secret wrote: Another thing: I tried replacing the Tick Tank with a different voxel, but I got this weird bug.
You will need to adjust the Scale property on RenderVoxels. It defaults to 10, which is about right for the default TS and RA2 voxels. I guess that custom model has a weird scale defined internally.
So, yeah, I decided to go with scale 0.5, and it works pretty fine for me, even if it's not very normal. However, there are some issues:
1. The voxel also has a barrel and a turret, but these aren't loaded.
2. There's some weird clipping on other voxels (???)
Here's the code. I'm also attaching the voxel, maybe it's something weird in it's format.
You'll also need to add the WithVoxelTurret and WithVoxelBarrel traits.
The clipping is strange - it doesn't occur with any of the default WW voxels I have tested (which was most of the TS units and a few RA2).
I wouldn't be surprised if the custom editors are taking liberties with the voxel file format, and I also wouldn't be surprised if i missed something important in our loading/rendering code. I'll need to investigate this in more detail when I have some free time.
Sleipnir wrote: You'll also need to add the WithVoxelTurret and WithVoxelBarrel traits.
The clipping is strange - it doesn't occur with any of the default WW voxels I have tested (which was most of the TS units and a few RA2).
I wouldn't be surprised if the custom editors are taking liberties with the voxel file format, and I also wouldn't be surprised if i missed something important in our loading/rendering code. I'll need to investigate this in more detail when I have some free time.
It works now, however it doesn't load the HVA properly, even if the HVA is correct
The clipping occurs on the voxel (the selection box cuts the voxel graphic), but it also occurs as missing colors on other voxels, and sometimes the voxel disappears and it's replaced by 2 intersecting semi-translucent black planes. It's weird. Indeed, I've seen this clipping happening mostly to the CNC mod shellmap, so it might be due to the black and white effect, but I'm no C++/C# expert.
With OpenRA supporting voxels now I was wondering what the CNC mod would look like if I replaced the shps with their voxel equivalent. So after taking a look at Sleipnir’s Voxeldemo, I quickly put this together. The game plays same except for a few changes to the MRLS and Artillery. I didn't change the MCV or Harvester since their TS voxels look nothing like TD counterparts. The Apache and Chinook remain the same since I can’t get their rotor animation to work.
That looks really cool sillyflip. Here's a few suggestions:
If you add unittem.pal to the bits directory you could remove the dependencies on the ts mix files which would make it much easier to install.
You can also change MHOW to use WithVoxelBarrel and define Recoil and RecoilRecovery on the armament to make the barrel recoil when it fires.
Everything in ts is about 33% bigger than C&C, so setting Scale: 7.5 should keep the units inside the cell boundary.
You can play with LightAmbientColor and LightDiffuseColor to improve the lighting. I would start with maybe LightAmbientColor: 0.5, 0.5, 0.5 to make everything a bit darker.