Project Perfect Mod Forums
:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Privacy Policy :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::


The time now is Thu May 30, 2024 10:12 am
All times are UTC + 0
CNC Maps Renderer rewritten - works for Tiberian Sun and RA2
Moderators: Community Tools Developpers
Post new topic   Reply to topic Page 6 of 6 [260 Posts] Mark the topic unread ::  View previous topic :: View next topic
Goto page: Previous 1, 2, 3, 4, 5, 6
Author Message
E1 Elite
General


Joined: 28 May 2013

PostPosted: Fri Oct 14, 2022 2:44 am    Post subject: Reply with quote  Mark this post and the followings unread


Back to top
View user's profile Send private message
G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Fri Oct 14, 2022 7:36 am    Post subject: Reply with quote  Mark this post and the followings unread

E1 Elite wrote:
@G-E:
Wall is expected on building/overlay SHP files, not on terrain types. Map renderer is forcing unit palette in case of walls here - https://github.com/zzattack/ccmaps-net/blob/master/CNCMaps.Engine/Drawables/Drawable.cs#L141
You can remove/comment that line and try.

But can it maintain unitpal for building+wall and isopal for terrain+wall? Would it not need to be a conditional change?

I'm not trying to remove the building/overlay wall palette being forced, just for terrain. Wall=yes applies logic independent of whether the wall has all the expected facings/frames.

_________________
http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai

Back to top
View user's profile Send private message
Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Sat Oct 15, 2022 7:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

Game only reads Wall for BuildingTypes and OverlayTypes so if the renderer does anything with it for TerrainTypes then that probably counts as a bug.

_________________

Back to top
View user's profile Send private message Visit poster's website ModDB Profile ID Twitter Channel URL
G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sat Oct 15, 2022 9:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

I don't recall what tests I did, but I got the impression the wall setting did make a difference on the terrain objects. Regardless the renderer incorrectly forces the palette.

_________________
http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai

Back to top
View user's profile Send private message
G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sat Mar 04, 2023 4:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

I should have noticed this sooner but the Renderer incorrectly applies voxel scaling to hva position, position is absolute regardless of scale.

I'm pretty sure this same bug applies to voxel offsets in FA2-mod.



se_halo_rotor.jpg
 Description:
 Filesize:  155.2 KB
 Viewed:  12444 Time(s)

se_halo_rotor.jpg



_________________
http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai

Back to top
View user's profile Send private message
G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sat Apr 08, 2023 6:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

The TUNTOP animations aren't rendered?



mapnorender.jpg
 Description:
 Filesize:  111.36 KB
 Viewed:  12267 Time(s)

mapnorender.jpg



_________________
http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai

Back to top
View user's profile Send private message
E1 Elite
General


Joined: 28 May 2013

PostPosted: Sun Apr 09, 2023 7:26 am    Post subject: Reply with quote  Mark this post and the followings unread

It is a known problem, it is only partially implemented. Tunnel top tile anim has to be drawn over all objects beneath it but it should be drawn under 4th cell cliff tile which is difficult.

For TS, I added the tile anim graphics as part of the tile itself and supply it as an override mix file (though not a perfect solution).

Back to top
View user's profile Send private message
G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sun Apr 09, 2023 10:57 am    Post subject: Reply with quote  Mark this post and the followings unread

Scratch that, wrong thread.

_________________
http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai

Last edited by G-E on Sun Apr 09, 2023 2:35 pm; edited 1 time in total

Back to top
View user's profile Send private message
G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sun Jan 14, 2024 1:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thought I would add this for posterity, in the off chance someone wants to revisit the rendering code.

Many of my voxels are drawn unnaturally long and/or girthy, there are a lot of examples where a unit looks much sleeker and refined in game, but chunky in renderer. This DC-9 stood out in how obviously longer it is, you have a clear reference with the heli tail below the cockpit for comparison.

I can't tell whether the issue lies with the bounds scaling, or the initial voxel creation size math/constants, but it does seem like un-shrunk units are more often shown oversize.



vxlsize.png
 Description:
 Filesize:  242.52 KB
 Viewed:  10280 Time(s)

vxlsize.png



_________________
http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai

Back to top
View user's profile Send private message
Parasite03
Cyborg Artillery


Also Known As: ZivDero
Joined: 23 Jul 2013
Location: Russia

PostPosted: Sun Jan 14, 2024 1:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

G-E wrote:
Thought I would add this for posterity, in the off chance someone wants to revisit the rendering code.

Many of my voxels are drawn unnaturally long and/or girthy, there are a lot of examples where a unit looks much sleeker and refined in game, but chunky in renderer. This DC-9 stood out in how obviously longer it is, you have a clear reference with the heli tail below the cockpit for comparison.

I can't tell whether the issue lies with the bounds scaling, or the initial voxel creation size math/constants, but it does seem like un-shrunk units are more often shown oversize.


I believe model scale is to blame. In my experience making a voxel renderer for WAE, 0.028 was just slightly too large, and I used 0.025, which looks pretty much perfect to my eye. This might work just well enough for CNCmaps as well.

_________________
DarkVen9109 wrote:
What in the name of insanity is this? I FRICKING LOVE THIS LOGICCCC!!!!!!!!!!!!OOOOOOOOHEEAWWWWWWWWWWWYAAAAAAAAAAAAAAAAAWWWWWW PEW PEW PEW PEW BOOM BOOM BOOM!! Nice I love this!!!! Ferriswheel bomb, Dive bomb. New Logic discovered thanks to Kenosis Very Happy

_________________

Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic Page 6 of 6 [260 Posts] Goto page: Previous 1, 2, 3, 4, 5, 6
Mark the topic unread ::  View previous topic :: View next topic
 
Share on TwitterShare on FacebookShare on Google+Share on DiggShare on RedditShare on PInterestShare on Del.icio.usShare on Stumble Upon
Quick Reply
Username:


If you are visually impaired or cannot otherwise answer the challenges below please contact the Administrator for help.


Write only two of the following words separated by a sharp: Brotherhood, unity, peace! 

 
You can post new topics in this forum
You can reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum


Powered by phpBB © phpBB Group

[ Time: 0.1919s ][ Queries: 16 (0.0269s) ][ Debug on ]