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MadHQ
Commander


Joined: 07 Nov 2003

PostPosted: Sun Jan 03, 2016 12:35 am    Post subject: Reply with quote  Mark this post and the followings unread

AHH!!! I forgot to get the next frames header info... >_<

Quote:
urban/tree09.urb: 2208 bytes
Header : record{
Unknown = 0
Width = 129
Height = 127
Number Frames = 2
}

THeader_Image = Frame Number = 2{
X = 53
Y = 0
CX = 21
CY = 64
compression = 3
unknown = 3014656
zero = 0
offset = 56
}

THeader_Image = Frame Number = 2{
X = 66
Y = 32
CX = 63
CY = 32
compression = 3
unknown = 0
zero = 0
offset = 1344
}

0 = 9,
1 = 0,
2 = 0,
3 = 8,
4 = 214,
5 = 95,
6 = 171,
7 = 0,
8 = 11,
9 = 17,
10 = 0,
11 = 0,
12 = 4,
13 = 121,
14 = 55,
15 = 0,
16 = 1,
17 = 107,
18 = 68,
19 = 38,
20 = 153,
21 = 109,
22 = 107,
23 = 153,
...
...
...
...


Now I need to find out what that  9,0,0,8 stands for... >_< not so much the 8 but the 9,0,0,... humm...

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MadHQ
Commander


Joined: 07 Nov 2003

PostPosted: Sun Jan 03, 2016 12:55 am    Post subject: Reply with quote  Mark this post and the followings unread

AH!!! I think I found it!!!   Razz

Quote:
urban/tree09.urb: 2208 bytes
Header : record{
Unknown = 0
Width = 129
Height = 127
Number Frames = 2
}

THeader_Image = Frame Number = 2{
X = 53
Y = 0
CX = 21
CY = 64
compression = 3
unknown = 3014656
zero = 0
offset = 56
}

THeader_Image = Frame Number = 2{
X = 66
Y = 32
CX = 63
CY = 32
compression = 3
unknown = 0
zero = 0
offset = 1344
}


0 = 9,
1 = 0,
2 = 0,
3 = 8,
4 = 214,
5 = 95,
6 = 171,
7 = 0,
8 = 11,

9 = 17,
10 = 0,
11 = 0,
12 = 4,
13 = 121,
14 = 55,
15 = 0,
16 = 1,
17 = 107,
18 = 68,
19 = 38,
20 = 153,
21 = 109,
22 = 107,
23 = 153,
24 = 0,
25 = 8,

26 = 19,
27 = 0,
28 = 0,
29 = 4,
30 = 202,
31 = 214,
32 = 107,
33 = 109,
34 = 24,
35 = 24,
36 = 186,
37 = 202,
38 = 202,
39 = 7,
40 = 95,
41 = 109,
42 = 153,
43 = 0,
44 = 5,

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MadHQ
Commander


Joined: 07 Nov 2003

PostPosted: Sun Jan 03, 2016 3:22 am    Post subject: Reply with quote  Mark this post and the followings unread

Mwa Ha Ha !!



Code:
urban/tree09.urb: 2208 bytes
Header : record{
Unknown = 0
Width = 129
Height = 127
Number Frames = 2
}

THeader_Image = Frame Number = 2{
X = 53
Y = 0
CX = 21
CY = 64
compression = 3
unknown = 3014656
zero = 0
offset = 56
}

THeader_Image = Frame Number = 2{
X = 66
Y = 32
CX = 63
CY = 32
compression = 3
unknown = 0
zero = 0
offset = 1344
}

