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squishy voxel
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Ickus
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Joined: 25 Nov 2002
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PostPosted: Mon Jan 01, 2007 2:53 pm    Post subject:  squishy voxel
Subject description: 3ds2vxl error?
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Well,...certian parts of the voxel are smooshed. #Tongue

I heard the proggy has issues with mirroring things, i converted the model, which are an assortment of seperate things, to a mesh before exporting into .3ds which is only thing that i can think of that would cause this?

Everything is linked according to how I set it up, no pivots have been changed and i guess pictures are better at telling what im trying to say.



trikerender.png
 Description:
what i was aiming for.
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trikerender.png



trike_001.gif
 Description:
smooshed. o_o
 Filesize:  1.25 MB
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trike_001.gif



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DJFreestyler
Cyborg Engineer


Joined: 15 May 2003
Location: The Void

PostPosted: Mon Jan 01, 2007 3:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Try doing a Reset XForm in max before you export it to 3ds. This looks a lot like a scaling issue, resetting xform usually fixes that.

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Daz
Energy Commando


Joined: 26 Apr 2003

PostPosted: Mon Jan 01, 2007 3:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

I've been having similar problems and Reset XForm has fixed them, nice one DJFreestyler.

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Ickus
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Joined: 25 Nov 2002
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PostPosted: Mon Jan 01, 2007 4:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

that does the trick wonderfully. thanks. Very Happy

however, some pieces seem to be missing, attaching them has fixed this, but its strange since others appear perfectly fine just linked....and the barrel has dissappered.---<i>the missile pod like things on the back.</i>

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ViPr
Gauss Rifle Trooper


Joined: 30 Dec 2004

PostPosted: Mon Jan 01, 2007 5:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

OMG i'm so confused. resetting transform just makes things worse for me. or are you talking about something else?

i've screwed up the scale of a mesh then put xform modifier on and screwed up its gizmo and the model in my viewer and the vxl seem to come out looking the same as they do in 3dsmax. then if i hit reset transform it screws it up. but then if i hit reset pivot it goes back to good again.

you are using 3ds2vxl version 0.4632 right?

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Daz
Energy Commando


Joined: 26 Apr 2003

PostPosted: Mon Jan 01, 2007 5:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

Not transform, Xform.
If you go to the Utilities tab its one of those buttons.

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Ickus
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Joined: 25 Nov 2002
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PostPosted: Mon Jan 01, 2007 5:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

yes, the newest one. first time using it too. and im pretty impressed with the overall results.

but this issue was really my own fault. something very different from what you are describing. Neutral

Resetting the xform took care of this tortilla effect.

however I am not sure on the dissappearance of certian things down the heirarchy, like spheres that were linked to another object that were linked to the body.. they would not show up..but attaching them solves that issue.

yet its perplexing that others wouldn't, even if they were directly linked to the body.

as for the barrel, it was my fault again for not linking it to the turret. since linked objects get displaced when their parent has its xform reset. i forgot to relink it.

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Ickus
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PostPosted: Mon Jan 01, 2007 6:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

...came out great. but

its too big! i rescaled the mesh... yet its still comes out unchanged and i even fiddled with the model scaler to like. .75 .50,.25...even 0.025 to see if i get anything...and still..nothing. Neutral



biggtrike.png
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>.<
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biggtrike.png



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Von Kriplespac
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Joined: 01 Sep 2004
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PostPosted: Mon Jan 01, 2007 6:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

HOLY JESUS THATS BIG! O_O

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-tr8er8-
Rocket Cyborg


Joined: 16 Sep 2006
Location: USA

PostPosted: Mon Jan 01, 2007 6:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

0_o

Try scaling it down to like .01. That should do the trick Wink

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Dupl3xxx
Commander


Joined: 22 Aug 2006
Location: somewhere south of the north pole

PostPosted: Mon Jan 01, 2007 6:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

That's one he** of a HUGE voxel! Only needs normals! (joking)

