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Voxel Selection Editor III v1.0
Moderators: stucuk
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stucuk
Geek


Joined: 27 Aug 2002

PostPosted: Fri Apr 30, 2004 3:58 pm    Post subject:  Voxel Selection Editor III v1.0 Reply with quote  Mark this post and the followings unread

After 3 days here is a screenshot of the current progress, there is still loads to do. The tool bar at the top does nothing currently and only the draw tool in the tools section works.

Everything else that is visible works like it should.

Note: yes Banshee i copyed the tool and brush buttons from BS SHP Builder, which were copyed from VXLSE..... the circle of data continues....

Also the menu's have the following:

File->Open
View->Viewmode
View->Spectrum



vxlse_III_Preview3.jpg
 Description:
VXLSE III Day 3
 Filesize:  84.63 KB
 Viewed:  22984 Time(s)

vxlse_III_Preview3.jpg



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MadHQ
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Joined: 07 Nov 2003

PostPosted: Fri Apr 30, 2004 9:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

Is this version going to have the new normals as an auto normal feature?

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stucuk
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PostPosted: Fri Apr 30, 2004 10:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Its unlikly i can make a normal generator thing as good as ViPr's 3ds to VXL.

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Mike
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Joined: 11 Jan 2003
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PostPosted: Fri Apr 30, 2004 10:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

will you please try it?

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

PostPosted: Fri Apr 30, 2004 10:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
Note: yes Banshee i copyed the tool and brush buttons from BS SHP Builder, which were copyed from VXLSE..... the circle of data continues....


Add the elipse too... do you need the graphics for it? I can provide that too...

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MadHQ
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Joined: 07 Nov 2003

PostPosted: Fri Apr 30, 2004 11:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

ask how he did it. im sure he will help.

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stucuk
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PostPosted: Fri Apr 30, 2004 11:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

With 3ds files its ment to b a piece of cake, cos u can work out which way its facing, VXL's are the result, there given voxels, working out which is right with VXL's can never b as good as 3ds to vxl.

And it would b made in C/C++ so i can't rearly get help from someone who doesn't know the same language.

Since im crap at maths, and never played with the autonormals of VXLSE b4, i im not optimistic at this time.

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darkness
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Joined: 29 Jun 2003

PostPosted: Sat May 01, 2004 12:04 am    Post subject: Reply with quote  Mark this post and the followings unread

Voxels are blocks... 3d has slopes...
Voxels hav 6 normals, 3d has n normals...
One would have to make something to guess what slope you're trying to make...
Therefore, it's nearly impossible to get normals equal to 3ds->vxl ones, But the new stuff could improve the current auto norms aswell...

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Banshee
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Also Known As: banshee_revora (Steam)
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PostPosted: Sat May 01, 2004 12:31 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
And it would b made in C/C++ so i can't rearly get help from someone who doesn't know the same language


- I know both languages and I can help you on that....

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stucuk
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Joined: 27 Aug 2002

PostPosted: Sat May 01, 2004 2:03 am    Post subject: Reply with quote  Mark this post and the followings unread

darkness wrote:
Voxels are blocks... 3d has slopes...
Voxels hav 6 normals, 3d has n normals...
One would have to make something to guess what slope you're trying to make...
Therefore, it's nearly impossible to get normals equal to 3ds->vxl ones, But the new stuff could improve the current auto norms aswell...


knowing where each normal is (looking at the pic bglman made with the normal points) u can then work out normals based on it(b4 it was done with guesswork, noone had ever seen a VXL with lighting that wasn't in the game its self, so they could only guess and see what seemed to give the correct results), obvacly u can only use a limited number of normals since they are only squares and have no slopes like darkness said.

"Therefore, it's nearly impossible to get normals equal to 3ds->vxl ones"
Its imposible since 3ds can use all of the normals, autonormals done to VXL files are limited.

Anyway a screeny showing the progress of Day 3.

