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 Forum index » Featured Tools » Voxel Section Editor III » Bug Reporting
VXLSE defaults to wrong Scale value in the VXL header
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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyörgy, Hungary

PostPosted: Sat May 16, 2015 5:59 pm    Post subject:   VXLSE defaults to wrong Scale value in the VXL header Reply with quote

I only started OpenRA modding nowadays, so I only realized it now. It's ofc tougher to notice since the Scale variable in the header does nothing in WW games.

So yea, while Westwood voxels has this at 0,083, VXLSE sets 0,83 as default, resulting with the odd supersized voxels in OpenRA (say on http://ppmsite.com/forum/files/test01_197.png).
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Banshee
Supreme Banshee


Joined: 15 Aug 2002
Location: Brazil

PostPosted: Sat May 16, 2015 9:05 pm    Post subject: Reply with quote

Does older VXLSE III defaults it in 0.83? Because I thought that the default was 1/12, which should be around 0.083.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyörgy, Hungary

PostPosted: Sat May 16, 2015 9:10 pm    Post subject: Reply with quote

I dunno, but I made a new voxel in last build and that thrown me 0.83.
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G-E
General


Joined: 09 Feb 2015

PostPosted: Sun May 17, 2015 7:56 am    Post subject: Reply with quote

I noticed this too (I started modding before the new generations of VXLSE so I know the right scale hah), but since it has no effect in RA2 I never worried about it.

I just checked VXLSE 1.2c and that also makes a new voxel with .83 scale...
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Banshee
Supreme Banshee


Joined: 15 Aug 2002
Location: Brazil

PostPosted: Sun May 17, 2015 5:34 pm    Post subject: Reply with quote

Ok. I'll fix it when I return home. It should take around 2 to 3 days.

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G-E
General


Joined: 09 Feb 2015

PostPosted: Mon May 18, 2015 5:29 am    Post subject: Reply with quote

Any reason you can't just hardcode it to be what WW used? I seriously doubt anyone uses it...
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Banshee
Supreme Banshee


Joined: 15 Aug 2002
Location: Brazil

PostPosted: Mon May 18, 2015 5:57 pm    Post subject: Reply with quote

I always thought it was 1/12. That's what it meant to be since the beggining....

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyörgy, Hungary

PostPosted: Mon May 18, 2015 10:59 pm    Post subject: Reply with quote

G-E wrote:
Any reason you can't just hardcode it to be what WW used? I seriously doubt anyone uses it...


Do you even read?

OpenRA acknowledges that. So if you voxel for OpenRA, and accidentally your voxel ends up too small, you no longer need to rely upon the VXLSE upscaling, just edit that single value.

Not to mention that hardcoding it now would give us no tools to fix the already messed voxels.

Bansh, yes, 1/12 is the intended value. However VXLSE sets them 10/12 atm.
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G-E
General


Joined: 09 Feb 2015

PostPosted: Tue May 19, 2015 1:39 am    Post subject: Reply with quote

I don't read on sundays #Tongue

So using a larger scale in OpenRA won't negatively affect the way the voxel looks?
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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyörgy, Hungary

PostPosted: Tue May 19, 2015 11:33 am    Post subject: Reply with quote

See the linked pic in the original post, please.
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Banshee
Supreme Banshee


Joined: 15 Aug 2002
Location: Brazil

PostPosted: Tue May 19, 2015 2:15 pm    Post subject: Reply with quote

Problem fixed in revision 512.

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Matthias M.
Jumpjet Infantry


Joined: 15 Jun 2012
Location: Germany

PostPosted: Wed May 20, 2015 3:32 pm    Post subject: Reply with quote

Do you already ship the fix at http://www.ppmsite.com/?go=getvxlsebeta&classic=true?

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyörgy, Hungary

PostPosted: Wed May 20, 2015 5:01 pm    Post subject: Reply with quote

@Bansh: Confirming the fix working.

@Mailander: Yep, every commit includes a binary.
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Banshee
Supreme Banshee


Joined: 15 Aug 2002
Location: Brazil

PostPosted: Wed May 20, 2015 6:27 pm    Post subject: Reply with quote

Thanks for testing it, Graion Smile.

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