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 | ||
Re: multi-sectioning voxels | ViPr | 04:23 15-09-2002 | ||
Re: multi-sectioning voxels | Blade | 05:58 16-09-2002 |
> > 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).
> ok if i make vehicles as 2 vxl files with one as the turret then do i need hva files at all?
They need blank HVA files as all voxels do (one each), but also, the scale header of the turret needs to set it at the correct height (this is the voxel file BTW). Otherwise it will draw at the same level as the body and look odd.
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