Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Thu Sep 25, 2008 1:31 am Post subject:
Voxel Section Editor III 1.4 Plans
Subject description: After thinking about recoding it and make VXLSE IV, I've changed my plans...
I've spent a couple of hours from the last 30 days recoding the program to make VXLSE IV with multi voxel support, import and export 3D objects (.obj mainly), multi voxel preview and few other things, but honestly, if I do that, I'll fail in my final project. So, let's keep it simple:
Here's 1.4 roadmap so far:
-> Improve auto normals and rendering (objective from my final project)
-> Integrate most of OS HVA Builder features as long as the user has the 3D preview window opened.
-> (Optional, if I'm really excited to do this one and ViPr allows): Make an interface to integrate it with ViPr 3ds2vxl's tool, allowing users to import .3ds file and edit them quick and fast.
-> (Optional, if I'm really excited to do this one): Export voxel to .obj.
Any other suggestion that doesn't require a recode of the program? Go ahead and post it.
(Note: regarding VXLSE IV, it should become another program) Last edited by Banshee on Thu Sep 25, 2008 10:42 am; edited 1 time in total QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Fri Sep 26, 2008 4:32 am Post subject:
I've started coding it. There is a new directory in the SVN for it and so far, some files are being recoded. The idea is to get a code that is more oriented to object to reduce memory leaks so far and make coding easy. Once some files are recoded, I'll move to the features like darker and lighter, a fix for the flood and fill for normals and the features mentioned above.
The recent recode of the HVA class should help me a lot on adding HVA Builder features into it. QUICK_EDIT
Joined: 22 Aug 2006 Location: somewhere south of the north pole
Posted: Fri Sep 26, 2008 10:49 am Post subject:
yeah, more improvement! Last time we got [ctrl]+[L] wich was awsome, helped me a lot! A new interface could be useful, or at least a costemizable interface. Oh, and remove "remove redundant voxel", it's a useless feature! _________________ This is a signature QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Fri Sep 26, 2008 12:03 pm Post subject:
Interface is a very low priority at the moment. Remember that I need the render and autonormals improved to graduate or at least complete my final project. QUICK_EDIT
Exporting to OBJ would be simple. Just need to export what you render, except work out which faces of the cube's are hidden. _________________ Free Map Editor - Game Requirements - Stucuk.Net QUICK_EDIT
Joined: 25 Sep 2006 Location: Teamblackistan Posts: Over 9000
Posted: Tue Sep 30, 2008 8:34 pm Post subject:
one more small suggestion, could you hotkey the "Nudge" commands for us?
it would save the trouble of selecting the option each & every time, as sometimes I'm nudging stuff for like 10 pixels on each axis _________________ The Fall of Hammerfest - Epic Tiberian chain story
Tiberian Odyssey mapping department. Discord The Team Black Index QUICK_EDIT
And a rotate tool, I don't know how may people have put their voxel the wrong way round and can't rotate the whole thing the right way... Like SS's Invader MBT originally _________________ Yes, work on MV continues. It is not forgotten. QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Wed Oct 01, 2008 12:36 am Post subject:
Team Black wrote:
one more small suggestion, could you hotkey the "Nudge" commands for us?
it would save the trouble of selecting the option each & every time, as sometimes I'm nudging stuff for like 10 pixels on each axis
And a rotate tool, I don't know how may people have put their voxel the wrong way round and can't rotate the whole thing the right way... Like SS's Invader MBT originally
Joined: 22 Aug 2006 Location: somewhere south of the north pole
Posted: Sun Oct 12, 2008 10:53 am Post subject:
Update on the AN:
My normals, based on 5.6
AN 8,2 standar out of the box
Niether one gives a good result. The 5.6 is way to smooth at the "shark fin" at the top, but the 8.2 is full of black normals. I also tried to deselect "trest diss-continued" thingi, same result. Idealy, I would be avible to select different parts of a voxel, and use different AN on different parts. But your wish is a "perfect" AN, you still have work to do. I belive this AN 8.2 is good for basic voxels, but complex voxels, like the one above, you can see for yourself the difference
EDIT:
results in
_________________ This is a signature Last edited by Dupl3xxx on Sun Oct 12, 2008 12:32 pm; edited 2 times in total QUICK_EDIT
Posted: Sun Oct 12, 2008 6:31 pm Post subject:
Re: Voxel Section Editor III 1.4 Plans
Banshee wrote:
-> (Optional, if I'm really excited to do this one and ViPr allows): Make an interface to integrate it with ViPr 3ds2vxl's tool, allowing users to import .3ds file and edit them quick and fast.
It would be awesome if you did this, as 3ds2vxl doesn't work for me. (I don't know why, says its missing some .dll) QUICK_EDIT
Joined: 22 Aug 2006 Location: somewhere south of the north pole
Posted: Wed Oct 15, 2008 4:12 pm Post subject:
when i think about the AN, it seems whenever a voxel cover another voxel, black nomals are garantied. However, this is only true for AN 7.1 and abov. 5.6 doesn't have that bug. I will test my theory asap! _________________ This is a signature QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Thu Oct 16, 2008 2:36 am Post subject:
I've been rewriting the renderer and I wrote a lot of stuff, however, it is a very complex this, which will require more hard work. The new renderer is quite far from rendering anything at the moment. QUICK_EDIT
Posted: Sun Oct 19, 2008 6:43 am Post subject:
Re: Voxel Section Editor III 1.4 Plans
MT wrote:
Banshee wrote:
-> (Optional, if I'm really excited to do this one and ViPr allows): Make an interface to integrate it with ViPr 3ds2vxl's tool, allowing users to import .3ds file and edit them quick and fast.
