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shawn

where are building turrets and can you use them on tanks?

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where are building turrets and can you use them on tanks?

 

or vice versa?

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I think he means like the Grand Cannon for a building turret, he wants to stick it on a tank or something. Get XCCMixer and look for it in ra2 files.

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yeah thats what i mean but i can never seem to get the unit to show e.g. i cannot see the tank at all.

 

and the same goes for just tank turrets on tanks too.

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If you just want the tank to fire like the Grand Cannon, then change the tank's weapon. Otherwise, I dont know.

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yeah thats what i mean but i can never seem to get the unit to show e.g. i cannot see the tank at all.

 

and the same goes for just tank turrets on tanks too.

Now I get it.

 

The game looks for these when dealing with voxeled vehicles:

body.vxl, body.hva <-- The main part of the unit and sometimes the whole unit.

bodytur.vxl, bodytur.hva <-- The turret for the voxel. Needed only if you have a turret.

bodybarl.vxl, bodybarl.hva <-- The barrels for the turret. Only needed if turreted and have separate barrels.

 

The HVA files are a MUST. They control how the voxel should animate. 99% of the game's voxel files use the same type. There are special cases where animated HVAs are necessary like in the case of the Allied Nighthawk Transport or Yuri's Gattling Tank. Even mech units such as Titans from Tiberian Sun have special HVA animations.

 

Now, for your purposes, the HVA that you're making the units out of will suffice.

 

Let's take the Sentry Gun turret and Tesla Tank base.

 

Get the XCC Mixer and find the voxels mix for RA2. I believe it's local.mix.

 

Extract the sentry gun turret (lasr.vxl, lasr.hva) and the Tesls Tank base (ttnk.vxl, ttnk. hva). Rename them so that they resemble the name of your new unit. For all intents and purposes, we'll call it SGUN.

 

After you have the needed voxel files (sgun.vxl, sgun.hva, sguntur.vxl, sguntur.hva) create a rules and art entry. Here's where people go awry.

 

Make certain your [ARTID] matches exactly the same letters you made for your unit. In our case. the [ARTID] would be [sGUN] to match the voxel body's file name.

 

Sample art entry:

[sGUN]

Cameo=SGUNICON

AltCameo=SGUNUICO

Voxel=yes

PrimaryFileFLH=xxx,xxx,xxx

 

The rest is up to you. If you have any problems, feel free to ask.

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yeah i did that stuff but i also stuck the hva and vxl files in a mix call expand02.mix or do i just copy and paste it in the game folder?

 

I also triple checked my caps, spelling, ini files, and i applyed my changes 6 times in tibed, just in case.

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Hence having a backup file that's named somthing like "RA2 back-up". :P

 

If you don't want clutter you can just stick them in the appropriate *.mix files using one of the XCC Utilities. Which one, I can't remember. And I'm too lazy to look. This method doesn't require the use of back-ups, although that may still be a good idea to use in conjunction with this one.

 

 

Although it isn't really that hard or time consuming to highlight unwanted files and press the delete key...

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