@HG_SCIPCION - Thanks! I do not know if I will ever set up some kind of voxel editor, as VXL edit will out do anything I can with HTML5, as HTML5 is still pretty slow...
But I do have other ideas like this debris maker, like a projectile maker.
Now back to color sorting...
It doesn't seem to matter in what order I sort as the last to run will always undo/damage the previous sort...
I was doing some searching and realized I should be trying to do some kind of one dimension sort...
I felt that your numbered sort of 8 or 16 or the sorted 6 sections hue and lightness
was much more usable than others.
Attaching a color sort of anim.pal with a tool called Color Quantizer. Don't know
what sort it uses, may be a closest match algorithm based on colors. So attaching
the Jasc pal as well.
I felt that your numbered sort of 8 or 16 or the sorted 6 sections hue and lightness
was much more usable than others.
Attaching a color sort of anim.pal with a tool called Color Quantizer. Don't know
what sort it uses, may be a closest match algorithm based on colors. So attaching
the Jasc pal as well.
Isn't it clearly evident it is ordered/sorted as per the light...
In any case, the palette ordering/sorting is meaningless for the games themselves and only benefit in ordering is for your own visual viewing. You have to keep original ordering for the output shps nonetheless unless add the reordered palette for them. QUICK_EDIT
There are some brighter ones after dull colors, so it may not be only light but color
also.
Certainly all existing SHP would have to be re-imported to the new pal if reordered.
But one of my early bottlenecks with color replace using SHP Builder with RA2 anim
was how the vanilla anim.pal was ordered in comparison to the anim.pal in TS. QUICK_EDIT
Yes the original pallet index order must be preserved for game. And that is one of those things programming can do, IE: arrays = [R,G,B,originalIndex].
The pallet I am sorting and showing is for a better user selecting experience.
The scene that gets built rendered in WebGL does not care about a pallet. One of the things I had to do is take each render and do a pixel search to match it to one of the pallet index, IE: as of right now I just use a RGB accumulation to binary search the pallet for a close point then go look at close proximity for a individual RGB match. I think I will at some point switch to using HSL instead of RGB...
As far as in-game, I haven't tested any my self, as I am still building this. but I can look at them in xcc and shp builder like shown in that little video. So at least I know I am building the .shp file right.
As far as that "Color Quantizer" sort is, It does look like it does match some of the colors, but it does weights to much on the lightness/saturation level... but I feel as though mine is better, I think it really brings the pallet out _________________ MadHQ's Graveyard - Click here!
(Permissions) - (F.A.Q.) QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Fri Nov 25, 2016 1:07 am Post subject:
The color scheme files Banshee's tools are using within the tool/cschemes folders. All are simple plaintexts. _________________ "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
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
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WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
The bottom one (earth) was frustratingly disappointing... Its not that its bad, its just kind of on the smaller then I would like side, and this was due to the game limitations.
It started as a temperate map, however Antarctica would have looked odd as there is not snow tiles, so I switched...
Image is scaled to 20%, map size 199x199
Spoiler (click here to read it):
Once I had that finished I decided to go ahead and try to make a bigger map with out Antarctica and as a temperate map. So the attached image bellow shows a 20% scale of current progress, map size 272x158 (any bigger FA2 crashes... )... took a little bit of time just to get it there... So now I get to finish it. _________________ MadHQ's Graveyard - Click here!
(Permissions) - (F.A.Q.) Last edited by MadHQ on Sun Dec 25, 2016 8:38 pm; edited 2 times in total QUICK_EDIT
Anyways I am working on getting my VPL editor set up to add a voxel viewer, currently I am just setting up the viewer, I will then work it into the editor...
I just have to get the transformation matrix's to work correct... The stock Westwood voxels seem fine... I just have to get stuff like my voxels to work correct. But I do not plan on adding animations, as its for the vpl data.
If you really wanted to load your own voxels for fun, you need to put all files that are desired in a .zip. The code will look for .vxl or .hva files only. _________________ MadHQ's Graveyard - Click here!
(Permissions) - (F.A.Q.) QUICK_EDIT
Took quite some time... not as big as I would have liked it to be... But I am rather happy with it.
Open spoiler to show image...
Spoiler (click here to read it):
_________________ MadHQ's Graveyard - Click here!
(Permissions) - (F.A.Q.) Last edited by MadHQ on Sun Dec 25, 2016 8:37 pm; edited 1 time in total QUICK_EDIT
Could you make the world of remnant from RWBY? Please? _________________ One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done.
I do not think this map will work in Ra2, I cant make maps big enough to make a map like that work good... _________________ MadHQ's Graveyard - Click here!
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A new year! New Stuff!
I am proud to announce my voxel viewer has hit version 2!
This version uses the games VPL and normal data with alarming similarities to light and shade the voxel.
The HVA locations are still not correct, however most are close enough.
Most features from the old versions have been removed, such as: animations/zoom/panning.
Another feature of this version that I am proud of is the binary reading of the voxel files is now done locally through javascript.
Originally, all the data was echoed from PHP, causing unnecessary demands for the host of this site.
Local processing also decreases the amount of data that is sent.
I have also decided to split all my voxels into individual downloads, bringing the total downloads to 430.
I have also released a handful of new voxels, below shows a few of them.
Question: Does anyone have a remake of Moscow based on the 12th Allied and 11th Soviet mission? _________________ One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done.
that top left map is awesome Tho I think it needs a further extension to be a 2 - 4 instead of 2 players only. other than that the other maps a are nice. QUICK_EDIT
All hail Lord Trump!
Screw Megatron! _________________ One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done.
Man, and here I thought it'd be easy adding more civie cars to SRA2, and then comes Maddie, and keeps adding to my workload. So, for the love of all modders, STOP, you magnificent bastard! _________________ One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done.
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