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Question about RA2 Voxel
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Zero18
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PostPosted: Sun Mar 17, 2013 9:55 pm    Post subject:  Question about RA2 Voxel Reply with quote  Mark this post and the followings unread

Just curious what's the normal voxel size for vehicles? I mean in general, not specific because  the voxels I made are too big. So I'm restarting it over and do it from scratch. I can't seem to find the right size, so I'm not sure.

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OmegaBolt
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PostPosted: Sun Mar 17, 2013 10:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

TBH it's better to make them slightly bigger and scale them down using the voxel bounds IMO.

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Zero18
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PostPosted: Sun Mar 17, 2013 10:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

I use to do voxel bounds with multi section, but I kept on getting voxel glitch in games, like my avenger robot tank for example will have his ears off the turret body if I scale the voxel down.

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OmegaBolt
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PostPosted: Sun Mar 17, 2013 11:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah well if you change the dimensions you'll need to redo the HVA.

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Blade
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Joined: 23 Dec 2003

PostPosted: Mon Mar 18, 2013 11:49 am    Post subject: Reply with quote  Mark this post and the followings unread

Why would he need to redo the HVA for a tank? All he needs to do is adjust the bounds for the turrets Z axis so that both +ve and -ve components are reduced or increased by the same amount to adjust how high it appears in game (it is the difference between these that determines the actual scale). None animated units should never need a custom HVA file.

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Lin Kuei Ominae
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Joined: 16 Aug 2006
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PostPosted: Mon Mar 18, 2013 11:57 am    Post subject: Reply with quote  Mark this post and the followings unread

Blade wrote:
None animated units should never need a custom HVA file.
Zero18 wrote:
I use to do voxel bounds with multi section
Since voxel bounds are a global modifier, the position of the sections however a local value, a downscaled voxel would cause gaps and wrong positions between the sections. Thus a new hva with correct positions is necessary.


However, using voxel sections for non-animated parts is pretty bad imo, because of
-the mentioned hva positioning issue
-clipping errors if the section bounds are wrong (e.g. a section in the rear is visible through a section in the front)
-missing shadows for the sections

Thus it's better to put everything in one section as far as it's possible.

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Zero18
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PostPosted: Mon Mar 18, 2013 12:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, that's why. I don't like the voxels I made. So I'm restarting it over from scratch and try to get on the right track for the mod I'm making.

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Holy_Master
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PostPosted: Mon Mar 18, 2013 3:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

just make it big and scale down with voxel header code, it do that very often when i'm voxeler.

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ViPr
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Joined: 30 Dec 2004

PostPosted: Tue Mar 19, 2013 5:39 am    Post subject: Reply with quote  Mark this post and the followings unread

Why not just make everything as a polygon model and then voxelize them later at any size automatically?

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Atomic_Noodles
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Joined: 05 Oct 2011

PostPosted: Tue Mar 19, 2013 6:00 am    Post subject: Reply with quote  Mark this post and the followings unread

ViPr wrote:
Why not just make everything as a polygon model and then voxelize them later at any size automatically?


Because he doesn't know how to make stuff from 3D Applications I'm guessing...

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Mig Eater
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PostPosted: Tue Mar 19, 2013 6:30 am    Post subject: Reply with quote  Mark this post and the followings unread

ViPr trolling 3ds2vxl as usual...

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Blade
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Joined: 23 Dec 2003

PostPosted: Tue Mar 19, 2013 9:52 am    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
Since voxel bounds are a global modifier, the position of the sections however a local value, a downscaled voxel would cause gaps and wrong positions between the sections. Thus a new hva with correct positions is necessary.


However, using voxel sections for non-animated parts is pretty bad imo, because of
-the mentioned hva positioning issue
-clipping errors if the section bounds are wrong (e.g. a section in the rear is visible through a section in the front)
-missing shadows for the sections

Thus it's better to put everything in one section as far as it's possible.


