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Ships....Boats
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Nikademis Von Hisson
General


Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Thu Oct 11, 2012 8:38 pm    Post subject:  Ships....Boats Reply with quote  Mark this post and the followings unread

When creating a ship or boat is there limit how much you should make as far as body design is concerned? Meaning.....It is a water vehicle and some of the body won't be seen, but do you still make the part that wont be seen because the game adjusts for this. Never made a ship before so figure I would ask this question so when I get to planing stage I know what to do.

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Thu Oct 11, 2012 9:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

The voxel you see in the game is the same as the one you see in vxlse3. No adjustments are made by the engine.

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RP
Commander


Joined: 12 Jul 2012
Location: Mapping God Heaven

PostPosted: Thu Oct 11, 2012 9:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

If you are talking about what you will see ingame of the voxel, and what not, I'd suggest you just make a complete voxel.

Some ships sink, which exposes their 'belly', maybe someone has a weapon that makes voxels spin within their own cell, like Libra does in Mental Omega 3.0.

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Regulus
Commander


Joined: 16 Feb 2008
Location: The Lone Star State

PostPosted: Thu Oct 11, 2012 9:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

Like Orac said, the bow is usually not modeled as the terrain that the boat voxels move on isn't anything more than a picture of water.

However, I have been thinking about the waterimage= tag that Ares gives us. I've thought about the idea that it would maybe cause weapons that throw the ship up in the air to use the "land version" and thus "expose" the hull, but in this case, they are two different voxel images and not an adjustment made by the game engine.

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Thu Oct 11, 2012 11:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yep WaterImage'd Units would look odd when being rocked about so its usually a good idea to make units like those to be unrockable.

Personally I like to cover up the underneath areas as well as it also sometimes plugs up unnecessary dot syndromes that usually happens to voxels.

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Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Fri Oct 12, 2012 12:30 am    Post subject: Reply with quote  Mark this post and the followings unread

There's a small experiment I did some years back, that might help you on your quest. Simply adding a layer or two of blue on the bottom can give it a good improvement:




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Nuke Atty
Cyborg Soldier


Joined: 07 May 2012
Location: Chungking,China

PostPosted: Fri Oct 12, 2012 1:54 am    Post subject: Reply with quote  Mark this post and the followings unread

Looks Kute~

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Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Fri Oct 12, 2012 2:01 am    Post subject: Reply with quote  Mark this post and the followings unread

...the eff?

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Fri Oct 12, 2012 2:32 am    Post subject: Reply with quote  Mark this post and the followings unread



Same effect, only this one has about 4-5 rows I think.

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Regulus
Commander


Joined: 16 Feb 2008
Location: The Lone Star State

PostPosted: Fri Oct 12, 2012 2:34 am    Post subject: Reply with quote  Mark this post and the followings unread

I think having the "water line" only one or two voxels in height would suffice. Given the allied color scheme it looks like the keel area is painted blue as opposed to looking as if it is in the water.

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