Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Mon Sep 04, 2006 3:51 am Post subject:
Open Source Voxel Viewer 1.6 released!
Subject description: Now with an uber fast renderer! Kirov at 143 fps!?!?
Ladies and gentlemen,
I'm glad to announce that I'm releasing the version 1.6 of the OS: Voxel Viewer. Back in April 2nd, with our april's fools joke, we've released a 'PPM: Voxel Viewer 1.6', which was actually a 1.5c beta with a boring aprils fools trial message.
This Open Source Voxel Viewer is much better than that joke. The render was heavly optimized and several rotation problems were fixed. The 'Send To OS SHP Builder' option that was in that PPM Voxel Viewer is also in this version, except that this one is fully functional and follow the standards of the latest OS SHP Builder beta. So, here's the changelist:
1.6 (Note: This is not the PPM: Voxel Viewer 1.6 released on april 2nd, which was an april fool joke located at http://software.ppmsite.com. It's better.)
- revisions by Banshee:
- Updated: Voxel Engine was updated to 1.2. Render is much faster. Turrets, barrels and body are properly aligned independetly from the unit position in the ground.
- Added: You can now send your screenshot to OS SHP Builder. It's compatible with OS SHP Builder 3.36 Beta 8 (3.359908) or better.
For those scared with the Kirov speed in the screenie above (143 fps), it was just a matter of luck. My video card is able to render it very fast, but my screen limits it to 60 frames per second. I've tested a model here that uses over 125k voxels and the speed was still close to 60 fps, so it's definitelly fast.
Also, OS SHP Builder beta testers should find the new OS SHP Builder 3.36 Beta 08 in the Beta Testing forum.
Joined: 20 May 2005 Location: Defiance Industries HQ, Antarctica
Posted: Mon Sep 04, 2006 6:12 am Post subject:
The OS VV 1.6 is having problems with mech units but nothing else and these units worked ingame so if posible tell me how to fix it or what it might be. Other wise this is just... I'm at a loss for words... to explane the sweet renderings... cool... (starts to droll over keyboard)
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_________________ Defiance Industries: We prefur to call it well prepaired not over kill.
Blaze, Demon of The Round Table, Mobuis One call me what you want I am one with the sky. QUICK_EDIT
Nice job Banshee. Its a good thing I left you to finish this release instead of me bothering you on MSN. Otherwise this release would have been delayed till tomorrow _________________
did you also add an option to allow the cubes to change size since my program puts them closer together to avoid gaps ingame which causes them to overlap in the voxel viewer. it would be useful to let them change size but also stay their original size if we choose to because that makes it easier for me to see if i've aligned the different sections properly whenever i update my program.
did you also fix the bug where it displays all the remap color shades as if they are the brightest remap shade.
i think there was also a problem when parts stuck underground they would be moved or something.
also did you fix the problem with the skybox being stationary instead of sticking to the camera in position so that the center of the skybox is always located at the center of the camera? Last edited by ViPr on Mon Sep 04, 2006 2:22 pm; edited 1 time in total QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Mon Sep 04, 2006 4:41 pm Post subject:
DI Schmitt Tank wrote:
The OS VV 1.6 is having problems with mech units but nothing else and these units worked ingame so if posible tell me how to fix it or what it might be. Other wise this is just... I'm at a loss for words... to explane the sweet renderings... cool... (starts to droll over keyboard)
My test mech was the TS Mammoth Mark II and it worked fine. I don't know what's going on with your mech, but if you provide me the voxel and the HVAs, I can take a look at it.
Rawlo wrote:
I found one bug, and that is that it doesn't use the turret hva's
I'm not aware of it yet, but if this is true, we'll have another release soon.
ViPr wrote:
i haven't tried the new version but:
did you also add an option to allow the cubes to change size since my program puts them closer together to avoid gaps ingame which causes them to overlap in the voxel viewer. it would be useful to let them change size but also stay their original size if we choose to because that makes it easier for me to see if i've aligned the different sections properly whenever i update my program.
The program uses the minimum and maximum bounds to determine the size of the blocks and fill them all.
Quote:
did you also fix the bug where it displays all the remap color shades as if they are the brightest remap shade.
- No, remapables weren't touched.
Quote:
i think there was also a problem when parts stuck underground they would be moved or something.
- VXLSE III 1.2c (and older) has a boring behaviour of presuming that every voxel is an air voxel, so it makes all of them to start underground by default. Make sure the bounds of your voxel doesn't start underground, so it won't happen.
Quote:
also did you fix the problem with the skybox being stationary instead of sticking to the camera in position so that the center of the skybox is always located at the center of the camera?
No, the skybox still behaves in that way.
ORCACommander wrote:
will this have a properly working uninstaller this time?
I guess it has. At least, I've left this job to the Install Creator that Stu hates so much. QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Mon Sep 04, 2006 9:27 pm Post subject:
Sorry for the triple post, but I'm happy to announce that I've fixed the aligned of the voxels. 1TNK, 2TNK, 3TNK, 4TNK were tested successfully. The picture below shows the Mammoth Mark II looking better... big as it is.
I'm gonna fix the remmapable problem before releasing OS:VV 1.7.
also did you fix the problem with the skybox being stationary instead of sticking to the camera in position so that the center of the skybox is always located at the center of the camera?
Stop moaning about a problem that doesn't exist. As iv said countless times VV is not a game. Its a tool to view voxels and create screenshots. Everything is varible so users can create the perfect scene. Rather than have one bit of the skybox ruining it because it looks out of place, etc. _________________ Free Map Editor - Game Requirements - Stucuk.Net QUICK_EDIT
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