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PPM is 9 years old!
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Banshee
Supreme Banshee


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

PostPosted: Thu Oct 01, 2009 6:28 am    Post subject:  PPM is 9 years old!
Subject description: Happy birthday... sorta late, but not for Hawaians!
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Happy birthday to Project Perfect Mod! We are 9 years old. It started with a lame attempt of making a mod that nobody knew its purpose, but it became a hell of a mod community nowadays. And what do we have to celebrate this milestone? Nothing. Yea, just party...no presents. I'm sorry. I know I've made some promises for this event, but I really haven't got much time to work on it. I'm very focused on transforming voxels into good looking 3D models. At the moment, I'm getting results like this:



Tiberian Sun Nod Buggy


Red Alert 2 Demo Truck


Tiberian Sun MCV



I still have a couple of things to improve model wise and I'll try to generate textures soon. I've also some progress at mesh optimization, reducing a couple of unnecessary vertexes and faces from the model without affecting its final quality. You can check the progress at any time by downloading this vxlse_iii.exe that will always be our latest version of the program in the SVN, and replace your old vxlse_iii.exe with this one. There are many people who use this program, so I'm not crazy to place a virus on it.


And finally, what's new on PPM in these days?

-> PPM Website and Mobile content and menu are now synchronized and updated.

-> Mod Generals at PPM! The site now has 17 tutorials to help you to replace that GLA with a decent faction! And do much more. Check our left menu! Special thanks to DaFool for writing 14 of these tutorials. Also, thanks Dutchygamer for other 2 and ruby92 for one.

-> We now have a Red Alert 3 and C&C4 sections. Also, check the left menu.

-> It's time to use your ultimate lego skills for:



-> If you prefer Photoshop over lego, then we have another contest for you:




-> We have several voxels being spotlighted recently.



-> And we also have one new newsposter, our buddy Dutchygamer should be posting some interesting community news soon.


And that's all for now. I hope everyone enjoys what we have to offer. Happy birthday (september 30th) PPM!


Key Words: #ProjectPerfectMod #Birthday #PPMForums #News 

Last edited by Banshee on Sat Sep 30, 2017 6:10 am; edited 2 times in total

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Oct 01, 2009 7:02 am    Post subject: Reply with quote  Mark this post and the followings unread

Happy Birthday PPM. #Birthday
and thanks Banshee, for your constant amount of work you put in this site and for the community.

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raminator
Commander


Joined: 04 Oct 2005
Location: Bierkasten

PostPosted: Thu Oct 01, 2009 7:55 am    Post subject: Reply with quote  Mark this post and the followings unread

häppy börzdäy

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Thu Oct 01, 2009 7:58 am    Post subject: Reply with quote  Mark this post and the followings unread

Congratulations PPM! And thanks Banshee for making me a News Poster Smile

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suraj_geddam98
Missile Trooper


Joined: 02 Aug 2009
Location: A red zone, helping the Scrin. Posts:100000000

PostPosted: Thu Oct 01, 2009 10:49 am    Post subject: Reply with quote  Mark this post and the followings unread

Happy Birthday. #Birthday

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SuperMario949
Jumpjet Infantry


Joined: 24 Jun 2008
Location: you know it

PostPosted: Thu Oct 01, 2009 11:04 am    Post subject: Reply with quote  Mark this post and the followings unread

hey guys,you wont belive this,but today is my birthday!!!,happy birthday ppm and me!.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Thu Oct 01, 2009 11:31 am    Post subject: Reply with quote  Mark this post and the followings unread

Alles Gute zum Geburtstag!

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Thu Oct 01, 2009 1:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Aww if i knew i would have worked towards a release of HP for this week! #Tongue

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blubb
General


Joined: 31 Jul 2005

PostPosted: Thu Oct 01, 2009 1:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

skol !

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DonutArnold
General


Joined: 18 Jan 2005
Location: Finland

PostPosted: Thu Oct 01, 2009 3:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

HB! #Tongue

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Thu Oct 01, 2009 3:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Happy Birthday PPM, my present will be TI... one day...

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Rico
Tiberian Beast


Joined: 01 Nov 2004
Location: Sydney, Australia

PostPosted: Thu Oct 01, 2009 3:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Happy b'day PPM, lol yer someday Aro Laughing

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0warfighter0
Commander


Joined: 07 Dec 2007
Location: Belgium, Haasdonk

PostPosted: Thu Oct 01, 2009 3:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks for maintaining this site for so long Banshee! Smile

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SuperMario949
Jumpjet Infantry


Joined: 24 Jun 2008
Location: you know it

PostPosted: Thu Oct 01, 2009 3:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

well,actually today wasnt very bad for me either,i'll give presents two days later,once i get the loot.

HaPpY bIrThDaY.
عيد ميلاد سعيد
ozkorm nafiol day.

