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Voxel Section Editor III 1.32 released!
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Banshee
Supreme Banshee


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

PostPosted: Tue Feb 13, 2007 12:02 pm    Post subject:  Voxel Section Editor III 1.32 released!
Subject description: And I'll seriously thinking about writing a scientidic article about the normalizer...
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Hello everyone! Dispite my efforts on making my best on the Voxel Section Editor III, I'll never get satisfied with my achievements. When I released VXLSE III 1.3, I thought I had a perfect normalizer. Of course, I didn't. Then, the version 1.31 was released to make it perfect. It has been found out that it was not. It still had an almost insignificant math problem and another serious problem that would make the normal reflect to the inverse direction on certain special situations.

These days I've worked hard to fix it and bring some of the features from VXLSE II that people has been requesting for it. The shortcuts are back (I forgot to update the readme file of the program with it) and the 3D Preview window also returns.





Voxel Section Editor III 1.32 ChangeLog:
- revisions by Banshee
- Added: 3D Preview window from VXLSE II 2.1 OpenGL edition is now back and it can render together with the current Preview (at half speed, in this case). It can also be resized and all features from the traditional preview were incorporated into it.
- Added: Shortcuts from VXLSE II are back. You can move the X, Y and Z axis by pressing x, y and z. To move backwards, add shift to it. Some other random shortcuts were added.
- Updated: Autonormalizer is now even better. Now it uses the concept of influence area to no longer miss the direction on few specific cases.




Support for this tool is available at the phenominally fantastically totally uber awesomely popular Voxel Section Editor III forum (guest posting allowed).

The Help file isn't being updated because I don't have its source (Stucuk may have it). So, the help is pretty much outdated.

You can download it HERE. If you own a fan site, you can place this program on your site for download. If you wanna modify it, go ahead. But on both cases, make sure that Will, Plasmadroid, Koen, Stucuk and I are credited for our efforts. And, have fun voxelling!

Last edited by Banshee on Tue Feb 13, 2007 4:11 pm; edited 1 time in total

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Tue Feb 13, 2007 3:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm afraid the problem is still unsolved: the same black stripes still appear Sad

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Banshee
Supreme Banshee


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

PostPosted: Tue Feb 13, 2007 3:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

I can't make a single element reflect light to more than one direction. So, there is no normalization procedure, rather automatically or manually done, that fix your problem.

Remember, the element of the voxel is a face and not a cube.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Tue Feb 13, 2007 4:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

How come this never happened in the earlier versions? they made the normals in a single cube (not a single voxel cube) perfectly normalized...

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Allen
Pyro Sniper


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

PostPosted: Tue Feb 13, 2007 10:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

I don't know if it's me, but when I make a new Voxel from File. The X Y and Z are not right. I make a new Voxel X:10 Y:11 Z:12. I click OK But I get X:12 Y:10 Z:11.

I even save Voxel and open it with Old Voxel Section Editor II and the size is X:12 Y:10 Z:11 like before. Some thing not right with X Y and Z when making a new Voxel. I had the same thing with v1.31 too. Or did I do somthing wrong in making a Voxel?

Hopefuly I not doing any thing wrong by posting here.

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Banshee
Supreme Banshee


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

PostPosted: Wed Feb 14, 2007 1:15 am    Post subject: Reply with quote  Mark this post and the followings unread

That is not a bug. The thing is that X, Y and Z in VXLSE II is different than the X, Y and Z from VXLSE III.

Here's how axis work.

VXLSE II:
X -> Lateral, Y -> Depth, Z -> Height

VXLSE III:
X -> Lateral, Y -> Height, Z -> Depth

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Allen
Pyro Sniper


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

PostPosted: Wed Feb 14, 2007 9:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

Okay than I will have to remember how the axis work now.

Thanks!

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