Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sun Feb 08, 2015 11:51 pm Post subject:
Can OpenRA be used as VXL to SHP conversion tool?
I can't sleep and Gangster's showcases invoked a brainstorm.
Say I have a voxel file. Which apparently OpenRA renders better with TS/RA2 lighting than WW renderer. Can I export the OpenRA results into directly an SHP or a bunch of PNGs?
I don't mind if it needs a dummy terrain.
But really, there would be quite an amount of use-case in traditional TS/RA2 modding for this. Converting VXL building turrets to SHP (Nod Laser, Patriot, Gattling, etc) would be a great quality change for the public and even I'd jump for joy if OpenRA could convert VXL mechs to SHP...
I even dare promising I'd stop bickering about how you messed up RA gameplay if this is possible. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
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Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
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WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Posted: Mon Feb 09, 2015 9:46 pm Post subject:
Re: Can OpenRA be used as VXL to SHP conversion tool?
Graion Dilach wrote:
Say I have a voxel file. Which apparently OpenRA renders better with TS/RA2 lighting than WW renderer. Can I export the OpenRA results into directly an SHP or a bunch of PNGs?
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sat Feb 21, 2015 3:10 pm Post subject:
A bit late reply but I had no time to this before.
That's not even close of what I think of. I looked at the "Add a new voxel unit" tutorial and I assembled a mockup of what I'd ask for. (If I missed a property of the renderer, sorry.)
Basically strip down OpenRA to something like the attachment - which is tbh IMO closer to your Asset Browser in principle than an actual command-line tool. When you'd load a voxel it'd assume some kind of default (maybe WarFactory) orientation. It'd use the same stuff as what the VXL renderer in ORA gets.
Grid's color would be the inverse of background. Facings would have 3 option, 1, 8, 32. Nothing else is needed imo.
When you click on Preview, the HVA animation (if any) would play once in the default facing. When you click on Convert, the HVA anim would play facing times (with appropriate rotation) and each frame of the preview would be saved to the output dir in a numbered PNG.
Zoom would be different tho, if I say zoom out, then the frame which gets saved should be on the full resolution before downscaling in the preview window.
Hell, if your codebase wouldn't be such a mess for someone who never worked with traits and actors (and I maintain my view that a proper class hierarchy will always be more effective - excluding cloud computing ofc - than actors), I'd do it on my own, but I can't. It doesn't sound that hard.
vxl2png.PNG
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_________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Mon Feb 23, 2015 11:23 am Post subject:
I think we both know where would that lead to. Fine. I'll never ask you anything anymore.
At least you could have tried to be helpful by linking me via either the voxel renderer code either the Asset Browser either some kind of developer doc which tells me about how actors-traits work ör something... but don't mind - I'll figure it out on my own when I'll have time for such. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Tue Feb 24, 2015 1:51 am Post subject:
Thanks, that ActorPreviewWindow indeed seems to be the thing I was looking for to start on. I think this'll be enough of a hint.
I honestly thought you already had similar for some kind of internal obscuring test interface made during implementation not something such fresh.
Either way, thanks, yep, I'll be okay. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
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