Posted: Sun Jan 04, 2026 2:41 am Post subject:
[SOLVED!] I tried everything but I couldn't solve this.
Subject description: Shp kind of unit with a voxel barrel.
The only problem is, Z axis. When I tried to fire direct North, SHP image becomes double and makes a sandwich my voxel turret.The other ways are ok.
SHP kind of unit directly use barrel, instead of turret. Just be sure the names are the same.( shp. and barl. extantions. )
TurretOffset doesn't solve the problem. (F,L,H, with Phobos..)
Is this a known problem ? Last edited by AlbertWesker21 on Tue Jan 06, 2026 12:17 am; edited 1 time in total QUICK_EDIT
These are not turrets, these are delivered shp vehicles with voxel barrels.(speed=0,ROT=0,TurretROT=8 )
I chose that way to make my turrets look upwards when firing AA weapons.( I edited turret in HVA to look upwards,no problem) They are delivered by a SW.
two seperate units,(same image almost.) one has AG, the other one has AA, both has a secondary that has a sense that including a feedback weapon to convert them each other with FeedBack weapon's WH !
System works great.AA senses AG and turns into AG version, opposite for when AG senses an Air enemy.
Every other way of the turret is ok, but direct up make the voxel barrel look like buried under shp turret. the upper six, in the middle ones !
lsrturret.png
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Last edited by AlbertWesker21 on Sun Jan 04, 2026 5:07 pm; edited 2 times in total QUICK_EDIT
I know, an interesting solution to get rid of weird looking firing upwards for a horizontal turret. Why units ? Because Convert WHs of Phobos doesn't work for buildings, yet.
(WIC's SuperCovert works, but it has bugs, buildings slide when converted, not staying the same place foundation.)
I may use a voxel body rather than shp, but I just liked the laserturret image. QUICK_EDIT
No. Neither of them helped. ZAdjust for animations, TurretAnimZAdjust just for buildings. Shame. Ability of shp units that they can use voxels as Barrels (Turret actually but game engine wants them as barrel.) is a very helpful thing.
But now this happens.Anyway...My laser turrets( fixed shp vehicles) work like Generals Townes' in GenZH ! Devastating and with the help of Phobos power consuming,also... QUICK_EDIT
I have already discovered ! How careless I was ? I had to create 32 empty frame for Virtual unexisted Turret Animation ! (After main body.) The only merging voxel barrel
works perfect only in that way ! Engine just tried to draw turret frames which never been existed! Now I have already made enough empty frames (32 is a have to, I think) An extra note that,in between total WalkFrames for each facing,there must be no empty frames! I have 96 for walk and 32 empty for turret. WalkFrames=12, No "Stand" and FiringFrames /they are not necessary), including shadows,alltogether 256 frames are OK.
Unmovable (speed=0,Rot=0 but turretRot=8 ) laser turrets work like monster as I intended. They look down against ground, they look up against air... For General Townes !! QUICK_EDIT
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