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multi-sectioning voxelsViPr03:18 05-09-2002
Re: multi-sectioning voxelsViPr07:17 06-09-2002
Re: multi-sectioning voxelsWill20:27 06-09-2002
Re: multi-sectioning voxelsSweet.Jesus01:02 07-09-2002
Re: multi-sectioning voxelsOlaf van der Spek01:04 07-09-2002
Re: multi-sectioning voxelsViPr04:58 07-09-2002
Re: multi-sectioning voxelsWill20:29 07-09-2002
Re: multi-sectioning voxelsViPr02:23 08-09-2002
Re: multi-sectioning voxelsKoen van de Sande04:06 12-09-2002
Re: multi-sectioning voxelsViPr21:17 12-09-2002
Re: multi-sectioning voxelsKoen van de Sande23:53 12-09-2002

> > > > > > > Sorry to buge in here, but doesn't that mean that he has to make the program able to read hva files as well, cause that's the only way I can think of now, then I might be wrong

> > > > > > No, HVA Editor could be used.

> > > > > can someone tell me how i can make my program do the hva file? at least to get all the parts to show up and not even to make them move independantly.

> > > > go to downloads: third party, get the vxl stuff archive. The hva format is documented.

> > > > Isn't it great when people like dmz share their understand of how things work? I think you can even get dmz's code from his website.

> > > ok this documentation tells me how to work with voxels with legs, but what about something with a turret? that doesn't use animation frames does it?

> > Turrets are sometimes in a different file (barrels). Then they aren't multi-sectioned.

> yah ok but i think it's better if the turrets are in the same file with the vehicle they go on for some reason. anybody feel free to tell me if you disagree.

The problem is, do Tiberian Sun and Red Alert 2 support turrets in this way? AFAIK they did it this way because else they couldn't get it to work? I could be wrong of course.



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