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VXLSE II - The WishList
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stucuk
Geek


Joined: 27 Aug 2002

PostPosted: Fri Apr 23, 2004 9:03 pm    Post subject:  VXLSE II - The WishList Reply with quote  Mark this post and the followings unread

Plz post anything u would like to see in this program, any changes u think should be made, etc.

Let the wishing begin!

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stucuk
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Joined: 27 Aug 2002

PostPosted: Sat Apr 24, 2004 1:44 am    Post subject: Reply with quote  Mark this post and the followings unread

Remapable colours in 3d View!

Pic Below

(Thx to ArgCmdr for helping translate the WW Side colours to RGB format)



remapablecolours.jpg
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Remapable colours!
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Sk8erkid
INSANE


Joined: 16 Aug 2002

PostPosted: Sat Apr 24, 2004 1:53 am    Post subject: Reply with quote  Mark this post and the followings unread

I cant remember how far it was comming along in the latest version, but the cube and sphere creation tools?

Edit: Also on the voxel resize (the resize that widens the area it can be made in) can you add it so you can determine which side the 'pixels' will be added too? because i think it only adds to the front and the top but sometimes you need more room in the back and bottom?

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stucuk
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Joined: 27 Aug 2002

PostPosted: Sat Apr 24, 2004 2:08 am    Post subject: Reply with quote  Mark this post and the followings unread

Cube and sephere would need a new editor. Resize is beond me, tryed modifying ti in the past and failed.......

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

PostPosted: Sat Apr 24, 2004 2:08 am    Post subject: Reply with quote  Mark this post and the followings unread

cube and sphere would be really cool... another cool thing would be a Find and Replace for parts of voxel...

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stucuk
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Joined: 27 Aug 2002

PostPosted: Sat Apr 24, 2004 2:11 am    Post subject: Reply with quote  Mark this post and the followings unread

For 3d objects u need a 3d type editor, VXLSE is a cross section editor, its a 2d editor for handling 3d things.

VXL Builder which has remained basic can do cubes, it was designed to b used for creating a basic vxl and then using VXLSE for the "fine details".

I should add the VXLSE 3d view to it sometime.

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bullethead
Vehicle Drone


Joined: 04 Jun 2003
Location: USA

PostPosted: Tue Apr 27, 2004 8:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

I have an idea that I think would help people out alot. If you work in a 3d program all the time you use blueprints to model proabably 75% of the time. Well would it be possible for you to make a 4 view port being front, left, back, and front. and then being able to put a blueprint in the back to make a vxl? I know it sounds far fetched but I think if you were able to figure a way to somehow implement this it would be very helpful.

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stucuk
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Joined: 27 Aug 2002

PostPosted: Tue Apr 27, 2004 9:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

i tryed to make a thing that could turn 3 bmp's into a voxel (top, side, front views), gave up on that project....

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Sk8erkid
INSANE


Joined: 16 Aug 2002

PostPosted: Wed Apr 28, 2004 1:43 am    Post subject: Reply with quote  Mark this post and the followings unread

i think he means changine the background image to a blueprint to draw off of manually

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Fremen5
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Joined: 10 Aug 2003
Location: Laughing at Donald Trump in a rather flat place

PostPosted: Wed Apr 28, 2004 8:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think that would be kinda cool...
Would really help learning voxel makers, or people who are very lazy (like me #Tongue).

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stucuk
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Joined: 27 Aug 2002

PostPosted: Wed Apr 28, 2004 9:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

This is how i think it will go.

First ill release the latest ver with its small additions. Then ill try n make VXLSE III (a compleate rebuild, note: i said try since the program could b worse due to me not fully understanding every inch of VXLSE II).

The editing "way" would b untouched.

All suggestions are welcomed, its ur tool afterall.

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Mike
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Joined: 11 Jan 2003
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PostPosted: Thu Apr 29, 2004 2:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

just 2 words: Good Normalizer (sleipnirstuff)

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FS-21
Cyborg Soldier


Joined: 09 Dec 2002
Location: Spain

PostPosted: Thu Apr 29, 2004 4:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

MyTrust wrote:
just 2 words: Good Normalizer (sleipnirstuff)


I think that this feature has been added into the program (...if I'm not wrong Very Happy ). He posted (in sleinirstuff) these pics:

Quote:
4 Pics, 2 Views, Colour, True Normals v No Normals



Quote:
4 Pics, 2 Views, No Colour, True Normals v Old Normal System



Nice 3Ds... not? (improved cameos Very Happy )

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stucuk
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Joined: 27 Aug 2002

PostPosted: Thu Apr 29, 2004 5:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Its been added to VXLSE III v1.0 (which can't edit VXL's yet..... well its only 2 days old!!!)

Shame noone knows the normal values for TS yet...

Quote:
just 2 words: Good Normalizer (sleipnirstuff)


One word:

bglman

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Mike
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Joined: 11 Jan 2003
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PostPosted: Thu Apr 29, 2004 6:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

3 words: Talk to him

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stucuk
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Joined: 27 Aug 2002

PostPosted: Thu Apr 29, 2004 7:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

I have posted in sleinirstuff asking if anyone knows the TS normal stuff, ppl say it has already been worked out, they also say that the first 35 normals of RA2 match TS which is BS(or TS vxl's would look right with RA2 normal values). If im correct noone has ever worked out normals right, until bglman found the right RA2 ones.

