Voxels:
Put the voxel.vxl and voxel.hva into an ecachemdXX.mix (with XX being any number from 02 to 99), add a section to the artmd.ini that is named exactly like the voxel (e.g. [VOXEL] for voxel.vxl & .hva) and add something like this:
[VOXEL]
Cameo=VOXLICON ; your unit's cameo
Voxel=yes ; tells the game it's a voxel
Remapable=yes ; tells the game some areas can adapt the player's color
PrimaryFireFLH=0,0,0 ; the point where your unit's bullet/laser/whatever goes off - Forward,Lateral,Height, counted in leptons (255 Leptons --> one cell)
In the rules.ini, just go to your unit and set Image=VOXEL (with 'VOXEL' being the voxel's name)
If your unit's code is exactly like the art-code, you can leave out the image-tag (like, if the unit is called [VOXEL] in the rulesmd.ini, you don't need to say Image=VOXEL...it will search for [VOXEL] in artmd.ini itself)
And now? Confused?
