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Voxel Shrinking
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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Tue Aug 30, 2016 5:50 am    Post subject:  Voxel Shrinking Reply with quote  Mark this post and the followings unread

I doubled the size of my voxel and accidentally lost the original model.
Is there any way to go backward?

I wonder if there are partterns between the two txt conversions.



x1 vs x2.png
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x1 vs x2.png



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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Tue Aug 30, 2016 6:55 am    Post subject: Reply with quote  Mark this post and the followings unread

Use voxel bounds in the header to change render size and don't worry about it.

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Tue Aug 30, 2016 7:00 am    Post subject: Reply with quote  Mark this post and the followings unread

I still need to edit it...
It became very unfamiliar to me with size doubled...

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Tue Aug 30, 2016 7:10 am    Post subject: Reply with quote  Mark this post and the followings unread

Are you saying you wouldn't know how to climb a staircase that's got more steps added at the top?

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Tue Aug 30, 2016 7:57 am    Post subject: Reply with quote  Mark this post and the followings unread

it would be quite difficult since auto normals wouldn't work

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silverwind
Cyborg Firebomber


Joined: 11 Jun 2016

PostPosted: Tue Aug 30, 2016 2:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

Do a 5 minute touch up on the voxel:
> make it less ragged, by deleting single pixels from the edges.
> auto-normals should work better now.
> change the bounds to exactly half of what they were before.

This makes the voxel's in-game size 50% smaller than before, thus achieving what you have been trying to. As a bonus, the extra information lets Autonormals do a better job.

> Brotip: you can remove redundant voxels afterwards to reduce the file size a bit.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Tue Aug 30, 2016 3:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Remove all voxels in the txt which has an odd x, y or z coordinate (only keep the voxels which has all coordinates as even), then halven the remaining coordinates. Just by looking at it, number 2 3 and 4 are the coordinates, so goodluck.

Sounds like a solution to me.

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"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Tue Aug 30, 2016 7:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Graion Dilach wrote:
Remove all voxels in the txt which has an odd x, y or z coordinate (only keep the voxels which has all coordinates as even), then halven the remaining coordinates. Just by looking at it, number 2 3 and 4 are the coordinates, so goodluck.

Sounds like a solution to me.


Do you know how to read those lines?
First 3 values are coordinates and then followed by 3 normal values?

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Tue Aug 30, 2016 7:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Section index, X, Y, Z, color, normal.

_________________
"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more...

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Tue Aug 30, 2016 9:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

good to know that thx Graion Dilach

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Wed Aug 31, 2016 12:20 am    Post subject: Reply with quote  Mark this post and the followings unread

Shrunken voxels look better if you know how to use colours and normals with shrinkage in mind.



shrunked.jpg
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shrunked.jpg



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B.A.Znd
Rocket Cyborg


Joined: 14 Jun 2013
Location: Crazier's house

PostPosted: Thu Sep 01, 2016 8:18 am    Post subject: Reply with quote  Mark this post and the followings unread

I suggest never use Voxel shrinkaging tool
BTW,暴力膜蛤不可取。

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Fri Sep 02, 2016 1:03 am    Post subject: Reply with quote  Mark this post and the followings unread

halving all the coordinates works, but normals didn't come out nice
then I can auto normals
btw it's okay to have lines with the same xyz coordinates



x1.png
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x1.png



x2.png
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 Viewed:  2400 Time(s)

x2.png



vxlshrinker.rar
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Here is the script

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 Filename:  vxlshrinker.rar
 Filesize:  96.13 KB
 Downloaded:  28 Time(s)


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