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Passenger Liner [RA2]
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Should I resize it ?
No..
40%
 40%  [ 2 ]
Yes, Smaller
60%
 60%  [ 3 ]
YEAH-Bigger!!!! xD
0%
 0%  [ 0 ]
Total Votes : 5

Author Message
AprilWar
Rocket Infantry


Joined: 05 Sep 2007
Location: Somewhere in rulesmd.ini

PostPosted: Fri Sep 21, 2007 3:56 am    Post subject:  Passenger Liner [RA2]
Subject description: A big civilian Transport/Dropship (UPDATE)
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Well this was my alien transport but now it's SO IMPROVED... doesnt look like an "alien" thing anymore. Now it can be used as a Carrier, a Spacecraft, an air thing or even a naval unit. I have 2 versions of this project. The old one is the 1st, no remaps. And the second one, with a more hi-tech look and with remaps. {also i put a cameo for each one} I hope you like it, it a great concept. DONT SAY ITS TOO WHITE =P
Credit me..

Testing Version



Final Version


{I Just Removed the Black Dots of the Second VXL, making it a litte bit more white}



Liners.zip
 Description:
NEW VERSION

Download
 Filename:  Liners.zip
 Filesize:  168.05 KB
 Downloaded:  346 Time(s)


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Last edited by AprilWar on Sat Sep 22, 2007 5:10 pm; edited 2 times in total

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Mortecha
Commander


Joined: 30 Nov 2006
Location: Brisbane, Australia

PostPosted: Fri Sep 21, 2007 6:43 am    Post subject: Reply with quote  Mark this post and the followings unread

Its too white Laughing

Yeah try adding alittle more detail. Is it me or is there some black dots of death?

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Dupl3xxx
Commander


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

PostPosted: Fri Sep 21, 2007 6:57 am    Post subject: Reply with quote  Mark this post and the followings unread

" They came from hell itself, they are, THE BLACK DOTS OF DEATH, child of satan!"

A great voxel, but I'd really like it dark grey!(but I can add it meself :p)

EDIT: Just an idea, NEVER empty the voxels, hallow voxels WILL be full of black dots!

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BrianPrime
Shrapnel Sniper


Joined: 26 Jul 2007

PostPosted: Fri Sep 21, 2007 8:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

The black dots are actually from using Banshee's shitty experimental tangent plane autonormals.

Influence Autonormals are perfect, use them.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Sep 21, 2007 8:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

he doesn't use vseIII. It's 3ds2vxl.
The black dots are there because, i've told him voxel dot distance=1.0 is good and to my disgrace, this is wrong. sorry Embarassed
1.0 is only good for box shaped voxel. For your round voxel you should set Voxel Dot Distance to 0.9 so they overlap each other, but not that much that it gets pixely, though enough so the holes get closed.

Oh and for the normals, set the normals to RA2 and not TS.

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Rattuskid
Sergeant


Joined: 01 Sep 2003
Location: Jersey,new

PostPosted: Fri Sep 21, 2007 8:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Normals not being perfect doesn't make a shit of difference. Major Gil explained this very well a while ago. If you have a voxel, even one where in Voxel Viewer, it looks fine... ingame the engine renders the voxels as dots of varying sizes.

Unfortunatley, there are still 'gaps' even in voxels that you'd think are solid on the surface due to the angle of perception.

100000
000003
xxx000
000xxx
400002

If x's represent voxels, and 0's blank space, you can see how although the voxel appears solid from 1 to 2, you would see 'through' it in a small spot on 3 to 4, often only to see the voxels on the OTHER side. They are normaled in the opposite direction, so you see black or dark grey. Simple really. Leaving a voxel 'filled' helps, but only if the underlying voxels are normalled correctly. Otherwise, still black.

Simple shit.

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AprilWar
Rocket Infantry


Joined: 05 Sep 2007
Location: Somewhere in rulesmd.ini

PostPosted: Sat Sep 22, 2007 4:53 am    Post subject: Reply with quote  Mark this post and the followings unread

BrianPrime wrote:
Influence Autonormals are perfect, use them.


Lol.. Maybe this will help me, thanks a lot.
another idea?

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BrianPrime
Shrapnel Sniper


Joined: 26 Jul 2007

PostPosted: Sat Sep 22, 2007 1:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Rattuskid wrote:
Normals not being perfect doesn't make a shit of difference. Major Gil explained this very well a while ago. If you have a voxel, even one where in Voxel Viewer, it looks fine... ingame the engine renders the voxels as dots of varying sizes.

Unfortunatley, there are still 'gaps' even in voxels that you'd think are solid on the surface due to the angle of perception.

100000
000003
xxx000
000xxx
400002

If x's represent voxels, and 0's blank space, you can see how although the voxel appears solid from 1 to 2, you would see 'through' it in a small spot on 3 to 4, often only to see the voxels on the OTHER side. They are normaled in the opposite direction, so you see black or dark grey. Simple really. Leaving a voxel 'filled' helps, but only if the underlying voxels are normalled correctly. Otherwise, still black.

Simple shit.


