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Voxel Section Editor III 1.31 released!
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Banshee
Supreme Banshee


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

PostPosted: Thu Feb 01, 2007 12:28 am    Post subject:  Voxel Section Editor III 1.31 released!
Subject description: The normalizer won't be updated anymore...
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Hey guys, if you thought the curves of the voxels in the news below were perfect, you have yet to see what is 'perfect normals'. Download the new Voxel Section Editor III 1.31 and take your conclusions. The normalizer is the only change of this version.



The same Mad Dog with the new normals. A bit darker, but clear curves.

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Mr.Graffitti
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Joined: 01 Oct 2005

PostPosted: Thu Feb 01, 2007 1:39 am    Post subject: Reply with quote  Mark this post and the followings unread

W00t! Thanks alot Banshee, great work! Very Happy

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Clarkson
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Joined: 25 Aug 2004
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PostPosted: Thu Feb 01, 2007 11:49 am    Post subject: Reply with quote  Mark this post and the followings unread

I downloaded it and I have the same normals options as older versions. Smooth Normals and Autonormals. Neutral

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Dupl3xxx
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Joined: 22 Aug 2006
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PostPosted: Thu Feb 01, 2007 12:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

Looking good, looking good, testing later today. BTW, can I link to teh file threw my own site? I felt I needed to check with you #Tongue

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IcySon55
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Joined: 19 Nov 2003
Location: Overworld

PostPosted: Thu Feb 01, 2007 2:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Desu wrote:
I downloaded it and I have the same normals options as older versions. Smooth Normals and Autonormals. Neutral

Deleting your older installation first instead of installing on top of it would be a good idea.

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
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PostPosted: Thu Feb 01, 2007 2:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yes, it has Auto Normals and Smooth Normals. So, 'Auto Normals' is the only auto normalizer of the program.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Thu Feb 01, 2007 4:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

I thought it could be nothing but perfect, until I tried it on my recently made (although still WIP) MLRS, and I saw weird black stripes going around the voxel. I have no idea what would cause this error.



MLRSbug.PNG
 Description:
What is even more wierd, is that the stripes are visible only if you look at the voxel when it's pointing SW - SE.
 Filesize:  4.32 KB
 Viewed:  9209 Time(s)

MLRSbug.PNG



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Banshee
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Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
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PostPosted: Thu Feb 01, 2007 4:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

No offense, but I can't see what's wrong with the picture above.

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IcySon55
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Joined: 19 Nov 2003
Location: Overworld

PostPosted: Thu Feb 01, 2007 4:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

You either have a hole in the voxel, or you have some 1 voxel wide details that can't possibly normalize properly. The former sounds about right.

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Dupl3xxx
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Joined: 22 Aug 2006
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PostPosted: Fri Feb 02, 2007 9:32 am    Post subject: Reply with quote  Mark this post and the followings unread

Desu wrote:
I downloaded it and I have the same normals options as older versions. Smooth Normals and Autonormals. Neutral


Yes, that's correct, but didn't you notice that when you used autonormals, it did say Autonormals 4.1?

I did some tests, and i have found it doesn't like sharp edges very well... But if you smooth the edges a tiny bit, it looks lovely #Tongue

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Fri Feb 02, 2007 2:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

I filled the voxel, but those stripes keep appearing. It has no one pixel-wide objects.

Here, I made an animation, I hope it clears up things.

Now that I made the animation, I noticed that the stripes are not as dark as in the VSE III...hmm...

EDIT: I see what the problem is: the normals doesn't normalized sharp edges correctly, like Dupl3xx said. I tested it on many voxels, and I even made a box, a totaly sharp - edged box, and you know what? the normals were as shit as...shit.



seethebox.PNG
 Description:
you see the stripes now?
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seethebox.PNG



hvr_000.gif
 Description:
 Filesize:  369.72 KB
 Viewed:  9146 Time(s)

hvr_000.gif



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Banshee
Supreme Banshee


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

PostPosted: Fri Feb 02, 2007 8:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

I've seen this problem in another voxel and I've made a way that could fix it (by setting all normals to positive). However, it screwed up almost every other voxel making one of the sides totally dark.