frame 1 {
spanleng = 9 { 0,0,8,214,95,171,0,11, }
spanleng = 17 { 0,0,4,121,55,0,1,107,68,38,153,109,107,153,0,8, }
spanleng = 19 { 0,0,4,202,214,107,109,24,24,186,202,202,7,95,109,153,0,5, }
spanleng = 22 { 0,0,2,119,38,0,2,173,107,21,21,118,153,132,0,1,107,7,95,0,5, }
spanleng = 21 { 0,0,3,166,166,0,1,214,132,7,59,21,24,95,132,21,68,132,0,5, }
spanleng = 21 { 0,0,2,176,166,107,132,153,95,68,113,153,7,95,7,24,41,135,0,5, }
spanleng = 22 { 0,0,4,38,85,68,21,107,7,68,55,41,48,128,84,38,38,95,132,0,2, }
spanleng = 24 { 0,0,2,210,77,7,55,85,24,107,74,23,24,85,202,68,24,24,24,38,24,0,2, }
spanleng = 23 { 0,0,2,166,38,135,128,38,38,55,68,55,55,95,202,77,21,55,41,109,0,3, }
spanleng = 22 { 0,0,2,132,109,85,132,7,95,38,38,55,55,24,24,24,38,24,68,0,4, }
spanleng = 23 { 0,0,3,166,68,24,38,202,95,7,41,7,41,38,41,7,24,7,7,55,0,2, }
spanleng = 23 { 0,0,3,107,55,21,38,68,24,68,7,25,7,55,107,55,38,38,21,85,0,2, }
spanleng = 23 { 0,0,3,95,55,24,7,21,85,7,68,47,27,38,24,24,41,68,68,85,0,2, }
spanleng = 20 { 0,0,4,109,38,38,48,47,38,41,55,41,38,95,24,24,24,0,4, }
spanleng = 20 { 0,0,6,38,41,68,38,41,55,41,55,8,41,21,107,118,88,0,2, }
spanleng = 22 { 0,0,4,173,95,95,68,55,77,107,38,7,21,68,55,24,38,55,38,0,2, }
spanleng = 22 { 0,0,4,8,68,24,24,24,38,77,24,21,55,121,38,24,24,41,24,0,2, }
spanleng = 24 { 0,0,2,166,38,95,68,95,41,24,55,7,85,55,55,38,24,24,55,55,119,0,2, }
spanleng = 23 { 0,0,2,184,38,7,7,68,41,24,41,107,95,41,41,41,24,41,41,41,0,3, }
spanleng = 24 { 0,0,2,153,107,7,107,41,55,41,85,55,24,41,109,68,24,42,24,24,85,0,2, }
spanleng = 24 { 0,0,2,184,85,24,48,38,38,38,68,68,21,24,85,41,26,24,24,21,68,0,2, }
spanleng = 24 { 0,0,2,140,7,95,107,55,55,7,38,41,38,41,24,41,24,21,68,38,85,0,2, }
spanleng = 23 { 0,0,2,186,186,135,68,7,68,68,68,38,24,97,38,38,41,28,72,41,0,3, }
spanleng = 23 { 0,0,3,7,26,85,85,77,55,24,24,38,55,68,41,41,85,0,1,166,0,3, }
spanleng = 23 { 0,0,3,137,101,55,55,38,7,55,38,24,26,109,21,29,68,101,38,68,0,2, }
spanleng = 22 { 0,0,3,166,132,55,7,27,55,68,107,21,41,41,24,77,21,21,41,24,109, }
spanleng = 23 { 0,0,3,68,55,55,77,68,38,47,121,24,24,21,55,153,68,21,109,132,0,2, }
spanleng = 23 { 0,0,3,55,24,38,24,38,55,24,26,21,26,48,109,186,181,24,38,68,0,2, }
spanleng = 23 { 0,0,3,132,153,109,24,68,68,38,41,21,59,72,55,77,121,24,24,24,0,2, }
spanleng = 24 { 0,0,2,59,153,107,153,77,74,68,24,68,24,25,24,21,84,107,166,72,68,0,2, }
spanleng = 23 { 0,0,1,107,55,0,1,107,24,68,59,85,41,38,38,38,7,24,38,166,0,5, }
spanleng = 23 { 0,0,1,166,107,153,107,95,41,55,109,28,41,24,7,85,27,68,107,132,0,4, }
spanleng = 25 { 0,0,1,186,7,38,107,7,109,68,24,21,7,95,7,25,47,41,68,38,24,109,0,2, }
spanleng = 24 { 0,0,1,173,68,38,153,153,95,55,21,24,38,7,55,55,68,85,85,68,85,0,3, }
spanleng = 23 { 0,0,1,176,55,214,95,109,95,41,24,55,72,21,25,153,101,24,21,21,0,3, }
spanleng = 24 { 0,214,218,0,1,166,85,7,26,85,85,7,41,23,60,166,47,24,41,21,55,85,24, }
spanleng = 24 { 0,184,107,237,7,119,85,25,68,109,27,28,24,55,85,107,68,119,85,119,107,0,2, }
spanleng = 24 { 0,0,1,153,109,55,148,133,68,24,95,21,25,21,21,38,109,55,24,55,173,0,3, }
spanleng = 23 { 0,0,2,166,107,59,55,7,72,68,85,7,21,24,55,38,7,24,55,55,0,3, }
spanleng = 22 { 0,0,3,186,107,85,166,202,48,109,24,21,27,41,41,107,7,41,55,0,3, }
spanleng = 21 { 0,0,4,123,118,97,55,21,24,38,21,41,68,41,109,121,41,95,0,3, }
spanleng = 21 { 0,0,4,200,28,55,101,166,41,103,21,7,68,41,24,41,24,166,0,3, }
spanleng = 21 { 0,0,5,7,55,55,214,107,72,21,41,160,121,38,38,38,55,85,0,2, }
spanleng = 23 { 0,0,4,218,153,48,24,8,118,38,24,21,153,68,55,0,1,85,109,173,0,2, }
spanleng = 22 { 0,0,3,173,85,7,59,21,218,218,24,21,24,85,38,38,85,77,153,0,3, }
spanleng = 21 { 0,0,4,68,55,68,38,109,95,41,24,68,68,24,24,24,24,166,0,3, }
spanleng = 19 { 0,0,4,107,85,24,24,38,166,135,21,38,68,55,55,109,0,5, }
spanleng = 20 { 0,0,3,173,214,95,24,55,7,132,186,24,24,41,38,24,132,0,5, }
spanleng = 23 { 0,0,3,77,173,107,68,68,68,68,42,21,41,0,1,38,107,132,166,214,0,3, }
spanleng = 21 { 0,0,4,103,77,55,68,77,41,42,21,59,68,95,7,68,95,132,0,3, }
spanleng = 20 { 0,0,4,119,38,24,68,68,68,48,21,41,24,41,41,38,7,0,4, }
spanleng = 19 { 0,0,5,132,55,68,95,95,109,21,21,38,55,132,85,119,0,4, }
spanleng = 20 { 0,0,5,166,186,7,26,24,7,7,74,121,68,166,186,85,85,0,3, }
spanleng = 17 { 0,0,7,72,59,62,38,41,21,72,68,24,41,68,0,4, }
spanleng = 13 { 0,0,8,85,68,55,38,38,85,85,0,7, }
spanleng = 13 { 0,0,6,166,107,59,77,95,38,85,0,9, }
spanleng = 12 { 0,0,7,166,85,41,85,24,24,0,9, }
spanleng = 11 { 0,0,8,132,107,42,24,41,0,9, }
spanleng = 10 { 0,0,9,173,37,21,62,0,9, }
spanleng = 9 { 0,0,10,88,21,21,0,9, }
spanleng = 9 { 0,0,10,88,21,21,0,9, }
spanleng = 9 { 0,0,10,75,21,21,0,9, }
spanleng = 9 { 0,0,10,53,21,21,0,9, }
spanleng = 9 { 0,0,10,88,21,24,0,8,}
}