I missed the bit about him using multi-section voxels, I was taking him as meaning multi sections as in body turret and barrel rather than multiple sections to make just the body.

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Graion Dilach
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Joined: 22 Nov 2010
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PostPosted: Tue Mar 19, 2013 10:10 am    Post subject: Reply with quote  Mark this post and the followings unread

ViPr wrote:
Why not just make everything as a polygon model and then voxelize them later at any size automatically?


That's noisy. Have you seen the recent handmade voxels compared to that mess 3ds2vxl creates?

3dsvoxels are only good as base layout, which needs to be tweaked first to fix the quirks in the shape then retexturized.

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Lin Kuei Ominae
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PostPosted: Tue Mar 19, 2013 10:54 am    Post subject: Reply with quote  Mark this post and the followings unread

3ds2vxl itself isn't bad. If the voxel is bad, then it's the models fault.
3ds2vxl often also creates a lot smother textures than the pixelated stuff you get from hand-made voxels.
3ds2vxl is also cool since it uses by default the normals for detailing as well. e.g. a dent in a plane which isn't deep enough to get a whole voxel layer deeper, is still shown by giving the border voxel of the dent the right normals so it looks ingame a lot more 3dimensional than a simple planar surface.

I think a still good example showing how useful 3ds2vxl is, is my Kodiak which was done entirely in 3ds2vxl and no manual VSE work afterwards. The fact that some details turned out bad like the too big antennae was the fault of the model, not 3ds2vxl.

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Nikademis Von Hisson
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PostPosted: Tue Mar 19, 2013 11:06 am    Post subject: Reply with quote  Mark this post and the followings unread

that is very sexy

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Bu7loos
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PostPosted: Tue Mar 19, 2013 11:08 am    Post subject: Reply with quote  Mark this post and the followings unread

Try downloadin some azri apoc voxels in yr argetina they were good concepts base on or to reflect from also mig eatter longwall and shin peter pans are also good examples.

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Lin Kuei Ominae
Seth


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PostPosted: Tue Mar 19, 2013 11:21 am    Post subject: Reply with quote  Mark this post and the followings unread

In the end, it all comes down how well you can use the tool you use.

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Zero18
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PostPosted: Tue Mar 19, 2013 11:47 am    Post subject: Reply with quote  Mark this post and the followings unread

Bu7loos wrote:
Try downloadin some azri apoc voxels in yr argetina they were good concepts base on or to reflect from also mig eatter longwall and shin peter pans are also good examples.


I did that few days ago, my voxels are getting more details now. But that's just that I'm not satisfied with the size and the scheme that I created for the mod.

I only have been voxelling for around 3 weeks so far. Well, I can say that's how I get that far with my current voxelling skills for now.

Lin Kuei Ominae wrote:

-the mentioned hva positioning issue


Yeah, the programmer who programmed HVA Builder should fix that bug. It is so annoying. Having to rotate a single part of section and it moves away from the center point. Then having to reposition it.

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Last edited by Zero18 on Tue Mar 19, 2013 11:56 am; edited 1 time in total

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Mig Eater
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PostPosted: Tue Mar 19, 2013 11:50 am    Post subject: Reply with quote  Mark this post and the followings unread

I have nothing against 3ds2vxl, just ViPr's "everything as a polygon" attitude is a bit tiresome.

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Zero18
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PostPosted: Tue Mar 19, 2013 12:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

this voxel i made yesterday and made some small adjustments. I'm quite happy with that voxel. I resized it and then transformed it to the right size and now, its looking good in-game.



You can see the voxel animation in the mod. Just tell me your thoughts about this.  #Scatter

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And, the old recon bike I made, compare it.


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NimoStar
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PostPosted: Wed Mar 20, 2013 11:30 am    Post subject: Reply with quote  Mark this post and the followings unread

The voxel looks ok but your red in the images background burns my eyes...

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