> Dude thats exactly the kind of ish that I don't know. Thanks very much. So I can make it on a large scale. and scale it down. When I create the Voxel Area I just make it large then and fill it up, then adjust the scales to scale it down?
There is a trick to this in the old editor as well. The header contains more than just scaling info, those boxes are actually the max scales for the x, y, and z planes from the voxel's center. To make the selection box center around the unit in the game, the voxel must be scaled around the center point. So, set the values in the "x scale" and "y scale" boxes to about half (a little less) than the unit's actual voxel width (half of numbers in size:x and size:y boxes, respectively). The "z scale" box should be set to a little less than full hight (number in size:z box). Then in the header info there are something like 16 boxes in a matrix like this:
###### ###### ###### ######
###### ###### ###### ******
###### ###### ###### ******
###### ###### ###### ******
those ones on the right, the starred ones, are actually the x, y, and z minimum scales. So, put the exact same number in the first starred grid to be the same as the "x scale" box, only negative. The same applies to the second starred grid, but it uses the negative of the value you put in the "y scale" box. For the third row of stars, enter 0, because this represents high and you don't want the vehicle to be half under ground (messes up the way it looks-trust me.) I hope that this is a little bit helpful. Someone more articulate than I should really explain this, if you can, because it was a hang-up for me for far too long.
> -Jeremy
> > Well, Ive been reading this board for possibly 4 months. I've made 3 units and MOdded red alert. Comparitively speaking I am probably still a Newbie. I mostly played all of the CnC games and just within the past half year I've gotten into the creation of voxels. I know some of the good guys read this board, well all of them. Its obvious in your units, ok enough flattery. Ive read on the Normals and I understand what they are. I understand there are 2 programs that are reall popular for edition the voxels. I use them both as I see they both have something a little different I like. I mainly use Wills Voxel Editor. Not sure what version. I have a couple questions for the pros that maybe they can explain to me in a way that I would understand. Afterall... this is the only hardcore game community for RA...
> > When I create a unit, I will make it say.. (Y) 25 voxels wide. Then when I implement it into the game It will be smaller then the ingame voxels that may only be 20 voxels wide. Why is this? For example Godwin's Hummer (which I think is pretty kick arse) is only.. I don't know maybe 22 or so wide, and I've made a unit that was 26 or 7 and it is more narrow then the hummer in the game. Why is this. Why is the unit a miniture is there a scale? Also what is the dummy header?
> > Next, Normals. I've used all the autonormaling functions and they seem to do an Ok job. They are just never as good as some of the other voxels out there. What do the veterans use, if I may ask?
> > Greatly appreciated, even if I get no advice Its cool. I understand how it is to have people asking questions.
> > Thanks,
> > Jeremy