frame 2 {
spanleng = 8 { 0,0,54,1,1,0,8, }
spanleng = 13 { 0,0,49,1,1,0,2,1,1,1,0,8, }
spanleng = 21 { 0,0,47,1,1,1,1,1,1,1,1,1,0,2,1,1,1,1,0,2, }
spanleng = 22 { 0,0,45,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1, }
spanleng = 25 { 0,0,43,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,2, }
spanleng = 31 { 0,0,37,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,2, }
spanleng = 31 { 0,0,36,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,3, }
spanleng = 27 { 0,0,36,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,7, }
spanleng = 31 { 0,0,32,1,0,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,7, }
spanleng = 33 { 0,0,30,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,7, }
spanleng = 35 { 0,0,27,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,8, }
spanleng = 34 { 0,0,27,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,9, }
spanleng = 33 { 0,0,27,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,10, }
spanleng = 37 { 0,0,20,1,1,1,1,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,14, }
spanleng = 37 { 0,0,18,1,1,0,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,15, }
spanleng = 32 { 0,0,16,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,22, }
spanleng = 32 { 0,0,16,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,22, }
spanleng = 32 { 0,0,16,1,1,1,1,1,1,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,23, }
spanleng = 31 { 0,0,13,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,1,1,0,27, }
spanleng = 29 { 0,0,12,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,29, }
spanleng = 32 { 0,0,10,1,1,1,1,1,1,1,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,1,1,0,30, }
spanleng = 30 { 0,0,9,1,1,1,1,1,1,1,1,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,32, }
spanleng = 28 { 0,0,10,1,0,1,1,1,1,1,1,1,0,3,1,1,1,1,1,1,1,1,0,2,1,0,32, }
spanleng = 34 { 0,0,4,1,1,1,0,1,1,1,1,1,1,1,1,1,1,0,1,1,1,1,1,0,1,1,1,1,1,1,1,0,35, }
spanleng = 30 { 0,0,3,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,1,1,1,1,0,38, }
spanleng = 28 { 0,0,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,40, }
spanleng = 27 { 0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,42, }
spanleng = 23 { 0,0,3,1,1,1,1,1,1,1,0,1,1,1,1,1,1,1,1,1,0,45, }
spanleng = 20 { 0,0,2,1,1,1,1,1,1,1,1,0,1,1,1,1,1,0,48, }
spanleng = 18 { 0,1,1,1,1,1,1,0,1,1,1,1,0,3,1,0,49, }
spanleng = 11 { 0,1,1,1,1,1,1,1,0,57, }
spanleng = 7 { 0,0,6,1,0,56, }
}


I am spamming my own topic!!! AHAHAAHAHAH!!!!!

At least, I can say I got the data for a tree... Am eventually gonna have to figure out the other shp compression format thing....

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Jan 03, 2016 9:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

MadHQ wrote:
Any one know why I had to multiply isotemp.pal's RGB values by 2.45 (random guess, just changed it to 3.00... So I do not know...) to get them to a color they should be? is that some kind of ambient light level? If that is true any one know what its really meant to be?

colors are only 6 bit, not 8 for c&c palettes.
so actually you have to multiply each R G and B value with 4 to get the real color.

This is some excellent research and coding you've done there.
Will you offer this to PPM as well. Would be an awesome feature if the site can show VXL, SHP and TMP directly.


MadHQ wrote:
Note* this is a rendering in 3d... (left click-hold = rotate, right click pan, middle wheel zoom )

http://zombapro.ppmsite.com/vxlrender/grave_unzip.php?zipName=furyroad.zip

i don't see anything when i click on one and then Submit.
Tested in Opera USB 12.17 and an old Internet Explorer.

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MadHQ
Commander


Joined: 07 Nov 2003

PostPosted: Mon Jan 04, 2016 12:43 am    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
MadHQ wrote:
Any one know why I had to multiply isotemp.pal's RGB values by 2.45 (random guess, just changed it to 3.00... So I do not know...) to get them to a color they should be? is that some kind of ambient light level? If that is true any one know what its really meant to be?

colors are only 6 bit, not 8 for c&c palettes.
so actually you have to multiply each R G and B value with 4 to get the real color.

This is some excellent research and coding you've done there.
Will you offer this to PPM as well. Would be an awesome feature if the site can show VXL, SHP and TMP directly.


I will have to look into what you are saying about the * 4 RGB values... I coded some weird hex-2-RBG thing, as that is what I thought Ra2/YR used but the look of the data... It works but is a little odd...

