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VXLSEIV?
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PussyPus
Commander


Joined: 14 Jul 2015
Location: Egypt

PostPosted: Sat Mar 30, 2019 9:49 pm    Post subject:  VXLSEIV? Reply with quote  Mark this post and the followings unread

As the title says, to be exact, will there be a 4th Voxel Section Editor? if it would happen then it should have a different way of voxel drawing from VXL I, II or III, i mean drawing freely on all 3 axis instead of drawing on a specific axis, i would love to hear opinion Smile

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Banshee
Supreme Banshee


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

PostPosted: Mon Apr 01, 2019 2:37 am    Post subject: Reply with quote  Mark this post and the followings unread

It depends on whoever is interested to develop it.

I've been working towards a VXLSE IV by reforming several aspects of the program, such as rendering and undo/redo (to allow cooperative editing).

If it depends on me, VXLSE IV will emerge when I make an editor where the user will be able to:

- rotate/move the axis to allow painting on other directions than xy, xz and yz planes.

- allow as many "views" as the user desires

- allow brushes, effects and other tools to be highly customizable by the user, by using images, volumes or 3D models

- allow these customizable tools to be fetched from internet by providing search abilities

- by finishing the 3D export features (with a proper texture generation tool), but this is quite a tough thing to do.

- and the cooperative editing that I've mentioned above (which would be done by using PPM accounts).


And today I feel more free to talk about these things.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Apr 01, 2019 7:01 am    Post subject: Reply with quote  Mark this post and the followings unread

other things to plan for or keep in mind
-at some point OpenRA (other games) might support voxels with bigger dimensions than 255xyz

-a better/closer approximation of the ingame render of voxels for the preview. In this case maybe even add custom VPL support.

-drawing 3d primitives like sphere, cylinder, box. e.g. the user has to select the start point and the editor draws a cylinder from there, with the settings (length, angle, radius, texture) set in the sidemenu.
The primitives would of course be broken down (rasterized) into voxels and a Cylinder with Radius 1 would be only a single line of voxel.
Maybe each primitive is also done in a separate section, with the additional support to merge sections. This way you could change/remove a primitive without changing the main voxel.

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Banshee
Supreme Banshee


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

PostPosted: Mon Apr 01, 2019 1:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
-drawing 3d primitives like sphere, cylinder, box. e.g. the user has to select the start point and the editor draws a cylinder from there, with the settings (length, angle, radius, texture) set in the sidemenu.


That was already mentioned in:

Quote:
- allow brushes, effects and other tools to be highly customizable by the user, by using images, volumes or 3D models


Perhaps it wasn't enough explicit Wink.

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Damfoos
Rocket Infantry


Joined: 27 Mar 2016

PostPosted: Mon Apr 01, 2019 1:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

I just want more QoL options, shortcuts and customizable controls/interface. Drawing textures purely in VXLSE is a waste of time, exporting the layers or the texture gives better results, but sometimes you need to fix/draw some small things right on the spot, and this is where that 1.38 mod with 3D editing window support comes in handy. I wish it was adapted for 1.4, with more ergonomic controls (allow for Alt+click to pick a color from a voxel in that window) and optimization.

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PussyPus
Commander


Joined: 14 Jul 2015
Location: Egypt

PostPosted: Mon Apr 01, 2019 8:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Also there should be a 4th view where you can draw in all X, Y and Z axis, this would make it easy for beginners, typically XYZ as 1 view option is the best.

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twistedconversion
Rocket Infantry


Joined: 23 Feb 2019
Location: Egypt

PostPosted: Tue Apr 02, 2019 9:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

I really hope it can edit or make voxels in 3D! if not, then I'm disappointed.

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NimoStar
Commander


Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Tue Apr 09, 2019 9:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

There mat be a way to make voxels in 3D

Use a voxel 3D editing program (i think there are some), then export as model, then import in VXSE

However, I do admit this method would be very messy and no replacement for native 3d drawing support.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Apr 09, 2019 10:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Instead of starting from scratch or trying to drastically change the VSE code, the opensource project
Magica Voxel
might be a good start. Maybe a Plugin could be written.
Then you have a user friendly editor with 3D edit/view already as a base and just have to add the special C&C Voxel stuff, like sections support.

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Banshee
Supreme Banshee


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

PostPosted: Wed Apr 10, 2019 5:29 am    Post subject: Reply with quote  Mark this post and the followings unread

Magica Voxel is not open source.

Even if it was, I'm not sure if I'd use it to make a new C&C voxel editor, since it is not really designed for the type of voxels used in Tiberian Sun. I'd need to analyze it quite carefully.

Regarding making a plugin for it, I could not understand how such thing can be done at the moment.

Last edited by Banshee on Wed Apr 10, 2019 4:22 pm; edited 1 time in total

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Apr 10, 2019 6:26 am    Post subject: Reply with quote  Mark this post and the followings unread

ah sorry, I thought it's open source.

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5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
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