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multi-sectioning voxelsViPr03:18 05-09-2002
Re: multi-sectioning voxelsViPr02:47 23-09-2002
Re: multi-sectioning voxelsViPr16:41 24-09-2002
Re: multi-sectioning voxelsflyby20:26 24-09-2002
Re: multi-sectioning voxelsViPr05:53 25-09-2002
Re: multi-sectioning voxelsViPr16:44 25-09-2002
Re: multi-sectioning voxelsflyby19:47 25-09-2002
Re: multi-sectioning voxelsViPr22:32 26-09-2002
Re: multi-sectioning voxelsViPr14:28 27-09-2002

> > It should be reasonable easy to implement this.
> > I did the postioning of a voxel+turret manually (Blitzkrieg Tiger_I tank), a few months ago.

> > Once you understand what it takes to have the turret rotate at the right spot, it should be straight forward to implement. If you have a problem understanding, i suggest you try to make a voxel+turret yourselves...


> i think all i will need to do is mess with the 3 numbers which state the center of a voxel or some thingy like that, i hope that's all it needs.

> ooooh boy that was a long nap wasn't it? anyway, i think i have succeeded in getting the base and turret to show up in the game and they are in seperate files now. now i think i will work on getting the barrel seperated as well and then see if i can get the pivot point in the correct place, and i'll check if i have everything perfectly positioned and not fractions of a pixel off like in previous versions finally. man i hate off-by-a-pixel type errors.


ok now i have the barrel in its own file too, but i have some bad news, i can't seem to change the turret's pivot point, and i have to finish this quickly because my cousin wants his disk back soon so his friend can play the game with him.


Re: multi-sectioning voxelsViPr15:30 28-09-2002


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