Ya, like if I told MigEater a wail ago, it would be awesome if other people can find a way to use anything I do. Its just, I am still developing it slowly or when I have free time.

But, If any one wants to use a current version of anything let me know, I try to come up with some thing... I just did not think any one would care...

And, if any one want to see code, let me know and I can try to do some thing about that too, my concern is I am a pretty novice programmer and my code isn't too hot... it works and I am proud that I can do this but I sure there is a better code/way...

Lin Kuei Ominae wrote:
MadHQ wrote:
Note* this is a rendering in 3d... (left click-hold = rotate, right click pan, middle wheel zoom )

http://zombapro.ppmsite.com/vxlrender/grave_unzip.php?zipName=furyroad.zip

i don't see anything when i click on one and then Submit.
Tested in Opera USB 12.17 and an old Internet Explorer.


Okay... Maybe I should say somewhere that I have only tested this stuff in chrome... >_<

This does use webGL so a modern browser would be needed. So an old version of IE most likely will not work...

For Opera...
http://techdows.com/2012/06/turn-on-hardware-acceleration-and-webgl-in-opera-12.html
Could be the issue...? I know nothing about that browser...

People should really just use chrome...  Razz




Anyways...

http://zombapro.ppmsite.com/experiment/sphdraw.php

I have added a few trees.  Razz Now I have to figure out what to do about shadows and proper tile location for objects...

and!

I re-coded tile creation on the canvas, original was to sloppy and expensive...  Laughing

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Jan 04, 2016 1:14 am    Post subject: Reply with quote  Mark this post and the followings unread

MadHQ wrote:
http://zombapro.ppmsite.com/experiment/sphdraw.php

this one i can see though. So this must be different than the VXL viewer.

MadHQ wrote:
I have added a few trees.  Razz Now I have to figure out what to do about shadows and proper tile location for objects...

TerrainTypes should be centered when you subtract Tile.Height/2 (12 for TS, 15 for RA2, the value stands in the header of the TMP) from their position.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Mon Jan 04, 2016 3:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

MadHQ wrote:
People should really just use chrome...  Razz


To hell with Chrome. My workplace is strictly Firefox anyway. Opera is afaik a reskinned Chrome nowadays as well.

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"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
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MadHQ
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Joined: 07 Nov 2003

PostPosted: Mon Jan 04, 2016 5:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

Chrome is the best!  Razz It really just comes to personal preferences...

Anyways...

Does any one understand the shp compression format... Because I am a little lost...

This only shows the first 8 frames data for tany.shp... So do not worry its not the whole file... XP
http://zombapro.ppmsite.com/experiment/readinfantryTANYshow.php

As seen some of the frames "span data" is wrong...

This is the first time i have had to deal with this and its a little odd...

http://xhp.xwis.net/documents/ccfiles4.txt

From what I read here, it says that if the compression is used, you will need a specific frame drawn first to continue...

This seems fine... But what I need to find out is how long each rows "span data" is. Also what frame is needed... and does the needed frame define the offsets/sizes...

If any one knows please help... In the meantime I will keep pondering and testing...

This is so weird... Razz

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MadHQ
Commander


Joined: 07 Nov 2003

PostPosted: Mon Jan 04, 2016 5:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

hummm...


This is from BS shp builder...
http://svn.ppmsite.com/filedetails.php?repname=OS+SHP+Builder&path=%2FOS+SHP+Builder+3.3x%2FShp_File.bak
Quote:
THeader_Image = record
            x,y,cx,cy          : word; {cx and cy are width n height of stored image}
            compression,unknown,zero,offset        : longint; {Unknown}
end;


this says compression,unknown,zero,offset are longint (4 bytes) each...

But I was looking at "unknown" as two words (2 bytes) each, and I found that the second word comes close to a number that is the "Y" size of the sprite... So I wonder if this is the "rows" of pixels for that frame...

This shows only frame 2's header and data...

Whats interesting is that unknown is close to what I am guessing the number or rows should be... as "frame 2: Number Rows = 29" seems like its one row to many... However the formatting I have is totally made up... So its probably not right... >_<

Code:
THeader_Image = Frame Number = 2{
X = 59
Y = 32
CX = 9
CY = 29
compression = 1
                              //-------Skip 2 bytes
unknown = 28         //----- read this as word not longint
zero = 0
offset = 30536
}

frame 2: Number Rows = 29{
0,0,109,107,107,108,165,0,0,}
0,0,139,151,108,160,162,60,0,0,}
0,100,101,118,160,165,61,0,0,}
0,67,98,100,164,61,62,0,0,}
0,26,70,67,121,120,0,0,}
0,24,17,20,18,27,28,0,0,}
0,21,16,16,22,33,30,0,0,}
0,0,18,18,26,34,31,0,0,}
0,0,104,31,101,96,70,0,0,}
0,0,69,96,96,96,51,0,0,}
0,0,58,62,102,96,57,0,0,}
0,0,54,93,97,96,58,0,0,}
0,0,56,95,98,96,58,0,0,}
0,0,122,62,100,96,0,0,}
0,0,0,76,}
62,97,97,0,0,}
0,0,0,75,}
61,96,97,0,0,}
0,0,0,73,}
95,97,98,60,0,0,}
0,0,74,94,100,101,55,0,0,}
0,0,77,56,141,119,76,0,0,}
0,0,0,56,}
118,58,50,91,0,0,}
0,0,58,122,126,91,95,0,0,}
0,12,12,72,42,93,0,0,}
0,12,12,12,53,92,59,61,0,0,}
12,92,92,92,60,167,62,0,12,}
12,120,118,121,94,59,167,12,12,12,12,12,167,94,167,12,12,0,12,}
}