It would be awesome if you did this, as 3ds2vxl doesn't work for me. (I don't know why, says its missing some .dll)
this will solve your DLL problem:
put the files from these zips in the folder with the 3ds2vxl.exe
Banshee it would be cool if you could make a 3d model editor, which i think is probably too difficult, and then users can just hit a voxelize button and the model will be voxelized using my program, skipping over the front end and everything, and then once it is done, the voxel appears automatically in your editor. i have no idea if this is technically possible though. QUICK_EDIT
^ A tool like this would have been perfect a good year or 2 ago. And the concept for a tool like this is a brilliant one. But I can't see a greater number of people using it than there are already to justify the work on such a tool. QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Sun Oct 19, 2008 2:28 pm Post subject:
ViPr, I was actually working towards this kind of direction. The idea is that, with some progress, we can allow people to design the geometry before, when creating the section. Then, they voxelize it to texture it. The difference here is that I'd allow voxels to be converted back to geometry, having a tool that creates and edits voxels for old games and models for newer games such as Generals and Red Alert 3 as well.
Of course, the main challenge for me is to convert the voxel back to model, since you've already done a good job at the opposite operation. Once I get a geometry, I'm aware that I'd also need to find out a way to tone down the amount of polys, otherwise, the tool will be useless for newer games. QUICK_EDIT
Banshee, if you want to convert voxels to polygons i would suggest metaballs but i can't see many people wanting to do this. what you are suggesting is extremely complicated and i bet nobody in this community will care but i think it would be useful for your career in programming.
by the way, i should mention to anyone undertaking a programming project now that OpenCL is arriving soon (summer 2009 perhaps) and i'm not sure if it will mean programmer's will have to majorly overhaul their work to benefit from it. QUICK_EDIT
Posted: Sun Oct 19, 2008 9:53 pm Post subject:
Re: Voxel Section Editor III 1.4 Plans
ViPr wrote:
MT wrote:
Banshee wrote:
-> (Optional, if I'm really excited to do this one and ViPr allows): Make an interface to integrate it with ViPr 3ds2vxl's tool, allowing users to import .3ds file and edit them quick and fast.
It would be awesome if you did this, as 3ds2vxl doesn't work for me. (I don't know why, says its missing some .dll)
this will solve your DLL problem:
put the files from these zips in the folder with the 3ds2vxl.exe
Banshee it would be cool if you could make a 3d model editor, which i think is probably too difficult, and then users can just hit a voxelize button and the model will be voxelized using my program, skipping over the front end and everything, and then once it is done, the voxel appears automatically in your editor. i have no idea if this is technically possible though.
I am very grateful for the solution to this! Thanks a lot!
Now I just got to get better with 3d (right now all I can do is make warped out geometric shapes)... QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Mon Oct 20, 2008 1:01 am Post subject:
ViPr wrote:
Banshee, if you want to convert voxels to polygons i would suggest metaballs but i can't see many people wanting to do this. what you are suggesting is extremely complicated and i bet nobody in this community will care but i think it would be useful for your career in programming.
by the way, i should mention to anyone undertaking a programming project now that OpenCL is arriving soon (summer 2009 perhaps) and i'm not sure if it will mean programmer's will have to majorly overhaul their work to benefit from it.
Most people are tipping me with metaballs or something based on octrees, but I'll try something with the least amount of vertices possible, getting as close as possible to quads or multiples triangles per vertex, based on the value of the normals its neighborhood. The idea is to get it as close as possible to the 3D geometry used in games, rather than detailed smooth objects. I know that this method would be expensive for a voxel editor, which is why it would be restricted to high LOD previews or conversion to 3D geometries. QUICK_EDIT
you know what would be great is an extra preview window for units that require multiple parts, that way you can see the main body while building the turret or arms and legs, and so forth. and has this version been released yet? QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Sun Jun 14, 2009 7:50 pm Post subject:
You can techically preview that already by importing the section from other vxl files.. and then, use the 3D Preview window to see them. Once you are done, removing these added sections. QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Fri Jan 29, 2010 10:37 pm Post subject:
My progress so far, after one year and 4 months:
Quote:
Here's 1.4 roadmap so far:
-> Improve auto normals and rendering (Under Construction)
-> Integrate most of OS HVA Builder features as long as the user has the 3D preview window opened. (Not Done)
-> Make an interface to integrate it with ViPr 3ds2vxl's tool, allowing users to import .3ds file and edit them quick and fast. (DONE)
-> Export voxel to .obj. (Under Construction)
I've lost a lot of time with the rendering and .obj export because of my final project (which switched to exporting 3D models from voxels). QUICK_EDIT
Personally, I think that integrating OS HVA Builder features should be quite low on the list of things to do because the community already has OS HVA Builder.
Autonormal improvement is good, but I'd really like to see the ability to export to .obj. This one makes things much easier for things like deploying vehicles - new Tick tank, Mob. Sens. Array, etc. QUICK_EDIT
Personally, I think that integrating OS HVA Builder features should be quite low on the list of things to do because the community already has OS HVA Builder.
I think better normals and rendering should be next on the to do list, IMO. _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
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