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关于VXL碎片尾烟

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发表于 2020-7-29 08:58:54 这篇帖子是使用手机发表的! | 显示全部楼层 |阅读模式
请教大佬!如何设置VXL碎片碎片尾烟???
发表于 2020-7-29 12:59:21 | 显示全部楼层
仔细阅读rulesmd.ini,官方都写有注释给你,这还用问。
; ******* Voxel Debris types *******
; Translucent = is the debris to be drawn with translucency (def=no)?
; Elasticity = "bounciness" of the object [should be 0.0 through 1.0] (def=0.75)
; MinAngularVelocity = minimum rate at which the debris is to spin in degrees (def=0.0)
; MaxAngularVelocity = maximum rate at which the debris is to spin in degrees (def=10.0)
; Duration = max number of frames to let the debris exist (def=30)
; MinZVel = minimum starting Z velocity (def=3.5)
; MaxZVel = maximum starting Z velocity (def=5.0)
; MaxXYVel = maximim starting lateral velocity (def=15.0)
; ShareBodyData = Get the voxel data from another Type's body voxel data (def = no)?
; ShareTurretData = Get the voxel data from another Type's turret voxel data (def = no)?
; ShareBarrelData = Get the VOXEL data from another Type's barrel voxel data (def = no)?
; ShareSource = name of the object to share voxel data from (def = none)
; VoxelIndex = voxel piece within the voxel data to use (def = 0)
; StartSound = sound to play when the voxel anim is created (def = VOC_NONE).
; BounceSound = sound to play when the voxel anim bounces (def = VOC_NONE).
; ExpireSound = sound to play when the voxel anim expires (def = VOC_NONE).
; BounceAnim = animation to launch when the voxel anim bounces (def = ANIM_NONE).
; ExpireAnim = animation to launch when the voxel anim expires (def = ANIM_NONE).
; TrailerAnim = animation to trail behind the object (usually smoke or flame)
; DamageRadius = the debris damages objects that it hits if they're closer than this distance
; Damage = amount of damage to apply to objects that are hit
; Warhead = warhead to use for damage purposes
; AttachedSystem = particle system to attach to the voxel anim
; Spawns = the particle spawned when this voxel debris explodes (def = none)
; SpawnCount = number of particles spawned [on average] (def = 0)
 楼主| 发表于 2020-7-29 14:30:51 这篇帖子是使用手机发表的! | 显示全部楼层
双杀步枪 发表于 2020-7-29 12:59
仔细阅读rulesmd.ini,官方都写有注释给你,这还用问。
; ******* Voxel Debris types *******
; Transluce ...

TrailerAnim我只写了这个,有尾烟了,但尾烟和VXL碎片错位严重,大佬,这怎么搞???
发表于 2020-7-29 15:30:49 | 显示全部楼层
尾烟只会在坐标0,0,0生成,调整hva,让发烟的位置到0,0,0
 楼主| 发表于 7 天前 这篇帖子是使用手机发表的! | 显示全部楼层
双杀步枪 发表于 2020-7-29 15:30
尾烟只会在坐标0,0,0生成,调整hva,让发烟的位置到0,0,0

抱歉!现在才回复,我把炮台的HVA位置0,0,0还是一样,尾烟的位置能调吗?
发表于 7 天前 | 显示全部楼层
尾烟只会在坐标0,0,0生成,不能调整。
只能调整素材的0,0,0对发烟的位置。
再调整中心点位置,注意是调整的是vxl素体的中心位置,不是hva的偏移量。
也就是要在HVA_Builder中,使用Voxel Offset,去调整位置。
炮塔的话,最好就是复制一份,改名字来做碎片,因为移动了中心,就不会再能用于单位了。
 楼主| 发表于 7 天前 这篇帖子是使用手机发表的! | 显示全部楼层
再试试看了!实在不行用冒烟来顶替好了!
 楼主| 发表于 7 天前 这篇帖子是使用手机发表的! | 显示全部楼层
双杀步枪 发表于 2020-8-8 18:44
尾烟只会在坐标0,0,0生成,不能调整。
只能调整素材的0,0,0对发烟的位置。
再调整中心点位置,注意是调整的 ...

再试试看了!实在不行用冒烟来顶替好了!
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