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MadHQ
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Joined: 07 Nov 2003

PostPosted: Mon Jan 04, 2016 10:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

now I am really confused.... #Mad

Code:

frame 2: Number Rows = 29{
0,0,109,107,107,108,165,0,0,}
0,0,139,151,108,160,162,60,0,}
0,0,100,101,118,160,165,61,0,}
0,0,67,98,100,164,61,62,0,}
0,0,26,70,67,121,120,0,0,}
0,24,17,20,18,27,28,0,0,}
0,21,16,16,22,33,30,0,0,}
0,0,18,18,26,34,31,0,0,}
0,0,104,31,101,96,70,0,0,}
0,0,69,96,96,96,51,0,0,}
0,0,58,62,102,96,57,0,0,}
0,0,54,93,97,96,58,0,0,}
0,0,56,95,98,96,58,0,0,}
0,0,122,62,100,96,0,0,0,}
0,0,76,62,97,97,0,0,0,}
0,0,75,61,96,97,0,0,0,}
0,0,73,95,97,98,60,0,0,}
0,0,74,94,100,101,55,0,0,}
0,0,77,56,141,119,76,0,0,}
0,0,0,56,118,58,50,91,0,}
0,0,0,58,122,126,91,95,0,}
0,0,12,12,72,42,93,0,0,}
0,12,12,12,53,92,59,61,0,}
0,12,92,92,92,60,167,62,0,}
12,12,120,118,121,94,59,167,12,}
12,12,12,12,167,94,167,12,12,}
0,12,12,12,92,95,61,12,0,}
0,0,12,12,119,164,12,0,0,}
0,0,12,12,12,12,12,0,0,}
}



this is exactly what I have been looking for... but there is no compression at all... this is pixel for pixel data...

Code:

frame 3: Number Rows = 29{
0,0,0,0,0,163,109,164,60,0,0,0,0,}
0,0,0,0,163,106,109,165,60,0,0,0,0,}
0,0,0,0,0,101,119,162,165,0,0,0,0,}
0,0,0,0,99,97,69,70,61,0,0,0,0,}
0,0,0,0,98,67,69,67,31,0,0,0,0,}
0,0,0,0,21,70,31,19,24,96,0,0,0,}
0,0,0,18,16,22,19,18,29,33,69,0,0,}
0,0,0,24,21,16,16,21,29,96,101,0,0,}
0,0,0,61,167,26,22,28,31,96,101,0,0,}
0,0,61,59,53,96,96,97,58,97,99,0,0,}
0,0,72,58,47,42,52,54,63,98,96,0,0,}
0,0,140,123,157,73,122,61,61,71,96,48,0,}
0,57,53,76,75,77,74,56,59,58,96,46,0,}
0,58,72,116,74,75,75,57,167,63,96,101,0,}
0,59,0,0,73,73,117,76,59,0,35,98,0,}
0,59,0,0,75,75,154,76,61,0,101,97,0,}
0,60,0,0,75,75,75,73,124,63,54,98,0,}
0,0,0,0,0,74,75,169,55,62,72,98,0,}
0,0,0,0,0,122,76,116,56,62,60,0,0,}
0,0,0,0,0,75,74,124,58,61,0,0,0,}
0,0,0,0,0,0,45,59,127,95,0,0,0,}
0,0,0,0,0,0,59,56,71,91,0,0,0,}
0,0,12,12,12,12,93,59,55,60,0,0,0,}
12,12,12,12,58,92,93,61,56,167,0,0,0,}
12,12,12,95,93,93,56,61,92,94,0,0,0,}
0,0,12,121,120,162,12,12,56,92,60,12,0,}
0,0,0,12,12,12,12,12,163,51,93,12,12,}
0,0,0,0,0,12,12,12,12,12,12,12,12,}
0,0,0,0,0,0,0,0,0,12,12,0,0,}
}


Look! you can even see her... (that is Tanya frame 3)...

Have I figured out the compression already with out knowing... Like below how I had to get the length of each row of data... and the number of transparent pixels...
Code:

spanleng = 9 { 0,0,8,214,95,171,0,11, }
spanleng = 17 { 0,0,4,121,55,0,1,107,68,38,153,109,107,153,0,8, }
spanleng = 19 { 0,0,4,202,214,107,109,24,24,186,202,202,7,95,109,153,0,5, }
spanleng = 22 { 0,0,2,119,38,0,2,173,107,21,21,118,153,132,0,1,107,7,95,0,5, }


Is that really it ... WTH!  #Mad

Then what the hell is all the stuff about useing previouse frame from this document:
http://xhp.xwis.net/documents/ccfiles4.txt
Snipet from doc....
Quote:
The Format20 images use the same format as the Format40, the difference is
that they are xor-ed with the image that precedes them in the file. That can
be either in Format20 or in Format40.
The offset part of the RefOffs field contains the number of the first
Format40 image in the chain, and the format field is always 48h.

