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Adding Voxel figure.
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Havcard
Vehicle Driver


Joined: 20 Jan 2007
Location: Ulsteinvik, Norway

PostPosted: Sun Jan 21, 2007 10:57 am    Post subject:  Adding Voxel figure. Reply with quote  Mark this post and the followings unread

I've made a Voxel figure of M1A2 and added it to RA2. All works fine except that the tanks changes color when it rotates. Even when I'm copying colors or editing the original RA2 tanks.
Why does it happend? Is it the colors? The HVA-files? The programs?

I would be grateful for any help.



M1A2Abrams.png
 Description:
Screenshots from Voxel Editor, HVA Builder and ingame. M1A2 and Gun Turret.
 Filesize:  194.4 KB
 Viewed:  7178 Time(s)

M1A2Abrams.png



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Last edited by Havcard on Sun Jan 28, 2007 10:06 pm; edited 2 times in total

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ChielScape
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Joined: 07 Mar 2006
Location: In ur BIOS, Steeln ur Megahurtz!

PostPosted: Sun Jan 21, 2007 12:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

first of all, get the newest Voxel Section Editor III on the the main site.
then, load the voxel, go to tools -> normals -> cubed autonormals.

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-tr8er8-
Rocket Cyborg


Joined: 16 Sep 2006
Location: USA

PostPosted: Mon Jan 22, 2007 3:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

What that does I found out is basicly it takes out most of the darkness when you rotate your tank, and smooths it out.

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ChielScape
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Joined: 07 Mar 2006
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PostPosted: Mon Jan 22, 2007 4:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

it tells the game how to let the light reflect on the object.
"normals" are lines with a 90* angle on their surface, the better the normalling system, the smoother the normals will be arranged, as opposed to having each voxel (the little cubes) have their true normals, which makes the model look blocky, and crappy.

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Havcard
Vehicle Driver


Joined: 20 Jan 2007
Location: Ulsteinvik, Norway

PostPosted: Mon Jan 22, 2007 7:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

It worked. Thank you very much. Smile

But one more question: How can i make Vehicle have alternative artic art?
Just like Navy SEALs which are white in snow maps and green/brown else.

artmd.ini
Code:
[SEAL] ; Regular SEAL
Cameo=SEALICON
AltCameo=SEALUICO
Sequence=SealSequence
Crawls=yes
Remapable=yes
FireUp=3
PrimaryFireFLH=100,0,100

[SEALA] ; Arctic Seal
Cameo=SEALICON
AltCameo=SEALUICO
Sequence=SealSequence
Crawls=yes
Remapable=yes
FireUp=3
PrimaryFireFLH=100,0,100

[LEOPARD2A6]   ; Leopard 2 A6, German Main Tank
Voxel=yes
Remapable=yes
Cameo=LEOPARD2A6ICON
AltCameo=LEOPARD2A6UICO
PrimaryFireFLH=150,0,100

[LEOPARD2A6A]   ; Leopard 2 A6, German Main Tank, AlternativeArticArt
Voxel=yes
Remapable=yes
Cameo=LEOPARD2A6ICON
AltCameo=LEOPARD2A6UICO
PrimaryFireFLH=150,0,100


rulesmd.ini
Code:
[GHOST]
UIName=Name:GHOST
Name=SEAL
Image=SEAL
Category=Soldier
AlternateArcticArt=yes ; ie SEALA for arctic maps
...

; German Leopard 2 A6 Main Tank
[LEOPARD2A6]
UIName=Name:LEOPARD2A6
Name=Leopard 2 A6
Image=LEOPARD2A6
AlternateArcticArt=yes ; ie LEOPARD2A6A for artic maps
...

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Ickus
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PostPosted: Mon Jan 22, 2007 7:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

test it out. Smile

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Havcard
Vehicle Driver


Joined: 20 Jan 2007
Location: Ulsteinvik, Norway

PostPosted: Mon Jan 22, 2007 8:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

I've actually tested this out, but I thougth it migh be something else too, since the SEAL images is .shp-files but the tanks is .vxl-files

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Ickus
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PostPosted: Mon Jan 22, 2007 8:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

well what happend? the worst case it will crash the game. but I think it should work but I havent edited YR in a while so i dont know the answer off the top of my head.

