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Finally a new voxel
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gistop
Stealth Laser Trooper


Joined: 19 Feb 2014
Location: Canada

PostPosted: Thu Apr 17, 2014 12:50 am    Post subject:  Finally a new voxel
Subject description: it's a sort of jokey one
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So I finally got around to making a voxel that's got a fair bit of work behind it, and here you go, I have it. I present to you:
THE SOVIET SPEED KIROV

(Yeah... It's for a silly faction... kinda like cnc crazy mod... if you don't  know what that is, why did you check this out?)

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Thu Apr 17, 2014 1:30 am    Post subject: Reply with quote  Mark this post and the followings unread

Because I'm a constant lurker in /PPM/

I take it you hand recolored those "Afterburners" to the unlit ones later?

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Zero18
Commander


Joined: 10 Dec 2012
Location: I'm too busy conquering the world!

PostPosted: Thu Apr 17, 2014 5:08 am    Post subject: Reply with quote  Mark this post and the followings unread

Nice.

The front of voxel is too dark. Use normal to make it smoothed out and brighter.

Also, the body is a bit too thin, fatten it up more.

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Exley
Commander


Joined: 09 May 2011
Location: Approaching the Great Pyramid

PostPosted: Thu Apr 17, 2014 2:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

looks weird

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gistop
Stealth Laser Trooper


Joined: 19 Feb 2014
Location: Canada

PostPosted: Thu Apr 17, 2014 4:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

Zero18 wrote:

Also, the body is a bit too thin, fatten it up more.

It's meant to be a more aerodynamic kind of blimp.... so I'm gonna say no, also, I brightened the normals a bit, how do you like it?

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Thu Apr 17, 2014 10:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think you mixed up the colors.

All the Colors on the bottom right corner are not affected by lighting.

If you wanna use non-team color red use any of those not on the bottom left. Those are for team colors.

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Zero18
Commander


Joined: 10 Dec 2012
Location: I'm too busy conquering the world!

PostPosted: Thu Apr 17, 2014 11:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

gistop wrote:
I brightened the normals a bit, how do you like it?


Looks better.

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gistop
Stealth Laser Trooper


Joined: 19 Feb 2014
Location: Canada

PostPosted: Tue Apr 22, 2014 10:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

Atomic_Noodles wrote:
I think you mixed up the colors.

All the Colors on the bottom right corner are not affected by lighting.

If you wanna use non-team color red use any of those not on the bottom left. Those are for team colors.


Yeah, but I want it too have some remap, but I did change the remap to a different place, I'll post it when I get home...

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Apr 23, 2014 7:11 am    Post subject: Reply with quote  Mark this post and the followings unread

it suffers from black hole syndrom
-add a second layer of voxel to remove the black holes (see the dark spots on the white front area)

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gistop
Stealth Laser Trooper


Joined: 19 Feb 2014
Location: Canada

PostPosted: Wed Apr 23, 2014 6:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

ummm.... second layer? wat

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Wed Apr 23, 2014 6:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

This...



gaps.png
 Description:
Gaps in between the voxels cause black hole syndrome.
 Filesize:  3.58 KB
 Viewed:  1915 Time(s)

gaps.png



fixed.png
 Description:
No gaps, fixed.
 Filesize:  3.7 KB
 Viewed:  1915 Time(s)

fixed.png



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gistop
Stealth Laser Trooper


Joined: 19 Feb 2014
Location: Canada

PostPosted: Wed Apr 23, 2014 6:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

ahhhh, I see.... okay. Now I see why you told me to do that on my other voxel

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ViPr
Gauss Rifle Trooper


Joined: 30 Dec 2004

PostPosted: Thu Apr 24, 2014 11:04 am    Post subject: Reply with quote  Mark this post and the followings unread

It's only because of a flaw in the cheap voxel rendering of these games; a proper voxel renderer would not require closing gaps like this. Alternatively you could make the bounds of the voxel smaller but then detail gets lost.

I would say the voxel renderer in OpenRA could be made to not have the gaps problem. I don't know how their renderer is now though.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Apr 24, 2014 11:31 am    Post subject: Reply with quote  Mark this post and the followings unread

I find it actually quite accurate that the renderer causes the gaps. At least for Bounds >= 0.75
It's also quite logical since a ray going diagonal on such a point where only 2 edges meet, any normal ray trace calculation would result in a thickness of less than 0.5 and thus mean, there is no solid object.
Assuming the renderer only renders solids with a thickness of 0.5 or higher, with a single voxel being a thickness of 1.

You would have to change the renderer to see any ray trace test above 0 as a solid object and thus render the pixel. But then you would surely end up with clunky images of the voxel and you would lose even more the ability to create fine details (voxel are already quite clunky when it comes to detailing in pixel size).

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ViPr
Gauss Rifle Trooper


Joined: 30 Dec 2004

PostPosted: Thu Apr 24, 2014 2:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

There are gaps in the game renderer only because it draws each voxel as a single rastered pixel. If it rendered them as cubes, then there would be no gaps.

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