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Voxel

Draws a vehicle, aircraft, or projectile from a voxel model instead of a shape file.

Specification
Applies to
ObjectType and derived types
AircraftTypeAnimTypeBuildingTypeBulletTypeInfantryTypeOverlayTypeParticleSystemTypeParticleTypeSmudgeTypeTerrainTypeUnitTypeVoxelAnimType
File
art.ini
Section
[<Image ID>]Image ID: Image= value; ObjectType ID when omitted
Value
boolean
When omitted
no

A vehicle, aircraft, projectile, infantry, or structure type marked here loads <Image ID>.VXL together with its <Image ID>.HVA motion file. Vehicles, aircraft, and projectiles draw their body from that model. Infantry and structures load it but go on drawing their shape. An aircraft draws its body only from a voxel model, so an AircraftType without Voxel=yes has no body drawn at all.

art.ini
[MYTANK] ; the Image ID of a UnitType
Voxel=yes ; draws MYTANK.VXL and MYTANK.HVA

The engine also looks for companion models, each a .VXL and .HVA pair:

  • A Turret=yes vehicle loads <Image ID>TUR for its turret and <Image ID>BARL for its barrel.
  • A vehicle with no turret loads neither. The exception is the amphibious transport, whose rules section is named exactly APC: it loads an <Image ID>W pair instead.
  • An aircraft, projectile, infantry, or structure type looks for both the TUR and BARL pairs, whether or not it has a turret.

A companion whose .VXL is missing is not drawn, and nothing else changes, so a model can ship without companions. A companion .VXL shipped without its .HVA makes the engine discard the main model too, so a vehicle or aircraft has no voxel body to draw. A main .VXL without its .HVA has the same result.

On a ParticleType the flag stops the particle’s shape from loading when a scenario starts, so the particle is not drawn. Loading a saved game brings the shape back. Leave the flag off particle types.

Voxel models have no theater variants. Theater=yes and NewTheater=yes never change which .VXL and .HVA files load.