Joined: 05 Sep 2007 Location: Somewhere in rulesmd.ini
Posted: Fri Sep 21, 2007 3:56 am Post subject:
Passenger Liner [RA2]
Subject description: A big civilian Transport/Dropship (UPDATE)
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}
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
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.
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.
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. _________________
[quote="Bobingabout"]I've got more naruto porn than furry porn[/quote] QUICK_EDIT
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. QUICK_EDIT
Joined: 08 Jul 2006 Location: in your closet... Post = true
Posted: Sat Sep 22, 2007 2:32 pm Post subject:
I fear I got to agree with Dregan, Prime. Please keep it low, in future... _________________ audiopulse sagt:
your raging arse is creating storms?
Luke | CCHyper sagt:
yup, neptune size! QUICK_EDIT
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. _________________ Yes, work on MV continues. It is not forgotten. QUICK_EDIT
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 Did you use a 3D model by someone else or your own to make it? QUICK_EDIT
Joined: 05 Sep 2007 Location: Somewhere in rulesmd.ini
Posted: Sun Sep 23, 2007 2:08 am Post subject:
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? _________________
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. _________________
[quote="Bobingabout"]I've got more naruto porn than furry porn[/quote] QUICK_EDIT
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 QUICK_EDIT
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