So what I'm getting here is it could work however it would screw with the AI hunt commands as well as when you click your army and select them where to shoot. well what if we added the option for say vxl terrain? I believe it has been attempted in the YR engine however it refused to load it in any color except solid black and was very buggy. but say we built a second option for vxl as opposed to hva, say lgt or tex? or maybe no hva or secondary side file needed with it? would vxl terrain still screw with key hunting and interaction script commands? and if so could we whip up a new variant of vxl say txl? or 3xl? QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyörgy, Hungary
Posted: Thu Dec 29, 2016 1:28 pm Post subject:
Voxel terrain cells are bad idea, how do you intend to create one? Voxels are good for objects but that's it. So yes, you can create voxel trees and prolly you coulda hack together a voxel wall trait as well.
Interestingly though, now that I have an actual GPU - yay! - the voxel renderer seems okay. Apparently it just needs a heck of a GPU. _________________
You'd be better off starting from a real engine made for 3D, like Unity, Spring, or OpenRTS.
Though you can technically make a cell-based 3D terrain type game, it's been done. OpenRA is just entirely not made for 3D. _________________ "Don't beg for things; Do it yourself or you'll never get anything."
The RA2 VR prototype (which is OpenRA + the RA2 mod + a custom UE4 rendering process) is a good example of how that is wrong:
OpenRA's internal state is fully 3d, with a cell grid only for pathfinding and building placement. There aren't any significant technical limitations stopping somebody interested from implementing a 3d terrain renderer. QUICK_EDIT
Good, I like being proven wrong. I didn't think the engine had the capacity to run it so smoothly and read that as being entirely in UE4 with assets from OpenRA's RA2 mod (which is easily expected), but I'm glad it can. Not sure how that went from 2.5d to 3d in that scale, ditching the cell grid and a dynamic 3D camera ('m guessing the UE4 part), but if it can be done, great. _________________ "Don't beg for things; Do it yourself or you'll never get anything."
Are you truely sure the Openra could never be made to support voxels to the degree I'm saying? Voxels have gone a long way since 2001. in 7 days to die everything that isn't a character or item that a character uses is a voxel. it's based of the unity engine. are you truely sure openra couldn't be upgraded to use the unity voxel handlers, in-game renderers and drivers or dlls that allow the game to use voxel formats. another question is if this does turn out to be able to work is it worth the effort? I see it as really making the addition of the long awaited subterranean logic much easier to finally get working. it may help with terrain logic heights or cliffs too but the last one I cannot confirm. it may just be easier to have a custom double pixel version of terrain and cliffs. say by default it uses the ra1 cnc1 versions, but when double pixeled it uses ra2 or even gangstas ts rewire terrain for that scale? QUICK_EDIT
Are you truely sure the Openra could never be made to support voxels to the degree I'm saying?
wouldn't be any point. voxels work well with small sized objects. actual 3D models work better with anything larger. If you look at other games which have been modded to allow 3D and voxel support, such as GZDoom, a lot of modders using it favour 3D rendered objects over voxels since voxels are actually more taxing on the CPU/GPU. IIRC, the way most westwood-era C&C games handled voxels was to use the voxel files to create a series of 2D images (similar to red alert/ TD vehicle SHPs) and then render those 2D images in game as a workaround for not having true 3D. QUICK_EDIT
wouldn't be any point. voxels work well with small sized objects
Voxels are recommended for games with 3D interactions where the camera's distance to voxel objects does not change (like... games with no zoom or insignificant zoom for aerial units), so you can use stuff like Direct2D to render the scene, discarding the need of graphics cards with 3D accelerators. In this case, each voxel is painted like a pixel in the screen and, to make things faster, images with all possible rotations of each voxel are pre-cached in memory. With that in mind, it is clear that spatial size doesn't make that much of a difference for this kind of usage. It makes more difference for storage and pre-processing, but it doesn't compromise the gameplay at all.
Of course that I am aware that this is not how OpenRA deals with voxels nowadays. QUICK_EDIT
graphics and gameplay look to me like it's a game for children from 6-12
I miss the C&C's that don't look like a bad joke with a gritty pseudo-realistic atmosphere. _________________ SHP Artist of Twisted Insurrection. Main Nod building SHP creator.
My thoughts on voxel terrain, could easily be done in VXLSE as a flat 100x100 square which then gets rotated and flattened into isometry during pre-render. The "voxel" would only have to be a single layer thick presumably since I don't hear the "black dot" problems of RA2, and no normals or dynamic lighting would need to be applied, just a shadowed state.
In fact each voxel cell could be internally rendered/cached like a flat sprite if performance is an issue, thus opening up the cell art to alternative forms of creation, while behaving exactly like ordinary cell art.
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