Re: multi-sectioning voxels - XCC Forum | Register | Login | Search History | Home | Messages |
multi-sectioning voxels | ViPr | 03:18 05-09-2002 | ||
Re: multi-sectioning voxels | ViPr | 07:17 06-09-2002 | ||
Re: multi-sectioning voxels | Will | 20:27 06-09-2002 | ||
Re: multi-sectioning voxels | Sweet.Jesus | 01:02 07-09-2002 | ||
Re: multi-sectioning voxels | Olaf van der Spek | 01:04 07-09-2002 | ||
Re: multi-sectioning voxels | ViPr | 04:58 07-09-2002 | ||
Re: multi-sectioning voxels | Will | 20:29 07-09-2002 | ||
Re: multi-sectioning voxels | ViPr | 02:23 08-09-2002 | ||
Re: multi-sectioning voxels | Koen van de Sande | 04:06 12-09-2002 | ||
Re: multi-sectioning voxels | ViPr | 21:17 12-09-2002 | ||
Re: multi-sectioning voxels | Blade | 22:05 14-09-2002 |
> > > 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.
It won't work like that, the turret should be a seperate voxel file with "tur" suffixed onto the normal filename e.g. "unit.vxl, unittur.vxl". Multisection files are used for movement animations or in the case of turrets, for firing animations (only used on gattling though, not sure if it will work for other weapon types).
Re: multi-sectioning voxels | ViPr | 04:23 15-09-2002 | 3 | |
Re: multi-sectioning voxels | Alon Tzarafi | 18:28 15-09-2002 | ||
Re: multi-sectioning voxels | Blade | 05:58 16-09-2002 |
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