That leaves the TS ones to be worked out.

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Mike
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Joined: 11 Jan 2003
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PostPosted: Thu Apr 29, 2004 7:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

8 words:
the ra2 normals also work with ts so..............

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stucuk
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Joined: 27 Aug 2002

PostPosted: Thu Apr 29, 2004 7:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

what?

TS normals are compleatly different to RA2 ones.

The first 35 RA2 normals arn't the same as the TS normals, if there were u would have vxl's looking simielr to the one i posted on sleinirstuff which was displayed with RA2 normals (when it actualy had ts ones).

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Mike
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PostPosted: Thu Apr 29, 2004 9:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

when i create a voxel and use ra2 normals it shows fine......

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MadHQ
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Joined: 07 Nov 2003

PostPosted: Thu Apr 29, 2004 11:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

doesnt matter they have found the ts one anyways. so im just waitng for the next version of the vxl editor with the new and amazing normals.

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stucuk
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PostPosted: Thu Apr 29, 2004 11:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

MyTrust wrote:
when i create a voxel and use ra2 normals it shows fine......


VXLSE III which is under construction is the only program i have made that can do "true normals", VXLSE II doesn't show proper normals.

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Banshee
Supreme Banshee


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

PostPosted: Fri Apr 30, 2004 1:04 am    Post subject: Reply with quote  Mark this post and the followings unread

Could you call it VXLSE IV instead of III? Because Greg's Deluxe Editor is also known as Voxel Editor III... so, try not confusing things Wink.

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stucuk
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Joined: 27 Aug 2002

PostPosted: Fri Apr 30, 2004 1:16 am    Post subject: Reply with quote  Mark this post and the followings unread

Quake 3 and Doom 3 both have the same version number yet they are different names.

Voxel Section Editor III is different to Voxel Editor III.

I would love to know why ppl call it Voxel Editor III since it has no relation to VXLSE. (VXLSE II was a relation of Wills original, Gregs is no relation)

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

PostPosted: Fri Apr 30, 2004 1:22 am    Post subject: Reply with quote  Mark this post and the followings unread

if yours is a rebuild, why would it have relation to vxlse II? No offense, but this is not an excuse either...

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Delta625
Civilian


Joined: 02 Dec 2002

PostPosted: Sun May 16, 2004 5:45 am    Post subject: Reply with quote  Mark this post and the followings unread

I think that there should be interchangability between the colour scheme scripts. What I mean by that is that you should be able switch the NOD colour scheme over to Soviet, GDI to Allied, etc.

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NW4ever
Rocket Infantry


Joined: 13 Mar 2004
Location: Romania

PostPosted: Sun May 16, 2004 8:54 am    Post subject: Reply with quote  Mark this post and the followings unread

You should fix the Scale. If I hit the Calculate button, I'll have a heird VXL ingame. Try and you'll see...

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stucuk
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Joined: 27 Aug 2002

PostPosted: Sun May 16, 2004 12:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

Delta625 wrote:
I think that there should be interchangability between the colour scheme scripts. What I mean by that is that you should be able switch the NOD colour scheme over to Soviet, GDI to Allied, etc.


By downloading OS Palette Editor you can make ur own cscheme files. The CScheme files that come with VXLSE II and VXLSE III were made by users.

Quote:
You should fix the Scale. If I hit the Calculate button, I'll have a heird VXL ingame. Try and you'll see...


Its never been right. Its best to do it manualy, tho it may be fixed in the next VXLSE III beta(may because its a gray area)

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NW4ever
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Joined: 13 Mar 2004
Location: Romania

PostPosted: Sun May 16, 2004 6:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

1. You should add a button for 3D view of the VXL and when you hit it, a window shows up with the VXL, just like in the Voxel Section Editor 2.1 SE OpenGL (that's for people like me who has 800x600).
2. A random texture creator (you tell it the area and the colour to use)

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stucuk
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Joined: 27 Aug 2002

PostPosted: Sun May 16, 2004 7:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

VXLSE III's view is set into the program like the other versions, and like the other versions the heigh is varible and linked to the height of the VXLSE II window (when it is below the normal height).

Random texture??????????????????

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NW4ever
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PostPosted: Mon May 17, 2004 8:42 am    Post subject: Reply with quote  Mark this post and the followings unread

Oh well, not a random texture, but a texture chooser (wood, plate, metal etc)

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stucuk
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Joined: 27 Aug 2002

PostPosted: Mon May 17, 2004 1:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

i don't know how to make procedural textures or how to only apply it to a certain bit.

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Reaperrr
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Joined: 26 Apr 2003
Location: Somewhere in Germany

PostPosted: Fri Jun 04, 2004 11:36 am    Post subject: Reply with quote  Mark this post and the followings unread

My suggestion: Replace the "calculate scale"-thingy with a function that sets this value to 8.333333582e-002.

I've been testing around a bit, and a) this value is used by ALL westwood voxels, and b) this value seems to be necessary to get the most accurate results in-game. at least whenever i used a different value (no matter i manually typed or calculated by this function) it didn't look as good as with this special value.

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stucuk
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PostPosted: Fri Jun 04, 2004 1:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

use the bounds manager, ignore the calculate button.

The bounds manager which is in TB3 works out the current offset, it shows it in the managers window, you cna change the offset, and also specify a scale thats applyed to it to make it smaller(or stay the same), the latest version can take custom user values for the scale.

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