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Open Source HVA Builder 2.1 released!
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Banshee
Supreme Banshee


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

PostPosted: 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!
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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.




You can download it HERE.


Support for it is available at http://cnceditingtoolsforums.ppmsite.com (guest posting allowed).


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.

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Von Kriplespac
General


Joined: 01 Sep 2004
Location: Somewhere

PostPosted: Tue Sep 05, 2006 3:48 am    Post subject: Reply with quote  Mark this post and the followings unread

I repeat! BANSHEE IS GOD! All Hail Banshee! O_O

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Judeau
Commander


Joined: 28 Feb 2004

PostPosted: Tue Sep 05, 2006 12:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

this will help a lot, thanks banshee

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Portable, no campaign, movies or music, just the engine and needed resources for skirmish and lan.

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Stygs
Cyborg Cannon


Joined: 27 Nov 2005
Location: Germany

PostPosted: Tue Sep 05, 2006 2:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

umm, did you change how the Voxel Bound Manager works? instead of getting resized, my voxel is now just moved around in the hva viewer window :S

but havend testet the voxel ingame jet...

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Banshee
Supreme Banshee


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

PostPosted: Tue Sep 05, 2006 2:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

Bounds actually control the initial voxel position and size.

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ViPr
Gauss Rifle Trooper


Joined: 30 Dec 2004

PostPosted: Tue Sep 05, 2006 2:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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Banshee
Supreme Banshee


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

PostPosted: Tue Sep 05, 2006 3:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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stucuk
Geek


Joined: 27 Aug 2002

PostPosted: Wed Sep 06, 2006 2:02 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

Quote:
I repeat! BANSHEE IS GOD! All Hail Banshee! O_O

I repeat! What does that make me!

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MadHQ
Commander


Joined: 07 Nov 2003

PostPosted: Wed Sep 06, 2006 3:24 am    Post subject: Reply with quote  Mark this post and the followings unread

Rant! Rant!! Bla Bla!

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!!!



boo.PNG
 Description:
 Filesize:  22.06 KB
 Viewed:  17615 Time(s)

boo.PNG



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Banshee
Supreme Banshee


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

PostPosted: Wed Sep 06, 2006 3:48 am    Post subject: Reply with quote  Mark this post and the followings unread

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.



mk2angle2.png
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taken with HVA Builder 2.1
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mk2angle2.png



mk2angle1.png
 Description:
taken with HVA Builder 2.1
 Filesize:  23.4 KB
 Viewed:  17604 Time(s)

mk2angle1.png



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DeathRay2K
Commander


Joined: 01 Sep 2002
Location: Canada

PostPosted: Wed Sep 06, 2006 7:08 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

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stucuk
Geek


Joined: 27 Aug 2002

PostPosted: Wed Sep 06, 2006 12:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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VK
Pyro Sniper


Joined: 28 Jul 2005
Location: in GAMEMD.EXE

PostPosted: Wed Sep 06, 2006 12:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

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 Smile

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stucuk
Geek


Joined: 27 Aug 2002

PostPosted: Wed Sep 06, 2006 2:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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VK
Pyro Sniper


Joined: 28 Jul 2005
Location: in GAMEMD.EXE

PostPosted: Wed Sep 06, 2006 2:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

It's not real need here.
JPEG load rather faster.
So you can load it when combo-box selection is changed Smile
And nobody wait...
And see a memory usage Laughing

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Banshee
Supreme Banshee


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

PostPosted: Wed Sep 06, 2006 5:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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IcySon55
Commander


Joined: 19 Nov 2003
Location: Overworld

PostPosted: Wed Sep 06, 2006 6:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Banshee wrote:
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.

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stucuk
Geek


Joined: 27 Aug 2002

PostPosted: Wed Sep 06, 2006 6:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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Banshee
Supreme Banshee


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

PostPosted: Thu Sep 07, 2006 7:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

C&CVK wrote:
And see a memory usage Laughing



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.

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