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Exporting Preview as PNG Sequence
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MustaphaTR
Scorpion Sniper


Joined: 22 Jan 2015
Location: Kastamonu, Turkey

PostPosted: Tue Jun 21, 2016 11:07 am    Post subject:  Exporting Preview as PNG Sequence Reply with quote  Mark this post and the followings unread

Like 360* gif animations, but as PNG sequence instead and we should be able to select how many image we want to be crated. This should make VXL to SHP covertions easier, i need to do some for my ORA mod-map.

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Isaac_The_Madd
AA Infantry


Joined: 16 Jul 2015

PostPosted: Tue Jun 21, 2016 1:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Dumb question, why can't just you use voxel units instead of converting to shp?

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MustaphaTR
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Joined: 22 Jan 2015
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PostPosted: Tue Jun 21, 2016 1:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

Because i need it on Red Alert 1. OpenRA has a voxel engine but RA1 mod doesn't you need to enable it from Mod.yaml afaik but i can't edit it from a map.

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Mig Eater
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Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue Jun 21, 2016 1:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

There are many image editing programs that can export the frames of a gif into individual files...

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MustaphaTR
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Joined: 22 Jan 2015
Location: Kastamonu, Turkey

PostPosted: Tue Jun 21, 2016 2:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

Currently created 360* gif animations isn't 32 frames tho (way more than it). I know i can break up the gif. Problem isn't file system, problem is having 32 frames in correct anges.

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Mig Eater
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Joined: 13 Nov 2003
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PostPosted: Tue Jun 21, 2016 2:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

You can set the amount of frames from 1 to 360, you can also set the camera angle to the same as ingame.

All you really need to do is reorder the frames, fix the background colour & resize the the shp. Everything else can be done automatically with a few clicks.

Even with the ease at which you could render a vxl to shp with the voxel viewer I wouldn't recommend it due to the incorrect lighting & lack of shadows. You'd be much better off remaking the unit in 3D & properly rendering it.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Jun 21, 2016 3:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

Isn't OpenRA already offering everything necessary?
-it produces the best VXL renders
-has same camera and lighting as TS/RA2 (if set up right)
-is surely able to create a few images of the rotating unit

Even though it would be awesome if VSE would have the same VXL render technique as OpenRA and maybe also make VXL-Viewer useless by implementing a preview which shows the turret as well.

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MustaphaTR
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Joined: 22 Jan 2015
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PostPosted: Tue Jun 21, 2016 3:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
You can set the amount of frames from 1 to 360


Where? This is in fact what exactly i need.

@LKO: I'm talking about Red Alert mod, iirc renderers are are specified in mod.yaml. So to make Voxel Render work in RA mod i need to edit it, unfortunately i'm making modmaps not a complate mod. Mod.yaml isn't editeble from map file.

Edit: Now reread it, you are talking about something a bit different, but still using RA mod is problem here, i need its angle not YR/TS's.

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Mig Eater
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Joined: 13 Nov 2003
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PostPosted: Tue Jun 21, 2016 3:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

MustaphaTR wrote:
Where?

To the left of the "Ok" button you press to make a gif animation. It's one of only two options regarding the animation feature & you have to view them to make a gif.

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MustaphaTR
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Joined: 22 Jan 2015
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PostPosted: Tue Jun 21, 2016 4:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ermm, it is in HVA editor not Voxel, y'know HVA editor's GIFs are broken.

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Generals Alpha: http://www.moddb.com/mods/generals-alpha
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E1 Elite
General


Joined: 28 May 2013

PostPosted: Tue Jun 21, 2016 5:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

On VXLSE r531 3D Modelizer (or Display 3D window on r526 or earlier)
VXLSE -> Tools -> 3D Modelizer -> button bar buttons for options, tools -> 360 deg gif.

But you don't get shadows!

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MustaphaTR
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Joined: 22 Jan 2015
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PostPosted: Tue Jun 21, 2016 5:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

You didn't get the point E1, i need the GIF to be 32 frames no more, no less. Looks like HVA editor have this but VXL doesn't and HVA editor's gif creator doesn't work right.

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Changed Dune Mod: http://www.moddb.com/mods/changed-dune
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Generals Alpha: http://www.moddb.com/mods/generals-alpha
Romanov's Vengeange: https://www.moddb.com/mods/romanovs-vengeance

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Banshee
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Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
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PostPosted: Tue Jun 21, 2016 7:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
But you don't get shadows!


I've never added the shadows to VXLSE III because.... errr.. I've never knew how to do it Neutral. One day I'll take some time to figure it out and add it.

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Banshee
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Also Known As: banshee_revora (Steam)
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PostPosted: Tue Jun 21, 2016 8:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Update: revision 532 adds an option at the 3D Modelizer window only that allows you to select the amount of frames in a GIF animation sequence. I know it is not exactly what you've asked here, but I've tried to make my side a bit more simple as well #Tongue. At least for a quick solution. I'll improve it later.

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MustaphaTR
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Joined: 22 Jan 2015
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PostPosted: Tue Jun 21, 2016 8:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

This should do the trick, thanks Banshee.

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CnCD2K Mod: http://www.moddb.com/mods/red-alert-2-yuris-revenge-cncd2k-mod
Changed Dune Mod: http://www.moddb.com/mods/changed-dune
MustaphaTR's D2K Mod: http://www.moddb.com/mods/mustaphatrs-d2k-mod
Generals Alpha: http://www.moddb.com/mods/generals-alpha
Romanov's Vengeange: https://www.moddb.com/mods/romanovs-vengeance

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Allen
Pyro Sniper


Joined: 13 Feb 2007
Location: C:\Westwood\ TechLevel=12

PostPosted: Tue Jun 21, 2016 9:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

I have also had the just about the same idea as MustaphaTR. Using VXLSE III to make TD/RA1 unit would be welcome. I tried to do this by hand but never seem to get things right.



If I'm reading nyerguds pic above right 34 degrees is what units need to be set at.

Below is the RA1 ctnk and one I made along time ago for RA2. I set the XRot: angle at 326. You can see the angle by enable DEBUG mode in the 3D View Options.



Ctnk1_005.gif
 Description:
 Filesize:  170.25 KB
 Viewed:  5037 Time(s)

Ctnk1_005.gif



ctnk-ani.gif
 Description:
 Filesize:  13.02 KB
 Viewed:  5037 Time(s)

ctnk-ani.gif



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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Wed Jun 22, 2016 8:30 am    Post subject: Reply with quote  Mark this post and the followings unread

MustaphaTR wrote:
Ermm, it is in HVA editor not Voxel, y'know HVA editor's GIFs are broken.


The latest versions of HVA Builder & Voxel Viewer have exactly the same options.

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