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DeeZire, Redemption
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| Red Alert 2 & Yuri's Revenge Editing Discuss any modding related issues to do with Red Alert 2 and Yuri's Revenge here. |
05-25-2005, 11:22 AM
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#1 (permalink)
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Senior Member
Join Date: Mar 2005
Location: Manila,Philippines
Posts: 133
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Intangible Buildings and Units
Hello Guys, need your help. I made buildings for RA2 Yr (SHP) Format, everythings coded and SHPs properly placed in MIX files. Yet, when I have built the buildings in game (e.g. airpad), and I build other buildings near it, the other buildings goes right through the building, and sometimes the building itself seems to be stepped upon by the others. How do I fix this? Also, I have made Vehicles (with Voxel and HVA format), yet the other vehicles (oldies like Rhinos) seems to stomp above it. Is there a solution for this? Thanks a lot for the help. PROJECTALPHA™ :lol:
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05-25-2005, 12:14 PM
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#2 (permalink)
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Senior Member
Join Date: Feb 2005
Posts: 804
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you need to align it correctly in the file, download my grids pack off http://yrarg.cncguild.net
its somewhere in the old SHP MISC section.
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05-25-2005, 12:29 PM
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#3 (permalink)
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Senior Member
Join Date: Mar 2005
Location: Manila,Philippines
Posts: 133
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same with the voxel (vehicles)? thanks
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05-25-2005, 01:07 PM
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#4 (permalink)
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Senior Member
Join Date: Dec 2002
Location: USA
Posts: 756
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This is how you align buildings:
It's as easy as that.
For the voxel, what? It's overlapping into other map cells, or it's floating in the air, or it's not in the middle of a map cell?
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05-25-2005, 07:20 PM
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#5 (permalink)
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Senior Member
Join Date: Mar 2005
Location: Manila,Philippines
Posts: 133
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It can be seen with tanks, like my new mammoth tank being stomped upon by rhinos. They look normal, but when they move together, you can see infantry (e.g. GIs) and tanks stepping above them. Is this normal?
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05-25-2005, 09:40 PM
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#6 (permalink)
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Senior Member
Join Date: Jul 2004
Posts: 448
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no, it is not normal, but I don't know how to fix it......But, it is not normal.
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05-25-2005, 09:46 PM
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#7 (permalink)
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Senior Member
Join Date: Mar 2005
Location: Manila,Philippines
Posts: 133
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Can anyone explain why this happens (Tanks voxel format - being stepped upon as if it is a ghost)?
@Bobingabout
Will I start making all the buildings i made again using your grid packs or there is a better way to incorporate it in my finished buildings? Thanks!
@Death3464
Have you encountered such a thing in your experience?
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05-25-2005, 09:55 PM
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#8 (permalink)
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Senior Member
Join Date: Jul 2004
Posts: 448
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no, I haven't, since I don't generally make new art, but.....I have a question for you. I can help you make your mod, if you will help me make some SHP's and VXL's.....I have quite a few good ideas up my sleeve that I can give you, plus I can help publish your mod. I mostly do INI, getting around to learning AI, since I am most likely going to disable all the current AI stuff and make it totally from scratch. So whaddya say?
(And to someone who knows this, when you make a map using the map editor, if you use the trigger editor, is there any way to save that to its own text file? Or do I need to open my map in a text file and extract it?)
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05-25-2005, 10:19 PM
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#9 (permalink)
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Senior Member
Join Date: Mar 2005
Location: Manila,Philippines
Posts: 133
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@DEATH 3464
Thanks Death for your suggestion, I'll be glad to be part of your team. Yet, I am pretty busy with my mod PROJECTALPHA™ right now (70% finished) and I don't have the luxury to do other stuffs as of the time being. Rest assured that when I have my beta released I'll contact you so I can help your team. However, specifically (if I finish my work asap), I can do things such as buildings and tank voxels (but my problem currently is this ghost (intangibility problem with my tanks). So what type of SHPs or Voxels would you most likely suggest to be made for your mod? 
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05-26-2005, 10:10 AM
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#10 (permalink)
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Senior Member
Join Date: Feb 2005
Posts: 804
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erm, you'd use my grids to allign them correctly, as in the diagram cannis showed you, and to get an idea of size.
VXLs, its in the header and HVA files. you want Zmin to be 0. the rest want to be the dimensionf of your VXL min to max, so, in most cases max is half the VXL size, and min is negative half of the VXL size. apart from Z, where min is 0, and max is VXL height.
use HVA builder to make a HVA, just open the VXL, then save the HVA.
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