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ViPr
Gauss Rifle Trooper


Joined: 30 Dec 2004

PostPosted: Mon Jan 01, 2007 7:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

what the hell? why is there no lighting on that voxel and why is there gaps? have you got the voxel dot distance on like 1?

if the model scaler is not making a difference it's because you have something in the voxel resolution override. make it blank.

ok i found the Reset Xform thing in utilities in 3dsmax. it doesn't make any difference in my program except when something is mirrored but then it reverses all the normals on the mirrored mesh in my program as well as 3dsmax so what good is it? i'm just getting more confused and frustrated. i don't have any idea how you managed to get your meshes all distorted in my program when they are not distorted in 3dsmax. i couldn't make my meshes all distorted wrongly in my program no matter how much i tried.

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Oshog
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Joined: 02 Sep 2005
Location: Sofia, Bulgaria

PostPosted: Mon Jan 01, 2007 9:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

That's one crazy mod you're creating!

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Daz
Energy Commando


Joined: 26 Apr 2003

PostPosted: Mon Jan 01, 2007 9:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

Akult, change the voxel resolution override.

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Ickus
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PostPosted: Mon Jan 01, 2007 9:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

awesome. thanks guys.

IE ate my post but thats a shot from FinalSun. theres no lighting, and it ignores offsets.etc.
since voxel viewer cant judge against ingame scale.

anyways. i got it to scale down and. it looks cute really tiny. ^-^

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Banshee
Supreme Banshee


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

PostPosted: Mon Jan 01, 2007 10:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

Voxel Viewer will soon be able to place several voxels together. Wait for the next weeks and we may have something cool to help people with scale..

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Ickus
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Joined: 25 Nov 2002
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PostPosted: Mon Jan 01, 2007 11:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

Sweet. Banshee...now that makes me think of voxel movies. Wink

well its 'done' for now. i love it. my first true voxel. xD



trikecross.png
 Description:
Older .Bigger..meaner :P
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trikecross.png



tinytrikes.png
 Description:
its first orders!
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tinytrikes.png



littlewheel.png
 Description:
aww guarding a missile silo.
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littlewheel.png



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Banshee
Supreme Banshee


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

PostPosted: Tue Jan 02, 2007 6:58 am    Post subject: Reply with quote  Mark this post and the followings unread

OS Movie Maker is in my task list to do with the new voxel engine #Tongue..

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Ickus
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Joined: 25 Nov 2002
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PostPosted: Thu Jan 04, 2007 1:44 am    Post subject: Reply with quote  Mark this post and the followings unread

Lol, it would be an awesome thing a mini-engine proving grounds, so you can test out units, triggers and things and even script them . and have it tell you whats wrong with your code. and you can record your events too #Tongue always imagined a program like that..it even can do your homework! xD

anyways. i guess ill just use this for my voxel woes.

I got another issue. 3dsvxl rendered my unit fine <33, but nothing can read the turret, i get a Cannot read section trailer 1 error in both voxel viewer and section editor. and section editor is pretty good at judging scale btw.

update- I separated the turret mesh,optimized it into a new scene and exported as a body, and 3ds2vxl seems unable to compute it.

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ViPr
Gauss Rifle Trooper


Joined: 30 Dec 2004

PostPosted: Thu Jan 04, 2007 4:50 am    Post subject: Reply with quote  Mark this post and the followings unread

i've got no idea what could be wrong. you can send me your models for analysis if you want.

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IcySon55
Commander


Joined: 19 Nov 2003
Location: Overworld

PostPosted: Thu Jan 04, 2007 4:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

I have to wonder why you are using Editable Mesh Akult... Try converting the turret into an Editable Poly instead, and make sure you don't have any hidden objects in the scene. Preferrably, remove everything except the model.

A note, Linking is a BAD thing to use. I've only experienced problems using it with 3ds2vxl.

