Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Tue Sep 05, 2006 3:47 am Post subject:
Open Source HVA Builder 2.1 released!
Subject description: Now more reliable, cooler, faster and better!
And, once again, hello! This new Voxel Engine 1.3 used on OS Voxel Viewer 1.7 made my work on OS HVA Builder become a real piece of cake. I've worked few hours on it and we already have a cool release that improve the program a lot in terms of render and reliability.
Open Source HVA Builder 2.1 has the same improved render from OS:VV 1.7 and it also associates with .hva files, accept parameters (so far, the files to be opened, rather vxl or hva) and it has some interface improvements, specially regarding remappable colours.
The picture below shows the Mammoth Mark II (yea, that is our model of the day) loaded in the program with a custom colour, running as fast as the OS: Voxel Viewer.
2.1
- revisions by Banshee:
- Updated: It now uses the Voxel Engine 1.3, the same used on OS: Voxel Viewer 1.7.
- Added: The program can now be associated with .hva files. It also loads voxels with parameters.
- Improved: rendering speed increased a lot.
- Improved: Remappable colours improved. Code adapted from OS SHP Builder, making more contrasted and less bright.
- Improved: Interface received few random improvements, specially on the remappable colours.
- Bug Fix: HVA is now aligned and it won't be ignored if it has less than 2 frames.
If you have a C&C related site, we welcome you to mirror it in your site without asking permision. Just credit Banshee and Stucuk for making the OS HVA Builder 2.1. QUICK_EDIT
this will help a lot, thanks banshee _________________ Micro TS
Portable, no campaign, movies or music, just the engine and needed resources for skirmish and lan. QUICK_EDIT
great work Banshee but now i'm wondering, why are Voxel Viewer and HVA Builder 2 seperate programs? i think it's time to merge them into 1 program. QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Tue Sep 05, 2006 3:09 pm Post subject:
They have different purposes and different directions. OS: Voxel Viewer might follow a possible movie making direction while OS HVA Builder will just be used to create and edit hva files. QUICK_EDIT
Making them into 1 program would be pointless since its like merging 3dsMax and Renegades w3d viewer. Both apps do differnet things. One edits and one is an extended viewer.
Anyways its not right!! you took away my noob like skills!!! This aint right!!
The before one off to the left was made with an one of the older ones... not to old, but anyways... the one off to the right is with this newer one... they just dont work the same way!!!
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Wed Sep 06, 2006 3:48 am Post subject:
Are you using it with the HVA? The Mammoth Mark II is doing perfectly here and I don't think I'm doing any magic here. If you don't use the original HVA, it will look weird.
The code isn't extremely perfect yet, but it's a lot better. So far, one test voxel failed, still for unknown reasons. I need to take a new look at the Bounds, which is not very clear with the HVA Builder.
The two pictures below were taken from the Mammoth MK II using its original HVA file.
It looks like a completely different voxel to me, so I'd guess its a homemade HVA that used to work in the HVA Builder but doesn't any more. _________________
Custom HVA's which work fine ingame should work in VV and HVA Builder fine.
2.0d is where problems started. And was caused by me re-doing the engine and speeding it up a bit. (1FPS to about 30FPS in one case iirc) And errors were introduced. 2.0d and onwards don't seem to do some things as good as the previous versions.
Rather good, but... why you load ALL images at the startup?
It's need some time:(
You can load it when selection of combo-box changed _________________ ARM forever - x86 sucks QUICK_EDIT
Its called pre-loading. Most apps do it. Photoshop for example. The idea is that you load everything up at the start so there is no delays later. _________________ Free Map Editor - Game Requirements - Stucuk.Net QUICK_EDIT
It's not real need here.
JPEG load rather faster.
So you can load it when combo-box selection is changed
And nobody wait...
And see a memory usage _________________ ARM forever - x86 sucks QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Wed Sep 06, 2006 5:56 pm Post subject:
stucuk wrote:
Custom HVA's which work fine ingame should work in VV and HVA Builder fine.
2.0d is where problems started. And was caused by me re-doing the engine and speeding it up a bit. (1FPS to about 30FPS in one case iirc) And errors were introduced. 2.0d and onwards don't seem to do some things as good as the previous versions.
Note: 2.0d was never released to the public. Same with VV 1.5b which is the equivalent.
There is one thing to remind some of you, although I need someone who knows the executable to confirm this to me.
Tiberian Sun and Red Alert 2 uses DirectDraw instead of Direct3D. This means that they have to process things like image/face culling and rendering order. I believe the game writes the terrain before everything else and it ignores the terrain in the culling functions and always print the voxel above the terrain (which makes the voxel pixels to rewrite the terrain ones even if some are underground).
Therefore, even with wrong Bounds and HVA settings, some of you could render your underground voxels fine in game.
Important note: this is speculation, rumour... however, the game seems to behave in that way. QUICK_EDIT
Important note: this is speculation, rumour... however, the game seems to behave in that way.
It does behave like that. I see in many mods, voxels that are much lower than the selection box because their bounds (and/or hva) are wrong. But you still see the entire unit anyways. _________________
One good thing about VV and HVA Builder is that you can see mistakes like Animation ones, where sections don't actualy join, if the voxelbox's are spaced too far apart, etc. _________________ Free Map Editor - Game Requirements - Stucuk.Net QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Thu Sep 07, 2006 7:18 pm Post subject:
C&CVK wrote:
And see a memory usage
I'm working on this memory usage now. I've fixed a misuse with the glNewLists() command, where we previously forgot to delete the lists.. this reduced the memory leak a lot. Now, it only happens when a new voxel loaded... and I'm working on that too.
The textures on OS:VV takes up to 115mb or more of RAM (someone correct me if I'm wrong) and I'll fix that too because, for me, it's too much, for 4mb of jpg files. QUICK_EDIT
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