Posted: Sat May 29, 2021 6:42 am Post subject:
[RA2/YR] RA1 Chinook
This took me hours to appear ingame correctly. my likely weakness on making voxels are choppers due to the rotors not appearing correctly.
Well if you manage to make the rotors appear nicely ingame. can i see the codes on how you do it and nexttime when i make choppers i'll know what i'm doing wrong.
I manage to fix the problem a bit by resizing the voxel and setting UseBuffer= to no.
Made some changes and there is still the rotor issue but only a few blades are affected.
Doesn't really look like the Chinook beyond the familiarity of stepped body and dual-rotor design.
To answer your question, the game renders the voxel closest to the viewer above everything farther away, this is why a rotor overhanging the body section bounds will display over the body in most angles, except where the body extends past the rotor rearward, so when the rear is closer to you, the rotor is rendered below/behind. _________________ http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai QUICK_EDIT
Doesn't really look like the Chinook beyond the familiarity of stepped body and dual-rotor design.
To answer your question, the game renders the voxel closest to the viewer above everything farther away, this is why a rotor overhanging the body section bounds will display over the body in most angles, except where the body extends past the rotor rearward, so when the rear is closer to you, the rotor is rendered below/behind.
I based the design from the RA1 sprite and so i should make the rotor smaller or the main body? QUICK_EDIT
Make the rotor BIG then shrink it using the bounds, the voxel size will be considered the unshrunk size for the purposes of occlusion. Occlusion priority is based on which voxel section is closer to you the viewer, and from what I believe rotated sections do in fact rotate the box shape of he canvas and this too is considered.
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