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Banshee
Supreme Banshee


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

PostPosted: Sat Feb 03, 2007 4:50 am    Post subject: Reply with quote  Mark this post and the followings unread

Ok, guys. While my tecnic is good at tracking the best normal value, I've noticed that there is a serious problem that may make it give the wrong signal to the normal (resulting in the evil blacks). The problem is very complex and happens when the difference between the normals behind it and in front of it (in any direction) is zero and I'm trying to find a way to deal with it properly.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sat Feb 03, 2007 7:05 am    Post subject: Reply with quote  Mark this post and the followings unread

well, is there any way to download the old VSE 1.2, because I'm not really into fixing the normals by hand.

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Banshee
Supreme Banshee


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

PostPosted: Sat Feb 03, 2007 4:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

This bug also happens with that version, I think.

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DeathRay2K
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Joined: 01 Sep 2002
Location: Canada

PostPosted: Sat Feb 03, 2007 4:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

You can get 1.2c [url=http://www.d2kstudios.com/downloads/Command and Conquer|Category/Utilities|Subcategory/VXLSE_III_1.2c.exe">here[/url].

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Dupl3xxx
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Joined: 22 Aug 2006
Location: somewhere south of the north pole

PostPosted: Sat Feb 03, 2007 6:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

Banshee wrote:
This bug also happens with that version, I think.

nononono, it doen't happen. in VSE 1.2 SE

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Banshee
Supreme Banshee


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

PostPosted: Sat Feb 03, 2007 6:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

To be honest, it does. The problem in the algorithm is the same.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sun Feb 04, 2007 5:56 am    Post subject: Reply with quote  Mark this post and the followings unread

oh my god...then...the only way is to...wait?

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Banshee
Supreme Banshee


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

PostPosted: Sun Feb 04, 2007 7:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

At the moment, yes. I already have a plan to make a way to get over it. However, how to implement this plan is still a mystery.

The Cubed Normalizer actually does a flood and fill in the voxel to find out what is inside and outside the voxel, but these 1 pixel wide sections might still cause the algorithm to find normals like (0,0,0). So, I have to solve the problem of what happens when the limit of the coordinates x, y and z tends to 0.

To fix this, I need to make it find a convex shape of the whole voxel and fill it with a nearly null value (like 0,0000001) before doing the normalization process.

Last edited by Banshee on Wed Jul 25, 2018 10:12 pm; edited 1 time in total

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Banshee
Supreme Banshee


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

PostPosted: Fri Feb 09, 2007 8:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

Update:

I've been working in the concept of 'influence area' to sort the problem mentioned above. Today, I've tested the new implementation in a voxel that used to have this problem and it worked very well.

So, 1.32 should be released in less than 24 hours.


I'd like to point out that the normalizer does an almost perfect job as long as the user respects the mathematical limits imposed to the concept of voxel (the light reflects to only one direction, on each cube). So, there is no perfect normalizer (even if you export your voxel with 3ds2vxl) that will make your voxel perfectly normalized with one pixel wide shapes. Make it at least 2 pixel wide, to assure a good performance.

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Tony
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Joined: 02 Apr 2005
Location: United States

PostPosted: Fri Feb 09, 2007 9:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

If the voxel is solid, will that cause any known issue with normals ?

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Banshee
Supreme Banshee


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

PostPosted: Fri Feb 09, 2007 9:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

no.

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DeathRay2K
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Joined: 01 Sep 2002
Location: Canada

PostPosted: Sat Feb 10, 2007 3:22 am    Post subject: Reply with quote  Mark this post and the followings unread

Can't you simply blend the different lighting directions together for voxels with more than one side exposed?