Here's an example :

0) Off0(three bytes) 80h 000000h 00h
1) Off1(three bytes) 80h 000000h 00h
2) Off2(three bytes) 40h Off1    80h
3) Off3(three bytes) 80h 000000h 00h
4) Off4(three bytes) 40h Off1    80h
5) Off5(three bytes) 20h 000400h 48h
6) Off6(three bytes) 20h 000400h 48h
7) Off7(three bytes) 40h Off3    80h

For example to draw image 7, you have to draw the image 3 first (whose offset
and format are given) and then xor image 7 over it.


WTH!  #Mad

Is there some thing I haven't seen yet... I am scared...

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Mon Jan 04, 2016 11:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

Sorry for not responding your PM, buddy.

I have little to none comprehension of the TD/RA1 SHP encoding formats. In OS SHP Builder, I've pratically adapted XCC Mixer code into it. The encoding used in TS/RA2 SHPs are a way easier.

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Phrohdoh
Soldier


Joined: 12 Feb 2015
Location: Texas, USA

PostPosted: Tue Jan 05, 2016 1:30 am    Post subject: Reply with quote  Mark this post and the followings unread

MadHQ, take a peek at the OpenRA SpriteLoaders, wiki, and cnc.wikia.com for inspiration.
Best of luck!

The gen2 (TS/RA2) sprites are indeed much more simplistic RLE sprites mostly.

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MadHQ
Commander


Joined: 07 Nov 2003

PostPosted: Tue Jan 05, 2016 2:43 am    Post subject: Reply with quote  Mark this post and the followings unread

Razz This stuff from openRa says there only two formats 1 & 3. (others just look like the same.)

Code modified/removed to not pass code that isn't mine around. Left comments in
Code:

if (Format == 3){
// Format 3 provides RLE-zero compressed scanlines
}else{
// Format 2 provides uncompressed length-prefixed scanlines
// Formats 1 and 0 provide an uncompressed full-width row
}


Then what was that other stuff from XCC's doc? Was it TD/RA1 SHP encoding formats? I did not want to read those files... Olaf van der Spek should note that more clearly...

Other then that, I guess I have all the info I need for shp's... I think... I hope... Now time for the next step.  Razz

Thanks!

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E1 Elite
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PostPosted: Tue Jan 05, 2016 4:41 am    Post subject: Reply with quote  Mark this post and the followings unread


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Blade
Cyborg Commando


Joined: 23 Dec 2003

PostPosted: Tue Jan 05, 2016 10:26 am    Post subject: Reply with quote  Mark this post and the followings unread

I've posted an updated format description for the C&C SHP files to that thread. There is another SHP format which the C&C and RA mouse cursor files are in that dates back to Dune2 at least as well.

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Tue Jan 05, 2016 1:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

MadHQ wrote:
Razz This stuff from openRa says there only two formats 1 & 3. (others just look like the same.)

Code modified/removed to not pass code that isn't mine around. Left comments in
Code:

if (Format == 3){
// Format 3 provides RLE-zero compressed scanlines
}else{
// Format 2 provides uncompressed length-prefixed scanlines
// Formats 1 and 0 provide an uncompressed full-width row
}


Then what was that other stuff from XCC's doc? Was it TD/RA1 SHP encoding formats? I did not want to read those files... Olaf van der Spek should note that more clearly...

Other then that, I guess I have all the info I need for shp's... I think... I hope... Now time for the next step.  Razz

Thanks!


This is for TS and RA2.

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MadHQ
Commander


Joined: 07 Nov 2003

PostPosted: Wed Jan 06, 2016 4:39 am    Post subject: Reply with quote  Mark this post and the followings unread

http://zombapro.ppmsite.com/experiment/sphdraw2.php

This is cute...  Razz

Anyway I think I am going to try and make some kind of twin-stick-shooter game, A Tanya commando mission I guess...

Still much to do...

Better controls
Work in more frames
Bigger map
Layer sorting for objects
... you should get the idea.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Jan 06, 2016 9:35 am    Post subject: Reply with quote  Mark this post and the followings unread

Do you plan to create some kind of map renderer for the browser, which shows SHPs, VXL and TMP together?
Otherwise i'm a bit confused in which case you wanna use this, as there is usually only one asset type at a time offered/uploaded.

None the less an impressive work.
You could create some kind of browser game using c&c assets.

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MadHQ
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Joined: 07 Nov 2003

PostPosted: Wed Jan 06, 2016 9:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

Razz



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MasterHaosis
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Joined: 01 Nov 2010
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PostPosted: Thu Jan 07, 2016 12:43 am    Post subject: Reply with quote  Mark this post and the followings unread

This is very nice! Local emergency fighting with Rebels and Terrorists. In this case, they surrounded bad guys in ruined city. Awesome scene!Do you have those police voxels for download?

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MadHQ
Commander


Joined: 07 Nov 2003

PostPosted: Thu Jan 07, 2016 10:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

They will be released eventually...

Anyways been playing with Trains...

Sort of frustrating TBH... Trying to size these right is a pain in the arse!

I gave up on the idea of them being 1X1... some of them are 3X1... SO these would have to be used as decoration only...

And still a few things to fix...



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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Jan 07, 2016 11:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

You could try giving the long trains an invisible "connector wagon" between 2 real wagons, so the distance works.

Graphic wise they look nice. A few of the finer 1 voxel big lines should be better anti-aliased as they look quite pixelated.

