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 QUICK_EDIT
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. _________________ QUICK_EDIT
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 QUICK_EDIT
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). QUICK_EDIT
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.
Also Known As: ZivDero Joined: 23 Jul 2013 Location: Russia
Posted: Sun Jan 14, 2024 1:56 pm Post subject:
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
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