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Ixonoclast
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Joined: 11 Aug 2008
Location: Somewhere up high.

PostPosted: Thu Oct 01, 2009 9:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

habby birfdey guys.

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- geno -
Energy Commando


Joined: 29 May 2003
Location: Manila

PostPosted: Thu Oct 01, 2009 9:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

Happy Birthday Very Happy

well about the Vxlse updates...
you should implement also different isometric views like parallel view and perspective view... making cameos would be realistic with that...

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Arselona
Rocket Infantry


Joined: 03 Jul 2008
Location: Under the sea

PostPosted: Thu Oct 01, 2009 9:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

Happy 9th Birthday #Birthday #All_Coholic

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Banshee
Supreme Banshee


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

PostPosted: Fri Oct 02, 2009 12:19 am    Post subject: Reply with quote  Mark this post and the followings unread

@geno: The 3D preview window and modelizer do have pre-estabilished views in the View section and it includes for interesting positions for cameos.

@everyone else: Thanks guys. PPM is nothing without everyone's participation.

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ConMan
Tiberian Beast


Joined: 16 Dec 2008
Location: Toronto, Canada

PostPosted: Fri Oct 02, 2009 1:12 am    Post subject: Reply with quote  Mark this post and the followings unread

*gives bday punches to PPM...

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!DarkRose
Commander


Joined: 13 Aug 2006
Location: U.K, Birmingham

PostPosted: Fri Oct 02, 2009 1:47 am    Post subject: Reply with quote  Mark this post and the followings unread

Happy B'day PPM! #Birthday#Bday

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DeathRay2K
Commander


Joined: 01 Sep 2002
Location: Canada

PostPosted: Fri Oct 02, 2009 2:45 am    Post subject: Reply with quote  Mark this post and the followings unread

What are you doing to generate the 3D models? Just using the voxels as vertices and smoothing them? Shape recognition?
Also, nearest neighbour texture filtering would probably look better.
Edit:
Have you considered pattern matching? ie looking at blocks of voxels and matching them to predefined meshes. You could look at blocks of 3x3x3 pretty easily and you'd only need 27 meshes. Or, for a little finer grain, look at blocks of 4x4x4, and have 64 meshes.
You could then connect the meshes and have a reasonable (Hopefully better than what you've currently got) approximation of the voxel in 3D.
Of course, that approach would be more specific than the general-purpose surface approximation you seem to be doing, especially for voxels' more modern implementations in medical imaging.

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Banshee
Supreme Banshee


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

PostPosted: Fri Oct 02, 2009 2:52 am    Post subject: Reply with quote  Mark this post and the followings unread

I'm using voxels as cubes and smoothing them to generate 3D models.

Quote:
Also, nearest neighbour texture filtering would probably look better.


Could you elaborate at the nearest neighbour texture filtering?

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Darkstorm
Commander


Joined: 20 Jan 2008
Location: Texas

PostPosted: Fri Oct 02, 2009 3:30 am    Post subject: Reply with quote  Mark this post and the followings unread

Glücklicher Geburtstag
Happy Birthday
#Birthday
PPM

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DeathRay2K
Commander


Joined: 01 Sep 2002
Location: Canada

PostPosted: Fri Oct 02, 2009 4:04 am    Post subject: Reply with quote  Mark this post and the followings unread

Well, you're doing vertex colouring now right? Well when/if you get textures working, nearest neighbour interpolation would give the 'truest' texture of the original voxel; make it looks less blotchy. Especially since voxels are essentially 3D nearest neighbour representations of a model.

You're just smoothing them? Uniformly?
As far as your current method goes, I can really only see this being useful for creating a higher quality models using the converted voxel as a reference, but I don't see that smoothing them makes them much more useful for that...
Do you have a plan for this in the future?

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Last edited by DeathRay2K on Fri Oct 02, 2009 4:07 am; edited 1 time in total

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Shadow Hunter
Cyborg Commando


Joined: 30 Aug 2008
Location: Brazil.

PostPosted: Fri Oct 02, 2009 4:04 am    Post subject: Reply with quote  Mark this post and the followings unread

A little late but happy birthday PPM. Smile

And congratulations Dutchygamer!

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suraj_geddam98
Missile Trooper


Joined: 02 Aug 2009
Location: A red zone, helping the Scrin. Posts:100000000

PostPosted: Fri Oct 02, 2009 6:35 am    Post subject: Reply with quote  Mark this post and the followings unread

Banshee wrote:
We now have a Red Alert 3 and C&C4 sections.

Banshee, where is the CNC4 section?

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Fri Oct 02, 2009 7:23 am    Post subject: Reply with quote  Mark this post and the followings unread

Hehehe.
"Got a present for ya!"


