Posted: Tue Oct 21, 2003 1:17 am Post subject:
Voxel Section Editor 1.7.1 SE 3
Voxel Section Editor v1.7.1 SE 3 is now avalible for download, the changelog is as follows:
" 1.7.1 SE 3
- revisions by Stucuk:
- Added: 2 more rotate buttons on 3d view for more user control
- Added: More header editing, scales can now be edited.
- Added: Darken/Lighten Tool (you can change the amount the tool darkens or lightens a square by. It also works with the brush tool)
- Added: Colour Replacer Tool (works with normals as well as colour spectrums)
- Added: Preset camera angles for 3d View (front, back, top, bottom, left, right and Cameo)
- Added: Voxel Texture tool, can import and export BMP images of the voxels "skin" (works with normals and colours, u must used colours in the pallet when importing)
- Added: Spraypaint brush added (basic, works with darken/lighten tool as well)
- Added: 2D Copy, Cut and Paste Tools (they copy the current cross section and paste to another. Paste Full copys over everything exactly as it is, Paste just copys the used squares)
- Added: Clear Voxel Colour Tool (useful when skinning, sets every one of the voxels squares to the colour fo your choice, ready for a skin to be applyed on top)
- Added: Flood Fill Erase (just liek normal flood fill but it erases)
- Added: Added option in view menu to turn the 3d view off
- Changed: Voxel Header window looks have been improved, most of the read only information is hidden to the user.
- Changed: New Project area changed, now only needs new window for voxels with animations and its look has been improved.
- Changed: 3D View now shows normals when spectrum is set to them.
- Changed: Defult Zoom Changed to 1:7 insted of 1:15 (better for RA2 Voxels)
- Fixed: The position bit at the bottom right now works properly
- Removed: Refresh 3d View button as it didn't do a thing.... (its refreshed automaticaly when u draw,etc)"
Im finding out a problem with the texture option already. I was working on the renegade light tank just to see how things work and everything went terribly wrong...the texture deformed and went nasty on me. I then thought maybe it was just the model and the texture...so I ran another test using the ally mcv. I saved the mcv textures then colored the mcv white...then when I applied the texture the white was showing through everywhere....If you need pics I can supply em. QUICK_EDIT
Ok time to get to buisness...I may have to double post here so bare with me. Ok first Ill show you the pic of what happens when the texture is applied to the mcv and you can clearly see the problem.
Now on to the second texture problem I have come across. WIth the Nod Light Tank. As you can see from the first pic...you should be able to see what the top part of the body should look like...and as you can see in the second pic that it becomes real distorted and breaks up when applied.
can you try after of save the texture.bmp of the unit & open PSP & change the pallete by the unittemp pallete? I say this because I saw that the .bmp was of 16 millions of colours, not 8 bits...
I tried adding my name on the TS mammoth tank & works fine (I need try a recolour... one momment ) _________________ C&C:Reloaded > GDI, Nod, Allies, Soviets & Yuri... & TS terrain!
[ Discord ] [ ModDB ] [ YouTube Channel ] [ Telegram Channel ] [ Official Forums@Revora ] QUICK_EDIT
New system to recolour voxels with PSP (to me is more quickly that use the new feature to recolour )
on the left my Nod MCV to C&C: Reloaded... on the right ... a "MCV to mutant side"?
Thanks Stucuk
I tested with a RA2 unit (a recoloured artllery in Allied style) & I see few details without recolour, could be by "How" was made the voxel. (i.e. not close a box)
OR that hidden parts that not appear on the 2D image can't be recoloured because not appear on the .bmp texture & could be necessary paint manually the incomplete part of the voxel )
the texture tool work 100% how its ment to work (i have tryed on TS and RA2 voxels and it works fine), it only applys the texture to the sides of the voxel, hidden parts liek someone said can't b recoloured using this method, hence why there is a colour clear tool this way u can make ur texture, clear the voxel of colour(with the base colour of ur voxel) and apply the texture with minimal errors (a tad quicker than doign it by hand anyway).
i have no clue what it doesn't work for you, plz attach the original vxl and ur texture bmp ur trying to apply to it and ill try n find the problem.