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MasterHaosis
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PostPosted: Fri Jan 08, 2016 1:01 am    Post subject: Reply with quote  Mark this post and the followings unread

MadHQ wrote:
They will be released eventually...

Yeah, I need this! tech Police station could provide some firepower into urban areas. I am definitively going to use.

Regarding trains. I am not using them, and never used or got interested in them, but they can prove nice eye candy for maps, especially yours. Very professional work.

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MadHQ
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Joined: 07 Nov 2003

PostPosted: Fri Jan 08, 2016 4:44 am    Post subject: Reply with quote  Mark this post and the followings unread

After a few changes
-color fix
-normal fix
-size/location fix
-some de-pixeling fixs as Lin Kuei Ominae suggested

And after placing them in a "scene", I do not hate them. I have been sitting on those for a wail... just couldn't get motivation to try and finish them tell today...

Would have to be used as decoration though... but that is fine.



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Isaac_The_Madd
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Joined: 16 Jul 2015

PostPosted: Fri Jan 08, 2016 10:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

So, are you working on train tracks next? At the moment it looks a odd having trains with them being on tracks.

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MadHQ
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PostPosted: Fri Jan 08, 2016 11:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

I could make some tracks at some point... But isn't there tracks around that can be use?

Come on down to MadHQ's used car lot! All hummers 20% off!



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Graion Dilach
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Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Fri Jan 08, 2016 11:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

Terrain Expansion had train tracks as far as I can remember.

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=======================
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=======================
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MadHQ
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Joined: 07 Nov 2003

PostPosted: Sat Jan 09, 2016 2:12 am    Post subject: Reply with quote  Mark this post and the followings unread


Aw, SNAP! new assets even in this very new year!
Lets start the new year with some FUN!

Collection of simple Mario Kart sprites.


S.W.A.T Voxel Pack


Civilian Hummer Voxel Pack


Civilian Train Voxel Pack #1


Civilian Train Voxel Pack #2


Mario sprites can be found in shp section, voxels are in other category in voxel section on my site.

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ViPr
Gauss Rifle Trooper


Joined: 30 Dec 2004

PostPosted: Sun Jan 10, 2016 12:25 am    Post subject: Reply with quote  Mark this post and the followings unread

When your trains are viewed from the side, then why don't the lines, along the sides of the trains, appear completely horizontal?

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MadHQ
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Joined: 07 Nov 2003

PostPosted: Sun Jan 10, 2016 8:27 am    Post subject: Reply with quote  Mark this post and the followings unread

Are you talking about these? (see attached image)

If so, it has to do with how the normal's work and the color chosen... I am not sure if there is a "good" yellow color to use...

Yellow/Blue/Green colors just do not work well... But I use them for when they do work. so there is some variety and life to the voxels.

So I am not sure I can do anything about that...



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G-E
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Joined: 09 Feb 2015

PostPosted: Sun Jan 10, 2016 11:28 am    Post subject: Reply with quote  Mark this post and the followings unread

Use irregular colour patterns...



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Plokite_Wolf
Light Infantry


Joined: 07 May 2011
Location: Split, Croatia

PostPosted: Sun Jan 10, 2016 11:37 am    Post subject: Reply with quote  Mark this post and the followings unread

Graion Dilach wrote:
Terrain Expansion had train tracks as far as I can remember.

MooMan had some, IIRC.

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ViPr
Gauss Rifle Trooper


Joined: 30 Dec 2004

PostPosted: Sun Jan 10, 2016 12:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Why are the yellow lines not straight? They are diagonal very slightly. The lines on the other trains are better examples of what I'm talking about.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Jan 10, 2016 12:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

It almost looks like the hva tilts the entire voxel for just a few degrees, thus making the lines not perfect horizontal.
Some wagon details are also 1 voxel higher on one side than the other.

Though it might be even a nice idea to make the hva animated and have the vxl tilt for +1° and -1°, so it looks like it moves over uneven terrain.

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MadHQ
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PostPosted: Mon Jan 11, 2016 2:28 am    Post subject: Reply with quote  Mark this post and the followings unread

@G-E - I will have to try some "irregular colour patterns" some time to see if it does.


@ViPr & Lin Kuei Ominae - HOLY CRAP! I see what you mean now. >_< And I have no idea... I have not changed the rotation at all, I have only changed position. I guess I will have to look at that, as ya it is slightly tilted. does not show in vxl edit, only in-game... and I do not notice in HVA builder (visually)... weird...  


And I guess maybe I will have to make some train tracks some time...

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MadHQ
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PostPosted: Mon Jan 11, 2016 5:25 am    Post subject: Reply with quote  Mark this post and the followings unread


Well I am giving up on a modded mission pack project I was working on. Ended up being too much work.
So I am just going to release things as they are. Not everything is complete, what you see is pretty much it.
I am doing this because I want to spend more time playing with html5 stuff.

Sport Car Voxel Pack #1


Sport Car Voxel Pack #2


Civilian Pickup Truck Pack #1


Civilian Pickup Truck Pack #2


Boot Camp Doodad Pack #1


Tables Doodad Pack #1


Vending Machine Doodad Pack #1


Fair Ride Pack #1


Wild West Doodad Pack #1


Wild West Building Pack #1


Wild West Building Pack #2


Wild West Building Pack #3



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ViPr
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Joined: 30 Dec 2004

PostPosted: Mon Jan 11, 2016 5:52 am    Post subject: Reply with quote  Mark this post and the followings unread

Are the matrixes in the HVA files, for the trains, not just simply zeros and ones? Are there matrixes elsewhere in the voxel data files? I don't remember.