Note: all the drawing tools work except darken/lighten(colour replacer isn't a drawing tool)



vxlse_III_Preview4.jpg
 Description:
End of Day 3 (technicaly day 4 since its 3am :P)
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vxlse_III_Preview4.jpg



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stucuk
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PostPosted: Sat May 01, 2004 5:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Been working today on an undo/redo system, it works perfect for rectangles and straignt lines(Hotizontal and Vertical)...... but it screws up on lines that have a gradiant(not Hotizontal and Vertical).... i have no clue why it only screws up on some lines......

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stucuk
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PostPosted: Sun May 02, 2004 3:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

For a comparison of VXLSE II Autonormals and VXLSE III Autonormals check out the following thread

- RA2 Normals

Smile

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MadHQ
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Joined: 07 Nov 2003

PostPosted: Sun May 02, 2004 5:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

stucuk keep up the good work!

you rule!!

Also if you’re going to add the layers scroll bars add some thing off to the side like I have in the pic. because some of my vxls are very large and have allot of vxls so when you go to move one of those little button things its going to jump a lot of layers real fast so add a editable counter type thing if you can.



add.JPG
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add.JPG



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stucuk
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PostPosted: Sun May 02, 2004 5:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thx Smile , Btw the Remove Redundent Voxels has been imporved, it should now work right (what VXLSE II 's one did i have no clue, VXLSE III's one should remove all redundent ones).

Ill hopefully start beta testing soon, there is still alot to add, but getting the users involved asap is the best idea.

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MadHQ
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PostPosted: Sun May 02, 2004 5:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

i will beta test it.

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Banshee
Supreme Banshee


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

PostPosted: Sun May 02, 2004 7:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Stu... do you wanna a dedicated section for VXLSE III? (with subforums for support, suggestions, tutorials, bug reports or any other sub forum like BS SHP Builder currently has?)

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stucuk
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Joined: 27 Aug 2002

PostPosted: Sun May 02, 2004 9:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

ok

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stucuk
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PostPosted: Mon May 03, 2004 2:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

Day 6 (pic attached)

Darken/Lighten still to be made, every drawing tools except flood fill uses the undo system (flood fill needs to b modifyed).

Things to be done:

New Project , Resize, full resize, clear layer, HVA thingy, Voxel Texture, Colour Replacer, Clear Colour, Properties, copy, cut, paste, show used colour/normals.

Features to b added:

Different Cursors for the different tools (like with BS SHP Builder)



vxlse_III_Preview5.jpg
 Description:
Day 6
 Filesize:  190.48 KB
 Viewed:  22899 Time(s)

vxlse_III_Preview5.jpg



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stucuk
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Joined: 27 Aug 2002

PostPosted: Tue May 04, 2004 12:12 am    Post subject: Reply with quote  Mark this post and the followings unread

Remove redundent voxels tool is better in VXLSE III, it now uses my one and the old one to remove even more redundent voxels than before. Both use different methods of determining which are redundent, thus together there better than alone.

Pic Attached.

Note: about 3000-4000 more are removed in this example compaired to VXLSE II.

EDIT:

Things to be done:

New Project , Resize, full resize, HVA thingy, Voxel Texture, Colour Replacer, Properties, paste, show used colour/normals.

Features to b added:

Different Cursors for the different tools (like with BS SHP Builder)



removeredundentvoxels.jpg
 Description:
Before and After
 Filesize:  45.24 KB
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removeredundentvoxels.jpg



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Banshee
Supreme Banshee


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

PostPosted: Tue May 04, 2004 2:08 am    Post subject: Reply with quote  Mark this post and the followings unread

For resize, you can adapt the code from bs shp builder...

for colour replacement, I recommend you to do a cache system like I did before the loop...

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stucuk
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Joined: 27 Aug 2002

PostPosted: Tue May 04, 2004 12:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Banshee there are 3 dimentions in VXLSE, but 2 in BS SHP Buidler, and ur the only one who understands the resize tool u made.

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stucuk
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PostPosted: Tue May 04, 2004 2:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

CScheme system "Online", pal pack hasn't been added yet due to it having lots of menu's, but it should b added by the end of the day.

Note: VXLSE III uses Reaperrr's cscheme files.(which id doubt he would object to since they were in VXLSE II)

EDIT:

Things to be done:

New Project , Resize, full resize, HVA thingy, Voxel Texture, Colour Replacer, Properties, show used colour/normals.

