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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.

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Old 08-17-2005, 06:41 PM   #1 (permalink)
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Default HVAs....

Geez lols! I have some voxels but I dont have the lesser idea of how to make HVA files. Can someone guide me to a tutorial? Coolio.
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Old 08-18-2005, 09:26 AM   #2 (permalink)
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If it's a non-animated voxel, just copy the hva from a random non-animated vehicle (battle fortress works) and rename it.
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Old 08-18-2005, 12:40 PM   #3 (permalink)
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u can also use hva editor which is more reliable in case wierd shit happens and Clavat083 use imgl so that sig isn't squashed.
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Old 08-18-2005, 04:56 PM   #4 (permalink)
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Ok...... They're some converted voxels form Tiberian series. I may try with Xtreme's way.... Hey thanks for the advice AG.
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Old 08-21-2005, 10:54 AM   #5 (permalink)
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Quote:
Originally Posted by XtremeNL";p=&quot View Post
If it's a non-animated voxel, just copy the hva from a random non-animated vehicle (battle fortress works) and rename it.
non-animated voxel? what the hell is that?
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Old 08-21-2005, 12:39 PM   #6 (permalink)
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an non animated voxel, hmm maybe a voxel without animations like an non helicopter, non mech?
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Old 08-21-2005, 08:31 PM   #7 (permalink)
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Hmp............ when I saw his post I tought he was talking about a vehicle without turret. But it didn't worked out for me. I tried using the hvas from the old ones. It functioned. I just need to know whats the TurretOffset tag, cuz it shows the body in the grounf and the turret very high above. I think it has something to do with that tag.
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Old 08-22-2005, 06:28 AM   #8 (permalink)
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No it does not. It's because of voxel bounds.
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Old 08-22-2005, 11:35 AM   #9 (permalink)
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If the turret is "very high above", it's probably because the turret's HVA is screwed. It would be unlikely the turret voxel bounds would be that far out of whack.
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Old 08-23-2005, 01:45 AM   #10 (permalink)
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Now that's the difference between theoretical knowledge (me) and practical use (you).
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