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Clarkson
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Joined: 25 Aug 2004
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PostPosted: Tue Jan 23, 2007 12:53 am    Post subject: Reply with quote  Mark this post and the followings unread

i want to see somebody put alternate versions in the different ISOs. . . try that...

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m666
Cyborg Commando


Joined: 09 Apr 2005
Location: South Carolina

PostPosted: Tue Jan 23, 2007 2:34 am    Post subject: Reply with quote  Mark this post and the followings unread

AlternateArticArt won't work on .vxls. Just make the artic voxel, create an art entry something like TANKA for the alternate artic voxel, and just open the map and make an entry for the tank and just add Image=TANKA. Anything else you're thinking about won't work, most likely.

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Havcard
Vehicle Driver


Joined: 20 Jan 2007
Location: Ulsteinvik, Norway

PostPosted: Sun Jan 28, 2007 9:17 am    Post subject: Reply with quote  Mark this post and the followings unread

How can I make a animated propeller on a helicopter?
I got a voxel figure of the body and one of the propeller. Should I "import from other model" so both of them comes in one file?

I want the helicopters to look like the ones from Red Alert. Should I make them just as Harriers (AircraftTypes), or like NightHawk Transports (VehicleTypes)?
Should them be produced at Helipads? AirportBound? When I have them buildt at Helipad, and only docks at them, they still get produced at Airforce Command HQ (because of Primary building).

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ChielScape
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Joined: 07 Mar 2006
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PostPosted: Sun Jan 28, 2007 1:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

impossible. TS does NOT support rotors.

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Havcard
Vehicle Driver


Joined: 20 Jan 2007
Location: Ulsteinvik, Norway

PostPosted: Sun Jan 28, 2007 2:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

TS? Tiberian Sun? This is Red Alert 2!

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Dupl3xxx
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Joined: 22 Aug 2006
Location: somewhere south of the north pole

PostPosted: Sun Jan 28, 2007 2:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Laughing haha:lol: I don't konw about the rotors, but take a look at the sidge chopper or nighthawk, they might give you awnsers. Cool tank by the way Wink

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John Galt
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Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Sun Jan 28, 2007 5:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

You can't really recreate them as they were in RA, RAPD tried and it didn't really work out. Docking to reload is the main problem.

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Havcard
Vehicle Driver


Joined: 20 Jan 2007
Location: Ulsteinvik, Norway

PostPosted: Sun Jan 28, 2007 7:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

I've seen both at the Siege Chopper and the NightHawk Transport, and tried to do the same, but I couldn't see the rotor.



ThisSuckDeepInMyAss.png
 Description:
I've copied the Siege Shopper and replaced it with my Longbow Apache figures, but when I start the game it crash.
 Filesize:  6.71 KB
 Viewed:  7208 Time(s)

ThisSuckDeepInMyAss.png



LONGBOWAPACHE.png
 Description:
This is the voxel figure of the helicopter.
 Filesize:  20.81 KB
 Viewed:  7208 Time(s)

LONGBOWAPACHE.png



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ChielScape
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Joined: 07 Mar 2006
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PostPosted: Sun Jan 28, 2007 8:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

ah, i thought you meant in TS cuz you said "like Red Alert" but i guess you meant RA1.
anyway, in RA2 its done by making the turrent the rotor.
HELI.vxl <-helicopter
HELItur.vxl <-rotor
then in rules.ini theres a tag that makes the rotor spin. look around, its in the tag-list.

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Suiseiseki
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Joined: 06 Oct 2003

PostPosted: Sun Jan 28, 2007 8:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

ChielScape wrote:
ah, i thought you meant in TS cuz you said "like Red Alert" but i guess you meant RA1.
anyway, in RA2 its done by making the turrent the rotor.
HELI.vxl <-helicopter
HELItur.vxl <-rotor
then in rules.ini theres a tag that makes the rotor spin. look around, its in the tag-list.

...
No, it's done by HVA animation.

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-tr8er8-
Rocket Cyborg


Joined: 16 Sep 2006
Location: USA

PostPosted: Sun Jan 28, 2007 9:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

Carnivean wrote:

No, it's done by HVA animation.


Very much so.