Take a look at the damn voxel before you open your stupid mouth; The voxel has tons of incorrect normals. No matter what causes the black dots, be it normals or incorrect voxel scaling or whatever, the normals should be fixed for the optimal quality ingame.

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Mortecha
Commander


Joined: 30 Nov 2006
Location: Brisbane, Australia

PostPosted: Sat Sep 22, 2007 1:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

Bloody hell prime, do you have to turn every damn topic into a flame war, you should just learn to keep your own trap shut. Rattuskid is a respected member of this community. Not only do you ask for trouble every where you speak but i think you enjoy it. #evil

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Audiopulse
Railgun Soldier


Joined: 08 Jul 2006
Location: in your closet... Post = true

PostPosted: Sat Sep 22, 2007 2:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

I fear I got to agree with Dregan, Prime. Please keep it low, in future...

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

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

All Autonormalisers will make mistakes, they work according to mathematical formulae created by imperfect beings for imperfect tasks and therefore can never be "perfect".

So therefore you can never complain about mistakes as they will occur according to fate, luck, chance, probability, human nature, four armed woman in flower or whatever the f**k you; me or anyone else believes...

Sorry, I'm tired of people complaining about stuff that isn't perfect, especially if people did it in their own free time! I'm not trying to start an argument or finish someone elses; I just thought this thread needed a high dosage of truth.

Quote:
Take a look at the damn voxel before you open your stupid mouth

Stupid? this is Rattus here... I'm hardly a community member and I know who rattus is.

By the way, nice voxel Aprilwar, not my style but pretty cool, Rattus is right, put some voxels behind where the black dots appear and re-normalise it; it'll look much better.

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Oshog
General


Joined: 02 Sep 2005
Location: Sofia, Bulgaria

PostPosted: Sat Sep 22, 2007 8:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, Rattus does always stay on the fine line of flamewar himself. But Prime always goes to flames, eben if not needed. For instance, why use the word 'stupid', when you could have said it using sarcasm?

You lack style in flaming, Prime.

On topic - oh my ztype, big voxel. Make darker around the edges, fix normals, fix dots and we have ourselves a winner! I really, [b]really[b] like it Smile Did you use a 3D model by someone else or your own to make it?

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ViPr
Gauss Rifle Trooper


Joined: 30 Dec 2004

PostPosted: Sat Sep 22, 2007 8:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

voxel dot distance of 0.9 is not low enough i think.

0.7 looks good in game coz it stops gaps which are those dark dots

1.0 looks good in the community voxel viewers coz it stops cube overlapping

the game uses pixels not cubes to represent voxels so gaps will appear between voxels at certain angles.

if you want to experiment then just make an untextured sphere and see how it looks in game with different voxel dot distances.

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AprilWar
Rocket Infantry


Joined: 05 Sep 2007
Location: Somewhere in rulesmd.ini

PostPosted: Sun Sep 23, 2007 2:08 am    Post subject: Reply with quote  Mark this post and the followings unread

Gosho wrote:
Did you use a 3D model by someone else or your own to make it?


Well, I based my model in the Xwing Alliance model. I had to remade the ship in a 3d model adding and removing things i created my own version. Not too much differences because i tried to make exactly as the one in the game. Then i launched the second version in 3d model Modyfing almost evrything of the original model {I just preserved the underskin wireframes and texture's bases}. Then i turned into a vxl =P.

ViPr wrote:
0.7 looks good in game coz it stops gaps which are those dark dots


Yep, i followed your insructions and i almost removed all the black dots and mistakes. But now.. is it too white ? Should i use the RA2 normals when i convert the 3ds to a vxl or should i use none and then add the normals in VSEIII?

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BrianPrime
Shrapnel Sniper


Joined: 26 Jul 2007

PostPosted: Sun Sep 23, 2007 3:25 am    Post subject: Reply with quote  Mark this post and the followings unread

AprilWar wrote:
Gosho wrote:
Did you use a 3D model by someone else or your own to make it?


Well, I based my model in the Xwing Alliance model. I had to remade the ship in a 3d model adding and removing things i created my own version. Not too much differences because i tried to make exactly as the one in the game. Then i launched the second version in 3d model Modyfing almost evrything of the original model {I just preserved the underskin wireframes and texture's bases}. Then i turned into a vxl =P.

ViPr wrote:
0.7 looks good in game coz it stops gaps which are those dark dots


Yep, i followed your insructions and i almost removed all the black dots and mistakes. But now.. is it too white ? Should i use the RA2 normals when i convert the 3ds to a vxl or should i use none and then add the normals in VSEIII?


Add "Influence" autonormals in VXLSE.

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ViPr
Gauss Rifle Trooper


Joined: 30 Dec 2004

PostPosted: Sun Sep 23, 2007 7:42 am    Post subject: Reply with quote  Mark this post and the followings unread

if it is too white i don't think the normals are going to change that because normals are supposed to be something which tells which direction a surface is facing.

you can darken a vxl by putting less than 1.0 on the color multiplier or by mixing the diffuse textures with some black in 3dsmax, or by simply darkening those textures in some 2d paint program.

btw considering this model is quite lowpoly, which is more prone to distorted normals, you may want to try disabling smoothing by turning of the enable smoothing checkbox which will make all the triangles completely flat

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