Posted: Sun Jan 21, 2007 10:57 am Post subject:
Adding Voxel figure.
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
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Screenshots from Voxel Editor, HVA Builder and ingame. M1A2 and Gun Turret.
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_________________ In a world without walls and fences, who need Windows and Gates? Last edited by Havcard on Sun Jan 28, 2007 10:06 pm; edited 2 times in total QUICK_EDIT
Joined: 07 Mar 2006 Location: In ur BIOS, Steeln ur Megahurtz!
Posted: Sun Jan 21, 2007 12:01 pm Post subject:
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. _________________ Please, read the signature rules of the forum. QUICK_EDIT
Joined: 07 Mar 2006 Location: In ur BIOS, Steeln ur Megahurtz!
Posted: Mon Jan 22, 2007 4:35 pm Post subject:
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. _________________ Please, read the signature rules of the forum. QUICK_EDIT
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. _________________ Delirium.. QUICK_EDIT
Joined: 25 Aug 2004 Location: DAS BOOT IM DER OSTSEE
Posted: Tue Jan 23, 2007 12:53 am Post subject:
i want to see somebody put alternate versions in the different ISOs. . . try that... _________________ PPM's Reichstrollfuherer, 236th Trollenparties brigade. QUICK_EDIT
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. _________________
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). QUICK_EDIT
Joined: 22 Aug 2006 Location: somewhere south of the north pole
Posted: Sun Jan 28, 2007 2:51 pm Post subject:
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 _________________ This is a signature QUICK_EDIT
Joined: 07 Mar 2006 Location: In ur BIOS, Steeln ur Megahurtz!
Posted: Sun Jan 28, 2007 8:16 pm Post subject:
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. _________________ Please, read the signature rules of the forum. QUICK_EDIT
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.
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.
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. QUICK_EDIT
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. _________________ #renproj:renegadeprojects.com via Matrix - direct link QUICK_EDIT
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. _________________
Joined: 07 Mar 2006 Location: In ur BIOS, Steeln ur Megahurtz!
Posted: Tue Jan 30, 2007 3:37 pm Post subject:
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? _________________ Please, read the signature rules of the forum. QUICK_EDIT
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. _________________
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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