The main problem with this tool is when u don't use colours that are in the palette, it does have a thing to conpensate for colours outside the palette but its not perfect, its like converting a 24 bit bmp to a 8bit bmp some colours are converted perfectly fine whereas others soemthing are screwed (only seen this happen when u try n apply windows desktop images to vxls.... i was curious what would happen).
EDIT: i think i know the problem, the voxel tool works like this, it basicaly reads the bmp and applys the texture to a side, it first applys the top image and then moves down, there is one "annoyance" with this system which u have run into, the bottom images overwrite any colours u apply on the ones at the top that overlap, what i mena is this, some squares of colour appear on more than one side, but have only one colour, if u try n give it two colours it will end up with the one in the bottom most image.
ill post an image of what i mean.
** See Below **
Basicaly what has ahppened is the bottom most images share some of the same voxel points as the ones at the top this is why some parts don't look right because the bottom images colours are replacing some of the top images ones.
i was meaning to make it re apply the top 2 images over what it had done to minimise this "problem".
P.S i have halfassed(well currently.... it err, the progress bar reaches the end, then it goes back to zero and rises to about 1/3rd of the way....) "fixed" the problem (basicaly it re-applys the top 2 views over what its currently done)
EDIT: Progress Bar Fixed, it now applys the top and bottom views after the other ones (insted of re-doing them over what it done b4), if anyone wants it come on msn and pm me (stuc_uk_2000@hotmail.com), this fix isn't a major change so i won't publicaly release it.
test1.jpg
Description:
This is the texture we want to apply to the bggy.vxl
Filesize:
2.32 KB
Viewed:
5654 Time(s)
test2.jpg
Description:
You will not the 2nd image down has changed since it shares some of the voxel squares the ones more dow has.
I added you to my list. Hmm Ill give a couple more tries at the skinning process see if I can get it working correctly. And I would like to get this little revised version of it you made QUICK_EDIT
I found a bug you cant using the flood fill causes an access violation
to my knowlage there is no bug in eather the flood fill or flood fill erase, i have never gotten a access violation off it.
(need more info)
when u submit bug reports plz state exactly what u did since u opened vxlse, also plz attach the vxl (if possible) and any images that may help.
(P.S Access Violations are when the application trys to access a part of memory that doesn't exist or hasn't been setup for use with the program. Sometimes these just happen with Windows, u need to reproduce the exact error more than once and be able to get others to reproduce it b4 i can do anything)
BTW the flood fill tool hasn't been touched by me, so if there is a bug in it then its come from b4 this release(and i have never had probs with the tool mysqlf) _________________ Free Map Editor - Game Requirements - Stucuk.Net QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Thu Oct 23, 2003 7:24 pm Post subject:
I had the same problem with flood fill when I used that recently.. it tried to access the end of the RAM memory which was ocupied by the operational system. I suggest you to see if the pointers used in this operation are correct or something like that.... this part is really problematic, although this problem wasnt created by Stu. QUICK_EDIT
Joined: 01 Jan 2003 Location: You dont want to know.... Trust me.
Posted: Thu Oct 23, 2003 9:27 pm Post subject:
Banshee wrote:
I had the same problem with flood fill when I used that recently.. it tried to access the end of the RAM memory which was ocupied by the operational system. I suggest you to see if the pointers used in this operation are correct or something like that.... this part is really problematic, although this problem wasnt created by Stu.
Yea if I remember corectly the older versions did it to or am I thinking of another bug? _________________ No power is ever inherently good or evil. It is how that power is used that determines if it is good or evil.
Stack: Array[0..512] of StackType; //this is the floodfill stack for my code
this has a fixed size, its a part fo the flood fill procedure, if im correct the problem is that sometimes on large flood fill's it tryes to access a number above 512 i.e Stack[513] which doesn't exist, there is no memory alocated for this.(since the programmer said only 0 to 512).
currently i have no clue how this procedure works, ill have a look at it.
EDIT: fixed, im supprised at the person who made the flood fill tool, they should never use set values in anythign since voxels can b any size.
(basicaly the vxl had more squares in it than the flood fill tool could handle)
if u know of any bugs in any version thats currently not fixed plz tell me.
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