Posted: Fri Aug 13, 2010 9:47 am Post subject:
What is the optimal voxel size for TS ?
Subject description: so units won't look strange when driving on slopes
Well, the subject (+ description) says it all.
I tried different sizes for voxels and haven't found out yet what the optimal size is so that a voxel vehicle is big but not that big that it looks strange in certain situations (like when driving over slopes). QUICK_EDIT
It depends on the unit. A small buggy shouldn't reach the cell border while a big mammoth can even go a bit over the cell border.
The vanilla TS voxels are imo already quite good measured, so simply choose one of them for your new unit and use its dimension. _________________ SHP Artist of Twisted Insurrection: Nod buildings
I think it's around 60, and any longer will cross the cell limits when aligned to NW-SE, or NE-SW.
But it doesn't really matter if you make your voxel model longer than this, as you can easily shrink the voxel bounds with the HVA editor, not loosing any voxels in process. _________________
Also Known As: evanb90 Joined: 20 Feb 2005 Location: o kawaii koto
Posted: Fri Aug 13, 2010 10:59 pm Post subject:
Making over-sized voxels isn't a good idea. When you scale it down, it does lose detail, as TS only renders full voxel units. ++++--++++ becomes ++-++, not ++++--++++ but smaller.
Fine details like logos, headlights, etc may be lost. _________________ YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead DeveloperStar Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007) QUICK_EDIT
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