Features to b added:

Different Cursors for the different tools (like with BS SHP Builder)



mind_YR-Allies.jpg
 Description:
Mind.vxl with YR-Allies cscheme applyed
 Filesize:  20.18 KB
 Viewed:  22873 Time(s)

mind_YR-Allies.jpg



mind_normal.jpg
 Description:
Normal Mind.vxl
 Filesize:  20.02 KB
 Viewed:  22873 Time(s)

mind_normal.jpg



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Banshee
Supreme Banshee


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

PostPosted: Tue May 04, 2004 2:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

stucuk wrote:
Banshee there are 3 dimentions in VXLSE, but 2 in BS SHP Buidler, and ur the only one who understands the resize tool u made.


That's why I told you to adapt it. It mainly compares if the dimensions become bigger or smaller... and take the attitudes... honestly, the code is very well documented, since I explain every single step and... it's easy to understand once you try to check the documentation.

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stucuk
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Joined: 27 Aug 2002

PostPosted: Tue May 04, 2004 7:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

New(New File option in menu) TS and RA2 voxels work(animation with vxl not done) tho since im not saving a file and loading (like VXLSE II did for some odd reason) so im not sure it is 100% right.

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shadowfx78
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Joined: 01 Jul 2003

PostPosted: Sat May 15, 2004 4:57 am    Post subject: Reply with quote  Mark this post and the followings unread

Cant wait to put this thru its paces looks totally awesome. Keep up the awesome work stucuk

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Mat
Civilian


Joined: 06 May 2004

PostPosted: Mon May 17, 2004 10:49 am    Post subject: Reply with quote  Mark this post and the followings unread

Stu nice work on the VXLSE III, dude i remeber when you first started playing around with Delphi 6 Smile, and you come along away from there, glade one of us kept at it ^.^, damn those addictive MMORPG's.


P.S. Dude, exspect me to start asking you for help soon, im gonna try and start Delphi Programming soon.

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BoBKiSS
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PostPosted: Wed May 19, 2004 1:12 am    Post subject: Reply with quote  Mark this post and the followings unread


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stucuk
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PostPosted: Wed May 19, 2004 2:30 am    Post subject: Reply with quote  Mark this post and the followings unread

Noob u can't use php commands on a phpbb forum.

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

PostPosted: Wed May 19, 2004 3:29 am    Post subject: Reply with quote  Mark this post and the followings unread

N00b info logged:

81.78.189.84
modem-3412.parera.dialup.pol.co.uk

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shadowfx78
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PostPosted: Wed May 19, 2004 12:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

hmm hack him lol

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Mike
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Joined: 11 Jan 2003
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PostPosted: Wed May 19, 2004 2:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

Maybe he has his ip masked.......
But then again there is some other protocal that cant be masked (forgot it's name)

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stucuk
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PostPosted: Wed May 19, 2004 2:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

He has 56k, my address is similer(the worded one) when i go online. Proberly has Freeserve.

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stucuk
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PostPosted: Sat Jun 19, 2004 3:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Teaser



vxlse_III_Preview8.jpg
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bullethead
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Joined: 04 Jun 2003
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PostPosted: Sat Jun 19, 2004 5:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

grrr I wish I didnt stop coming here to PPM for awhile otherwise I would have jumped on that beta testers spot like a cop at a donught shop. everything is looking really good stucuk. *cries because I cant beta* oh well guess I just have to wait for the final FINAL product...hope its not long from now Wink. And I love the teaser shot so far. looking mighty sexy so far.

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Hybrid
Rocket Infantry


Joined: 19 Sep 2003
Location: United Kingdom

PostPosted: Fri Aug 27, 2004 4:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

Banshee wrote:
N00b info logged:

81.78.189.84
modem-3412.parera.dialup.pol.co.uk


I know this post is pretty old but that guy has been trying to hack us with Bruteforce since we moved to the new server. Its funny. Everyday i get e-mails saying hes tried about 10 attempts. LOL Laughing

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ICEPICK47
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PostPosted: Wed Dec 22, 2004 2:36 am    Post subject: Reply with quote  Mark this post and the followings unread

#Fade in

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