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About VOXELS.VPL
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VK
Pyro Sniper


Joined: 28 Jul 2005
Location: in GAMEMD.EXE

PostPosted: Fri Jul 07, 2006 9:00 pm    Post subject:  About VOXELS.VPL
Subject description: Some info
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I found some interesting things about VOXELS.VPL (ra2.mix->local.mix)
It consist from file header, palette and some data

1.File header
typedef struct tagVPLHEADER
{
DWORD dwRemapPlayerColorStart;
DWORD dwRemapPlayerColorEnd;
DWORD dwNumberOfSections;
DWORD dwUnknown;
} VPLHEADER;

2. Palette
Usual palette as in .PAL files
3. Sections
Each section occupies 256 bytes

I don't know where palette use Sad
Original VOXELS.VPL (VPL - Voxel PaLette Question ) size is 8976 bytes
It is real 16 + 768 + 32 * 256 Smile (dwNumberOfSections = 32)
dwNumberOfSections must be less than 32
I think what section data is color remap for different unit rotations
But I am not test it yet

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Fri Jul 07, 2006 9:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

The 'section' data can be the normals. In this case, the normals palette would be composed of 3 floats per normal.

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VK
Pyro Sniper


Joined: 28 Jul 2005
Location: in GAMEMD.EXE

PostPosted: Fri Jul 07, 2006 9:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

Banshee wrote:
The 'section' data can be the normals. In this case, the normals palette would be composed of 3 floats per normal.

No it is not normals
In section data stored color indexs (I think)
GAMEMD.EXE reading only ONE byte for one loop step
Set the dwNumberOfSections to 1 or 16 Smile
It is interesting Exclamation

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