Posted: Thu Nov 07, 2019 8:02 am Post subject:
I need help at the workbench...
Subject description: I'm back... with more things that need clarifyin'!
Greetings! I'm back... and I have questions again!
This time though, it's about voxelling. I've been doing some amateur voxelling work these past days, and I've got some snags that need some answerin'.
1. Is Auto-Normals actually that reliable or do you guys do the normals yourselves? If so, how do I actually do the normals properly?
What it says in the tin.
2. Turret rotational axis.
I modify existing voxels for now, and sometimes I do complete barrel changes on some tanks. Thing is, when a tank has the Barrel system going on, I'm forced to increase the canvas size as to add in my own barrel design. When I view it at HVA Builder or at ingame, the turret's rotating axis becomes different and the whole turret swings out of the chassis!
How do I actually make the turret turn right?
3. Resizing.
Ya see, like some people in here, I love big tank voxels, like those made by them Chinese voxellers chock-full of details and black spots. However - there's some tanks that are quality enough, but are small!
So I tried the Full Resize method - and it wasn't exactly the best way. And the same goes when I tried the HVA resizing method. Body just looked like a floating island from Minecraft tested on with a TNT block.
Does voxel bounds have anything do with this? Which brings me to the last:
4. How does voxel bounding and the transformation matrix work? I really don't get it after many tries.
There's all for now. Gotta remind you though, I just wrote this in the middle of work so I may not answer back right away.
Looking forward for your inquiries. _________________ "You call THAT armor?" - German Tank Destroyer
A lover of large tank battles. Nothing satisfies me better than many tanks brawlin'. QUICK_EDIT
2. VXLSE has a view 3D option, you can try to rotate it there and see where the rotating axis is, though I would suggest using HVA Builder and go to VXL Bounds->Offset, where you can see a central rotating axis and adjusting is easier. Remember that HVA Position only change position of the whole vxl, it does not affect the rotating axis, so if you are editing something made by others, check if the parts are moved by HVA Position setings first.
3. To shrink down a VXL, I prefer using HVA Builder and go to VXL Bounds->Size in game. Im not a voxeller myself and not familiar with VXLSE, so maybe someone good at it will give you better answers. QUICK_EDIT
In HVA Builder you first have to use the voxel offset the turret in the triax to where you want it to rotate around. Once you do that you load the whole voxel and adjust the voxel offset of the turret vertically, then experiment with the TurretOffset in the art.ini to get it longitudinally right. _________________ http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai QUICK_EDIT
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