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FLH
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j4m3sb0nd
Commander


Joined: 10 Nov 2004

PostPosted: Sun Oct 02, 2005 1:48 pm    Post subject:  FLH Reply with quote  Mark this post and the followings unread

Well this is something ive always found fiddly guessing endlessly; So i was wondering, is there a quick & easy way to get an accurate value to place in the FLH of say a voxel unit or building anim? This would help alot...

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Tue Oct 04, 2005 1:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

no there isn't its trial and error.

Use a another ww unit as as base so if tank then use TTNK  then fiddle around with F & H (+10 -10 incredments)  unless it double fire then add 10 to L

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Banshee
Supreme Banshee


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

PostPosted: Tue Oct 04, 2005 1:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

There's actually one thing on this that I'm trying to find out. In TS and YR, 1 cell = 256 leptons, right?

Also, in YR, 1 cell is 60x30 pixels. In TS it's 48x24. So, while, in the foward, we have something like (for TS):

1 pixel = 256 leptons/48 pixels = 5.333333333 leptons


This value varies for lateral and height. Does anyone have more info to help me to make a reliable system to figure out the values? There must be a way, because I trully doubt that Westwood made it manually.

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Tue Oct 04, 2005 2:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

How are those pixels/leptons related to voxel cubes? That's the real question, since you can work out the FLH on SHPs relatively easily, as I see it. There are plenty of variables involved in voxels: voxel dimensions, scale, bounds...

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