 2:12 am    Post subject: Reply with quote  Mark this post and the followings unread

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:

[NAMEOFYOURVOXELWITHOUTEXTENSION]
Voxel=yes
Remapable=yes
PrimaryFireFLH=40,32,96
SecondaryFireFLH=-32,80,120
PBarrelLength=192


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

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curlupanddie
Combat Engineer


Joined: 01 Jan 2003
Location: USA

PostPosted: Sat Jan 04, 2003 5:06 am    Post subject: Reply with quote  Mark this post and the followings unread

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

PrimaryFireFLH=40,32,96
SecondaryFireFLH=-32,80,120

are the cooridnates where shots come from?

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Last edited by curlupanddie on Sat Jan 04, 2003 5:11 am; edited 1 time in total

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Banshee
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PostPosted: Sat Jan 04, 2003 5:11 am    Post subject: Reply with quote  Mark this post and the followings unread

Infantry Voxels? Infantry usually uses SHPs, because voxels doesn't have sequences.

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curlupanddie
Combat Engineer


Joined: 01 Jan 2003
Location: USA

PostPosted: Sat Jan 04, 2003 5:17 am    Post subject: Reply with quote  Mark this post and the followings unread

whats barrel length?

anyways here how i have mine

[TNKEX]
Voxel=yes
Remapable=yes
PrimaryFireFLH=39,20,24
SecondaryFireFLH=25,20,28
PBarrelLength=192

now under unit image i put TNKEX?

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Banshee
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PostPosted: Sat Jan 04, 2003 5:23 am    Post subject: Reply with quote  Mark this post and the followings unread

curlupanddie wrote:
whats barrel length?

anyways here how i have mine

[TNKEX]
Voxel=yes
Remapable=yes
PrimaryFireFLH=39,20,24
SecondaryFireFLH=25,20,28
PBarrelLength=192

now under unit image i put TNKEX?


Yea and be sure that tnkex.vlx exist and is in a expandXX.mix file (XX is a number between 02 and 99)

Barrel length is the length that the game will give to the tnkexbarl.vxl in case it exists. If it doesnt exists, cut this line...

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curlupanddie
Combat Engineer


Joined: 01 Jan 2003
Location: USA

PostPosted: Sat Jan 04, 2003 5:29 am    Post subject: Reply with quote  Mark this post and the followings unread

so wait...i make a new expandxx (im making it expand02) and i import all my voxels for all my units in expand02?

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Banshee
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PostPosted: Sat Jan 04, 2003 5:39 am    Post subject: Reply with quote  Mark this post and the followings unread

Exactly, all your voxels for all your new units.

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curlupanddie
Combat Engineer


Joined: 01 Jan 2003
Location: USA

PostPosted: Sat Jan 04, 2003 5:44 am    Post subject: Reply with quote  Mark this post and the followings unread

ok, how do i do turrets now?

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Banshee
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PostPosted: Sat Jan 04, 2003 5:47 am    Post subject: Reply with quote  Mark this post and the followings unread

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...

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curlupanddie
Combat Engineer


Joined: 01 Jan 2003
Location: USA

PostPosted: Sat Jan 04, 2003 6:34 am    Post subject: Reply with quote  Mark this post and the followings unread

...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...



tnkex.zip
 Description:
Voxel and Expand02.mix

Download
 Filename:  tnkex.zip
 Filesize:  11.51 KB
 Downloaded:  219 Time(s)


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Banshee
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Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
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PostPosted: Sat Jan 04, 2003 4:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

You need the .hva file. Copy the .hva file from a similar unit and rename it... and add to your expand02.mix

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curlupanddie
Combat Engineer


Joined: 01 Jan 2003
Location: USA

PostPosted: Sat Jan 04, 2003 6:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

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?

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curlupanddie
Combat Engineer


Joined: 01 Jan 2003
Location: USA

PostPosted: Sat Jan 04, 2003 7:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

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)

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Banshee
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PostPosted: Sat Jan 04, 2003 8:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

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...

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curlupanddie
Combat Engineer


Joined: 01 Jan 2003
Location: USA

PostPosted: Sat Jan 04, 2003 10:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

ok i made the turret and barrel file but its still all pink and floating.

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Banshee
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PostPosted: Sat Jan 04, 2003 10:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

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...

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curlupanddie
Combat Engineer


Joined: 01 Jan 2003
Location: USA

PostPosted: Sat Jan 04, 2003 10:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

How do i fix them? or clear them or whatever i do?

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Banshee
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PostPosted: Sat Jan 04, 2003 10:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

The voxel editors usually have an option to paint normals...

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curlupanddie
Combat Engineer


Joined: 01 Jan 2003
Location: USA

PostPosted: Sat Jan 04, 2003 11:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

under edit header theres a tab called "normals mode: 4" that have anything to do with?

and there was a thing called remove reduntant voxels. click?

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curlupanddie
Combat Engineer


Joined: 01 Jan 2003
Location: USA

PostPosted: Sun Jan 05, 2003 4:50 am    Post subject: Reply with quote  Mark this post and the followings unread

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

ARTini.
[Airhk]
Cameo=ORCAICON
Voxel=yes
PrimaryFireFLH=43,32,22

and ill include my current expand file if it helps....it has both units with Vxl, and hva...



expand02.zip
 Description:

Download
 Filename:  expand02.zip
 Filesize:  23.24 KB
 Downloaded:  229 Time(s)


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

PostPosted: Sun Jan 05, 2003 4:59 am    Post subject: Reply with quote  Mark this post and the followings unread

pink stuff is not code. Check the tutorial about Normals from Godwin and try again...

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curlupanddie
Combat Engineer


Joined: 01 Jan 2003
Location: USA

PostPosted: Sun Jan 05, 2003 6:13 am    Post subject: Reply with quote  Mark this post and the followings unread

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?

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curlupanddie
Combat Engineer


Joined: 01 Jan 2003
Location: USA

PostPosted: Sun Jan 05, 2003 7:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

horray, it works now, no more pink but still floats and my airealhk is still invisible...anyhelp on those problems?

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Banshee
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Also Known As: banshee_revora (Steam)
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PostPosted: Sun Jan 05, 2003 8:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

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...

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curlupanddie
Combat Engineer


Joined: 01 Jan 2003
Location: USA

PostPosted: Sun Jan 05, 2003 8:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

DO'H stupid error.....

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curlupanddie
Combat Engineer


Joined: 01 Jan 2003
Location: USA

PostPosted: Sun Jan 05, 2003 8:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

YESSS!!!!!! the AIREALHK WORKS NOW!!! hehe now i cant start more of the HK's....THANK YOU SO VERY MUCH

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Banshee
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PostPosted: Sun Jan 05, 2003 9:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

Very Happy You're welcome.

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Glitcherguy
Civilian


Joined: 16 Jul 2007
Location: Norway

PostPosted: Tue Jul 17, 2007 8:31 am    Post subject: Reply with quote  Mark this post and the followings unread

Thats a good tutorial, but when i put my vxl and hva files into TibSun.mix (if thats where they go) it just wont save.

i used XCC for this

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k212
Flamethrower


Joined: 20 May 2006
Location: Spain

PostPosted: Tue Jul 17, 2007 10:16 am    Post subject: Reply with quote  Mark this post and the followings unread

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

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Alexander C Bukington
Grenadier


Joined: 09 Mar 2007

PostPosted: Fri Aug 10, 2007 6:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
you can also put HVA's and voxels in the game directory with all the other files. That WILL work.

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