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looking for a normalizeasion tutorial
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THE Protagonist
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Joined: 19 Apr 2006
Location: The Etto

PostPosted: Mon May 29, 2006 9:59 pm    Post subject:  looking for a normalizeasion tutorial Reply with quote  Mark this post and the followings unread

as the title says, i need a tut on how to make normals, i just dont get how they work, and the dang cubed normiliser sucks for my vxl so i cant use that

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Last edited by THE Protagonist on Mon May 29, 2006 10:47 pm; edited 1 time in total

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Elerium-155
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Joined: 07 Mar 2005

PostPosted: Mon May 29, 2006 10:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

What the hell man? You turned into an overmind all of a sudden?

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THE Protagonist
Commander


Joined: 19 Apr 2006
Location: The Etto

PostPosted: Mon May 29, 2006 10:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

overmind? what is that?

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Zodiac
Gauss Rifle Trooper


Joined: 02 Feb 2006
Location: Svaynaq *Uses ROT13* The answer is: Finland!

PostPosted: Tue May 30, 2006 7:18 am    Post subject: Reply with quote  Mark this post and the followings unread

You just go to TOOLS , then NORMALS and autonormals and smooth normals if you want to.

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THE Protagonist
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Joined: 19 Apr 2006
Location: The Etto

PostPosted: Tue May 30, 2006 1:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

my vxl is weird, that doesint work for it -_-

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ChielScape
General


Joined: 07 Mar 2006
Location: In ur BIOS, Steeln ur Megahurtz!

PostPosted: Tue May 30, 2006 1:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

gimme your voxel before and the one after.

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THE Protagonist
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Joined: 19 Apr 2006
Location: The Etto

PostPosted: Tue May 30, 2006 1:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

here they are, all i want to do is get the dark lines off, how do i do that?



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ChielScape
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Joined: 07 Mar 2006
Location: In ur BIOS, Steeln ur Megahurtz!

PostPosted: Tue May 30, 2006 4:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

its crap. too many strange shapes. try to make it square (wow, first time to say something like that, most n00bs make em too square)

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Anderwin
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Joined: 16 May 2005

PostPosted: Tue May 30, 2006 6:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

wtf this do in the mod place :S?

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THE Protagonist
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Joined: 19 Apr 2006
Location: The Etto

PostPosted: Tue May 30, 2006 7:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

aww fck i dont want to make it boxy, my side is about curvs and smothness Sad well im gonna remake it to make it work. *sigh* this sucks, i dont waant to change it, i liked it

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THE Protagonist
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Joined: 19 Apr 2006
Location: The Etto

PostPosted: Tue May 30, 2006 7:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

omg i found how to fix it by adding more inner vxls on the edges then yousing the cubed normilisers
[UPDATE] here is a pic of my work in progress you can see the difference easaly Smile
[UPDATE2] i got the sides mostly done, just thought i would give you a better preview of what it will look like



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THE Protagonist
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Joined: 19 Apr 2006
Location: The Etto

PostPosted: Wed May 31, 2006 3:04 am    Post subject: Reply with quote  Mark this post and the followings unread

yet another update



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Banshee
Supreme Banshee


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

PostPosted: Wed May 31, 2006 3:38 am    Post subject: Reply with quote  Mark this post and the followings unread

Good. Now I'm moving it to RA2 Editing Forum, where it really belongs.

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THE Protagonist
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Joined: 19 Apr 2006
Location: The Etto

PostPosted: Wed May 31, 2006 8:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

this is litaraly the smothes i can get it and it still has some lines!! #Mad well thats the smothest i can get it so that means its finaly done!



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Rattuskid
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Joined: 01 Sep 2003
Location: Jersey,new

PostPosted: Thu Jun 01, 2006 12:48 am    Post subject: Reply with quote  Mark this post and the followings unread

I can't fix your voxel, but I can tell you EXACTLY why cubed normals failed to produce a good result on it.

You doubled the size in Wills or maybe OS VXL editor it loosk like. I don't mean by bounds, but this is literally made by 2x2 squares instead of individual voxels.

Now, when you applied cubed normals, you should fill in every gap INSIDE the voxel first because it works based of the cubes of the vectors between each and every individual voxel. Failure to make the unit 'solid' will result in cubed normals providing shit.

You can remove the excess voxels in the same menu as autonormals after cubed normals are applied, or just leave it. Full voxels have no noticable effect on performance... even on low end systems (like mine).

Now, since you're voxel is made of 2x2 cubes cubed normals works hard to highlight those small edges. In short, your voxel doesn't appear smooth because the autonormals does an accurate job. The voxel ISN'T smooth.

So again, no real way to say this one, just a few pointers for your next voxel.

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