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ViPr
Gauss Rifle Trooper


Joined: 30 Dec 2004

PostPosted: Thu Jan 04, 2007 6:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

it all gets converted to triangles in the 3ds anyway so it doesn't matter whether it's mesh or poly.

all the tests i've done with links, seem to work, and links are the way you have to do things generally so they have to be made to work.

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Ickus
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PostPosted: Thu Jan 04, 2007 6:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

>.< damn the new IE it ate my last post.

anyways.

other than the model itself are the lights. I did what you suggested, and the same result applies. it ends up as a mesh anyway.

I noticed when coverting both the body and the turret there is a message of "default value above bounds"--I am not sure what this entails?

but when coverting just the turret, it dies about when trying to write the hva. other attempts at coverting, simply just sit there.

about linking, the documentation, says its ok. while I attach the bulk of my objects.., but still it needs for separate barrels to appear.

Well I attached a screenshot of the error when coverting both the turret and the body. I am not sure how helpful this it..

ViPr, would like the entire unit, or just the turret?

and as always, I thank all of your guy's efforts. Wink



vxlwoe.png
 Description:
Default vaule above bounds?
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vxlwoe.png



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ViPr
Gauss Rifle Trooper


Joined: 30 Dec 2004

PostPosted: Thu Jan 04, 2007 9:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

the value above bounds thing is probably referring to the fact i don't like people putting the specular level or something above 100% so i just clamp it down. you see, my shaders work differently to 3dsmax's. you shouldn't worry about it though coz it doesn't affect voxels. Default is probably referring to a material name. yeah i know it's all unclear. i should probably try to make things more clear next version.

why does your file name not have an extension?

btw the reset xform thing doesn't help in all cases so what i'm probably just going to have to end up doing is giving you guys an option to disable the pivot compensation feature because it apparently isn't working properly and is making things worse in some cases. hopefully in future i will figure it all out and then i can remove that option.

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Ickus
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PostPosted: Thu Jan 04, 2007 10:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

errh..oops..I loaded the empty file it made..but it still made the same results..

good news... I got it to render the turret! finally..woot.

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ViPr
Gauss Rifle Trooper


Joined: 30 Dec 2004

PostPosted: Fri Jan 05, 2007 5:27 am    Post subject: Reply with quote  Mark this post and the followings unread

it was the extension wasn't it?

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Ickus
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PostPosted: Fri Jan 05, 2007 6:23 am    Post subject: Reply with quote  Mark this post and the followings unread

nope. wasn't that. or I would have been done alot, sooner. #Tongue

.... I attached the turret to the body, it worked mysterously! I was afraid I would have to remake the turret...but I tinkered with attaching it to different primatives...and eventually it worked and lived happily ever after..

thanks for your time though. Wink

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ViPr
Gauss Rifle Trooper


Joined: 30 Dec 2004

PostPosted: Fri Jan 05, 2007 10:12 am    Post subject: Reply with quote  Mark this post and the followings unread

wait, attached? don't you mean linked?

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Ickus
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PostPosted: Fri Jan 05, 2007 10:40 am    Post subject: Reply with quote  Mark this post and the followings unread

nope..definately attached. Neutral

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ViPr
Gauss Rifle Trooper


Joined: 30 Dec 2004

PostPosted: Fri Jan 05, 2007 1:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

but if you attach the turret and base then they are stuck together and can't move relative to each other.

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Ickus
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PostPosted: Fri Jan 05, 2007 3:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

I know. Once i know your program can actually render the turret. meaning that probably the pivot or something was the culprit I have no idea. I never fiddled with it only to reset the xform..but it was in these bizzare conditions,of attaching it to something else. that got the results I wanted. Which is why I went on testing this on various primitives, rather than the body.

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ViPr
Gauss Rifle Trooper


Joined: 30 Dec 2004

PostPosted: Fri Jan 05, 2007 7:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

ok it's maybe the same code that made the squishyness that is causing this problem. it's probably best that everyone just waits until after i make the option to disable it.

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