Edit:
Or if you're identifying the direction of the light itself, add the lighting vectors?

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Banshee
Supreme Banshee


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

PostPosted: Sat Feb 10, 2007 3:40 am    Post subject: Reply with quote  Mark this post and the followings unread

Each cube only allows one direction.

The normal of each cube is the lighting vector, DeathRay.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sat Feb 10, 2007 6:34 am    Post subject: Reply with quote  Mark this post and the followings unread

The voxels I showed in the pictures had no one pixel wide objects, no antennas, no rails. Both of them had, however, sharp edges. I tested it and those black rails don't appear if the edges are rounded...well, it does, but a lot less.

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Banshee
Supreme Banshee


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

PostPosted: Sun Feb 11, 2007 2:50 am    Post subject: Reply with quote  Mark this post and the followings unread

There is a little delay in the version 1.32 because of the shortcuts that people asked me. Applying some of them is being harder than what I originally imagined.

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DeathRay2K
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Joined: 01 Sep 2002
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PostPosted: Sun Feb 11, 2007 4:11 am    Post subject: Reply with quote  Mark this post and the followings unread

Banshee wrote:
Each cube only allows one direction.

The normal of each cube is the lighting vector, DeathRay.


I know but... Say, you had a cube, if you average the possible directions, you would get a 45' angle at the edges, relative to the sides, and a 90' angle on all of the voxels on the sides. That's what I mean.

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Banshee
Supreme Banshee


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

PostPosted: Sun Feb 11, 2007 5:46 am    Post subject: Reply with quote  Mark this post and the followings unread

It would reflect to the wrong direction and, consequently, it would be wrongly normalized.

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Dupl3xxx
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Joined: 22 Aug 2006
Location: somewhere south of the north pole

PostPosted: Sun Feb 11, 2007 12:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Banshee wrote:
...Applying some of them is being harder than what I originally imagined.


I thrust you Banshee! #Tongue
If the AN gets even better, I'll be in heaven!! Razz

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Thu Feb 15, 2007 6:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Sorry for bother you by re-opening this thread, but I had urgent thing to discuss. Unlike you said Banshee, after downoading the old 1.2c and normalizing the voxel I presented above, the results were great, just like they were before. No stripes, nothing.

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Banshee (away from pc)
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PostPosted: Thu Feb 15, 2007 9:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

Show pictures comparing the results.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Fri Feb 16, 2007 2:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

Very well.

Now that I have three voxel editors in my PC, I noticed that the RA2 normals are not affected as great as TS normals, only few black stripes appear.



error.PNG
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error.PNG



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Dupl3xxx
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Joined: 22 Aug 2006
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PostPosted: Fri Feb 16, 2007 4:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

PROFE! Migty o'Banshee, this is a migty task Laughing

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
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PostPosted: Fri Feb 16, 2007 4:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

In the demo truck, V3 looks better than the newer ones. In the orca, 4.1 is apparently the best. But 5.0 is better than 3.0 in this case.

As far as I can see, I can make the value that tends to 0 smaller to make sure it reduces its influence in the normals calculation of the sectors that are at the border of the shape...

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
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PostPosted: Fri Feb 16, 2007 8:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

Actually, re-looking the demo truck... v5.0 looks better than 3.1. The back is more rounded... and the difference in the front is more a matter of angle..

I've also tested both voxels with the new autonormals v5.1 and both are looking good.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sat Feb 17, 2007 6:09 am    Post subject: Reply with quote  Mark this post and the followings unread

I forgot to mention that the rail at the back of the demo truck goes black when using 5.0 normals, and the remapped parts of the Orca goes black in 4.1 and 5.0. I still prefer using 3.0, because so far, it gives good results on all voxels.

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Dupl3xxx
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Joined: 22 Aug 2006
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PostPosted: Sat Feb 17, 2007 12:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

I prefer 5.1, it needs more work, but it's better, I think #Tongue

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