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Havcard
Vehicle Driver


Joined: 20 Jan 2007
Location: Ulsteinvik, Norway

PostPosted: Sun Jan 28, 2007 9:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

ChielScape wrote:
ah, i thought you meant in TS cuz you said "like Red Alert" but i guess you meant RA1.

But isn't Red Alert the same as RA or RA1?
And this is in the Red Alert 2 Editing Forum.

I've tried to call it -tur.vxl, but it didn't show up in the game (only in the HVA Builder). The other helicopters (Siege Chopper and NightHawk) have the rotors in the same vxl.-files as the body. And I don't find any tag-list in the rulesmd.ini.



LONGBOWA.vxl
 Description:

Download
 Filename:  LONGBOWA.vxl
 Filesize:  64.76 KB
 Downloaded:  173 Time(s)


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John Galt
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Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Mon Jan 29, 2007 6:04 am    Post subject: Reply with quote  Mark this post and the followings unread

Chielscape wrote:
ah, i thought you meant in TS cuz you said "like Red Alert" but i guess you meant RA1.


Congrats, your stupidity has been immortalised: http://qdb.renegadeprojects.com/?act=id&id=242

Havcard, just ignore whatever Chielscape says. As you could have seen in the Siege Chopper, the rotors are created as extra sections in the main voxel, not as a turret voxel, and then animated in HVA Builder.

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Renegade
Cyborg Artillery


Joined: 21 May 2006
Location: Hamburg, Germany

PostPosted: Tue Jan 30, 2007 1:19 am    Post subject: Reply with quote  Mark this post and the followings unread

RE: HVA vs. Turret

Both is possible.

  • Making the rotor a turret and adding TurretSpins=yes
    Advantage: Rotor spins even if the helicopter hovers in position
    Disadvantage: Helicopter has a turret, thereby targeting is affected (basically, the heli has to be an OmniFirer in this case)
  • Making the rotor a voxel layer and animate it through HVA
    Advantages: Rotor is part of the graphic, only one vxl/hva is needed, targeting not affected
    Disadvantages: Rotor stops spinning if helicopter is not moving, modder has to create HVA manually

Usually, if possible, the turret-method should be preferred if the helicopter is a BalloonHover, while the HVA-method should be preferred for landing JumpJets. Otherwise, rotor-movement will be unrealistic.

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Rattuskid
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Joined: 01 Sep 2003
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PostPosted: Tue Jan 30, 2007 2:00 am    Post subject: Reply with quote  Mark this post and the followings unread

Deploytoland=yes negates the standing-still-no-animation issue for helicopters no? Especially since you can have tags like deployer=no on a balloon hover voxel so it's forever like an undeployed seige chopper.

Also, I know from firsthand experience that this also works well on aircrafttype listed choppers.

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ChielScape
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Joined: 07 Mar 2006
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PostPosted: Tue Jan 30, 2007 3:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

Carnivean wrote:
ChielScape wrote:
ah, i thought you meant in TS cuz you said "like Red Alert" but i guess you meant RA1.
anyway, in RA2 its done by making the turrent the rotor.
HELI.vxl <-helicopter
HELItur.vxl <-rotor
then in rules.ini theres a tag that makes the rotor spin. look around, its in the tag-list.

...
No, it's done by HVA animation.


since when?
is that even possible?

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IcySon55
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Joined: 19 Nov 2003
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PostPosted: Tue Jan 30, 2007 4:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

Since always. The Mammoth Mk2 in TS isn't a voxel with a turret and HasLegs=yes. It's one voxel with an HVA animation and multiple sections, one for each part of the mech.

Helicopters in RA2 have always used this method. Not a single one uses a turret as the rotor. The Allied transport Helicopter's rotors do not stop spinning if you tell it to move over water. The Siege Chopper also doesn't stop spinning because it only lands when you deploy it.

As Rattuskid said, "Deploytoland=yes negates the standing-still-no-animation issue for helicopters." This is 100% true.

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Rattuskid
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PostPosted: Wed Jan 31, 2007 4:00 am    Post subject: Reply with quote  Mark this post and the followings unread

The only unit to use a spinning turret in all of RA2/YR is Yuri's damn disk*. Most of the time spinning rotors look really shitty because even at max ROT (which controls turrets as well as the helicopter) it still just moves too slow to be believably lifting the thing off the ground.

*I believe this has to do with it's death animation or 'swirly' means of travel.

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