By the way, I think your pre-rendered sprites need some simulation of reflection effects such as specular. I noticed I've said this so many times now on this forum to various people.

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Bu7loos
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PostPosted: Mon Jan 11, 2016 7:54 am    Post subject: Reply with quote  Mark this post and the followings unread

Nice ! :O

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
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PostPosted: Mon Jan 11, 2016 7:58 am    Post subject: Reply with quote  Mark this post and the followings unread

The SHPs need proper lighting. SW facing walls need to be brighter than the shadowed SE facing walls (which currently have no shadow at all).
Detail is nice though, but the missing/bad lighting ruins them.



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ViPr
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PostPosted: Tue Jan 12, 2016 11:42 am    Post subject: Reply with quote  Mark this post and the followings unread

How did he get the shadows to go in the correct direction with the light in the wrong location?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
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PostPosted: Tue Jan 12, 2016 12:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

ViPr wrote:
How did he get the shadows to go in the correct direction with the light in the wrong location?

Using different light sources, usually strong one for shadow and a weak one for ambient, though he might have even used a 3rd or more light sources.
Since shadow frames need a different model anyway, with the object itself having the background color so it gets invisible,
it's no problem to set there a different lighting.

For some of my TI buildings i also lowered the light source for the shadow frames, to give them a tad longer shadows, which would have otherwise cast no or only very small shadows due to for example slanted walls on the building, which would have taken most of the shadow.

\Edit
looking at the church he might have set only the strength of the light sources wrong, since the tower casts correct a shadow on the roof. Even though a rather weak shadow.
e.g.
he is using a
directional light with 0.01 intensity but 100 for the shadow intensity (so he gets a shadow even for this super weak light)
and an omni light with 1.0 intensity and Ambient only checked.
Thus even the shadowed areas are that bright due to the way too strong ambient omni light and weak shadow light.

Usually i use a 0.75 directional light for the main lighting and shadow casting
and an Ambient only 0.25 omni light, so the shadowed areas aren't pitch black.

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MadHQ
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PostPosted: Wed Jan 13, 2016 3:13 am    Post subject: Reply with quote  Mark this post and the followings unread

Ya Lin Kuei Ominae is right.

But I still use flyboys/pd's ra2 script for 3dsmax... I have always used this... So all my shp's have always suffered this problem...

Truthfully, I think allot of Ra2/Yr's buildings do this as well... There a few examples in the image below.




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MadHQ
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PostPosted: Wed Jan 13, 2016 5:02 am    Post subject: Reply with quote  Mark this post and the followings unread


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PostPosted: Wed Jan 13, 2016 6:09 am    Post subject: Reply with quote  Mark this post and the followings unread

AH! I almost forgot... The rotations for voxels should only be in the HVA files... As there is only voxel size/bounds in the voxel files them self.

... I think...

But vxl edit can show hva transformation data. 2nd attach image shows one of the trains data... As seen there is no rotation, just diagonal 1's for scale and the I guess I will call it "z" location.

Now the 1st image is a "from scratch" voxel... from vxl edit, size 250x10x50.
Now I did not nor have I edited the HVA file. All data shows no rotation...

So maybe its the RA2 engine...



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Graion Dilach
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PostPosted: Wed Jan 13, 2016 10:49 am    Post subject: Reply with quote  Mark this post and the followings unread

The 140.5 is in the HVA header. This view is a bit tricky, because the matrix is part of the HVA and isn't part of the VXL header

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MadHQ
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PostPosted: Wed Jan 13, 2016 5:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ya that what I said.

Quote:
But vxl edit can show hva transformation data. 2nd attach image shows one of the trains data


vxl edit seems to show the hva matrix transformations, it must be some thing  they have added in. And as seen there is no rotation.

Also the 140.5 is not in the header of a HVA file, its in one of the frames matrix... the link below shows the HVA data for the same train VXL's HVA file...

http://zombapro.ppmsite.com/temp/readhva.php

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ViPr
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PostPosted: Wed Jan 13, 2016 7:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

What if you made the voxel face to the left instead of the right? Will it still be tilted the same way relative to the screen or to the vehicle itself?

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MadHQ
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PostPosted: Wed Jan 13, 2016 7:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Okay, took screen shots with more facings... Its still there...

It really must be the games engine.

Unless some one can prove otherwise... There is just not much I can do, other than maybe create a fake tilt angle in the HVA file...



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ViPr
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PostPosted: Wed Jan 13, 2016 8:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

Actually, I just checked. The VXL file itself (not just the HVA file) contains space for what could be matrix data, although I do not know why, and I do not know whether the game engine ignores it. My voxelizer software fills it with identity matrix data (ones and zeros in the backslash pattern).

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ViPr
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PostPosted: Wed Jan 13, 2016 8:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

It appears that it is slightly tilted counter-clockwise relative to the camera, as if the camera itself was tilted clockwise. Tilting the voxel will be useless then. Anyway, all I really care about is determining which program is causing this error. It seems it might be the game itself.

This seems like a really bizarre bug for the game to have. I can't imagine how someone would manage to make an error like this.

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