...funnily enough I typed that left handed #Tongue

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Wess
TS Mapping GOD


Joined: 13 Nov 2003
Location: Belgium, FL

PostPosted: Fri Oct 02, 2009 1:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

HAPPY B-DAY PPM! 9 years already. wow next year is gonna be really special.

congrats Banshee, and all that are helping with the site, keep it up.

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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Fri Oct 02, 2009 3:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

We can mod generals now? Smile

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Banshee
Supreme Banshee


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

PostPosted: Fri Oct 02, 2009 10:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

@DaFool: Yes, we can. And I edited the news to give you proper credits for it. Thanks, buddy. Sorry for forgetting to mention you. It was 3:28 am in my local time zone when I posted the news.

@suraj_geddam98: At the Tiberian Twilight section, in the left menu of the main site or in the mobile site.

DeathRay wrote:
Well, you're doing vertex colouring now right? Well when/if you get textures working, nearest neighbour interpolation would give the 'truest' texture of the original voxel; make it looks less blotchy. Especially since voxels are essentially 3D nearest neighbour representations of a model.


Nearest neighbor is a great idea for a problem that my teacher was complaining regarding the colour interpolation that I was using. Thanks for the idea. I'll try to use that for textures as well.


Quote:
You're just smoothing them? Uniformly?
As far as your current method goes, I can really only see this being useful for creating a higher quality models using the converted voxel as a reference, but I don't see that smoothing them makes them much more useful for that...
Do you have a plan for this in the future?


The colour smoothing that I'm using to convert colours per faces to colours per vertex is considering the distance of the vertex with the center of the face.

I'll try to use nearest neighbor interpolation as you suggested... or use an adaptative method (if the difference between the neighbors is too high, use the nearest one... if not just average it).

The idea I had in mind to 'reduce' this smooth effect was using bump mapping once I had textures functional.

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DeathRay2K
Commander


Joined: 01 Sep 2002
Location: Canada

PostPosted: Sat Oct 03, 2009 12:06 am    Post subject: Reply with quote  Mark this post and the followings unread

Nearest neighbour should look good with vertex colouring if the vertices are (fairly) uniform distances, otherwise it might look a bit weirder (You might end up with some colours stretching out in the corners and into crevices in weird ways). Still, once you've got textures it should look better.
Normal mapping would probably be a good route. You could even convert the voxel's built in normals. Though I don't know how good they'd look at that scale...

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Dny
Energy Commando


Joined: 28 May 2008

PostPosted: Sat Oct 03, 2009 3:23 am    Post subject: Reply with quote  Mark this post and the followings unread

A little bit late but Still Happy Birthdate PPM #Birthday

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freedom fighter
General


Joined: 14 May 2009

PostPosted: Sat Oct 03, 2009 9:00 am    Post subject: Reply with quote  Mark this post and the followings unread

Happy birthday PPM!!!!!!1111oneoneone1111oneone!!!!111!!!1one!!!! #Birthday #Bday #Birthday

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partyzanPaulZy
Commander


Joined: 03 Nov 2007
Location: laptop? ... otherwise the Czech Republic -> south Moravia Posts: long int Posts;

PostPosted: Sat Oct 03, 2009 10:09 am    Post subject: Reply with quote  Mark this post and the followings unread

#Birthday
How could I missed this topic. #Silly

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- geno -
Energy Commando


Joined: 29 May 2003
Location: Manila

PostPosted: Mon Oct 05, 2009 10:59 am    Post subject: Reply with quote  Mark this post and the followings unread

Banshee wrote:
@geno: The 3D preview window and modelizer do have pre-estabilished views in the View section and it includes for interesting positions for cameos.


well yeah, i mean making them like having 3-point perspective not just having 2-point or 1-point parallel perspective... that will be great...

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Mon Oct 05, 2009 3:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

By the way, PPM's birthday is on the same date as my little brothers, just thought I'd point that out. #Tongue

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Eternal2u
Missile Trooper


Joined: 01 Sep 2002
Location: New Orlenas La.

PostPosted: Fri Oct 09, 2009 2:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

happy birthday ppm good to see you guys are still hard at work in the modding community

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Fri Oct 09, 2009 3:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Aro wrote:
By the way, PPM's birthday is on the same date as my little brothers, just thought I'd point that out. #Tongue


Congratz for Disturbed then! that was his nick, rayt?

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Fri Oct 09, 2009 4:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

GDI Jamie. #Tongue

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suraj_geddam98
Missile Trooper


Joined: 02 Aug 2009
Location: A red zone, helping the Scrin. Posts:100000000

PostPosted: Fri Oct 09, 2009 5:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

The guy who said "I thought it was LEGO, didn't know it was a voxel.", right?

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Fri Oct 09, 2009 7:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Aro wrote:
GDI Jamie. #Tongue


My bad!

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