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 Forum index » Modding Central » Media Hut » Voxels
concrete mixer truck
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B.A.Znd
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Joined: 14 Jun 2013
Location: Crazier's house

PostPosted: Tue May 23, 2017 11:55 am    Post subject:  concrete mixer truck Reply with quote

Cool


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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue May 23, 2017 12:28 pm    Post subject: Reply with quote

excellent voxel.
smooth normals, sharp and detailed texture, yet not too pixelated.
Rating 10 out of 10! Perfect! of Rating 10 out of 10! Perfect!
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BySc
Cyborg Cannon


Joined: 07 Jul 2013
Location: Anywhere In The World

PostPosted: Tue May 23, 2017 1:07 pm    Post subject: Reply with quote

Looks awesome, I loved.Do you think to share more voxel like this.
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G-E
General


Joined: 09 Feb 2015

PostPosted: Tue May 23, 2017 2:33 pm    Post subject: Reply with quote

Loooks alright, but two things:

1. I don't understand the coloured bar spinning effect, much less why it isn't all one colour

2. The rear wheel assembly seems too far from the rear of the truck, or alternatively the mixer is too large for the truck
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NucleiSplitter
Plasma Trooper


Joined: 28 Oct 2016
Location: PH

PostPosted: Wed May 24, 2017 1:31 am    Post subject: Reply with quote

G-E wrote:
Loooks alright, but two things:

1. I don't understand the coloured bar spinning effect, much less why it isn't all one colour

2. The rear wheel assembly seems too far from the rear of the truck, or alternatively the mixer is too large for the truck


Answers:

1. IRL, Cement Trucks have a CEMENT MIXER, that is always spinning, if it were to be one whole color, then no one can notice that it spins.

2. Cement Trucks come equipped with a Heavy Cement Mixer, and It's big too, why waste time waiting for those trucks that have small, less efficient Cement Mixers (The ones you see in a cons. site), that's why the wheels are near the edge of the Cement Truck.

Anyway, good job on the Cement Truck.
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed May 24, 2017 6:16 am    Post subject: Reply with quote

G-E wrote:
2. The rear wheel assembly seems too far from the rear of the truck, or alternatively the mixer is too large for the truck

The mixer is going beyond the rear wheels in reality too

I agree that the rear wheels could go 2 or 3 voxel further to the back, though it isn't such a big problem imo.
With the wheels further to the rear, it could be also difficult to keep all the nice details like the concrete ejection chute.
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G-E
General


Joined: 09 Feb 2015

PostPosted: Wed May 24, 2017 5:48 pm    Post subject: Reply with quote

Lin Kuei Ominae wrote:
G-E wrote:
2. The rear wheel assembly seems too far from the rear of the truck, or alternatively the mixer is too large for the truck

The mixer is going beyond the rear wheels in reality too

I agree that the rear wheels could go 2 or 3 voxel further to the back, though it isn't such a big problem imo.
With the wheels further to the rear, it could be also difficult to keep all the nice details like the concrete ejection chute.

Your photo literally describes my two points, the mixer ends closer to the wheels AND the mixer isn't as large/tall. Although you could make the case the mixer size is ok but the truck needs to be about 7px longer.

I AM NOT CRAZY Smile
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Anderwin
General


Joined: 16 May 2005

PostPosted: Wed May 24, 2017 10:58 pm    Post subject: Reply with quote

I lOvE iT!
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OverWatch
Rocket Infantry


Joined: 23 Jun 2016
Location: The lijiang tower

PostPosted: Wed May 31, 2017 1:12 pm    Post subject: Reply with quote

Goooooooood job

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Team Black
Defense Minister


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

PostPosted: Fri Jun 02, 2017 9:04 pm    Post subject: Reply with quote

Interesting! I made a cement mixer like YEEEARS ago, but the spinning section would get overlapped by the bottom section no matter what I did.



I could never fix the issue, so I just made it a non-spinner instead

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Mon Jun 05, 2017 5:01 pm    Post subject: Reply with quote

Team Black wrote:

I could never fix the issue, so I just made it a non-spinner instead

Perhaps the game renders in a way that sections closer to the viewer covering those further?

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G-E
General


Joined: 09 Feb 2015

PostPosted: Tue Jun 06, 2017 3:22 am    Post subject: Reply with quote

cxtian39 wrote:
Perhaps the game renders in a way that sections closer to the viewer covering those further?

Yes but the rectangle bounds of the voxel section rotate with the dots, so a box rotated 45deg will have a point stick out much farther, this is the classic problem of propellers on helicopters randomly disappearing.

The design of the main section can be altered to work with the occlusion of the moving section, and the moving section voxel can have much larger bounds to ensure occlusion in most directions you'd want it to. To ensure the rear section occludes the larger moving one, without the front following suit, that could be a third section.

See my dump truck based harvester where the arms and shovel are all separate, the occlusion works because the nearer sections don't modify the visibility of farther ones.
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Jun 06, 2017 7:50 am    Post subject: Reply with quote

Team Black wrote:
but the spinning section would get overlapped by the bottom section no matter what I did.

The difference is that you had to put the spinning part in a separate section and rotated that section via HVA. So you ended with a non-animated chassis + rotating concrete barrel section.

In RA2/YR people animate VXL differently. They create a complete unit, then copy that unit in multiple sections, with each section having the same complete unit.
Then they only change the texture of the unit in each section. To switch the images they set the header for each section in each frame, so that only the active section has 100% size and the others are scaled down to 0% size (thus being invisible).
Then they use DisableShadowCache=yes in art.ini, so the game always renders the shadow from currently active section.

Since DisableShadowCache=yes doesn't exist in TS, you can't use the same technique, because the shadow would appear and disappear as it can be only rendered for a single/certain section that you set in art.ini via ShadowIndex.
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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue Jun 06, 2017 9:56 am    Post subject: Reply with quote

TB's mixer can be made to work with a hva anim but the voxel needs to be cut up into four parts; front cab, rear wheels, mixer & rear mixer chute. The game will then be able to correctly tell what parts should be rendered in front of others. Of course doing that will mess up the shadow tho.
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Trans_C
AA Infantry


Joined: 17 Nov 2014
Location: Somewhere in China

PostPosted: Thu Jun 08, 2017 12:42 am    Post subject: Reply with quote

Mig Eater wrote:
TB's mixer can be made to work with a hva anim but the voxel needs to be cut up into four parts; front cab, rear wheels, mixer & rear mixer chute. The game will then be able to correctly tell what parts should be rendered in front of others. Of course doing that will mess up the shadow tho.


BAZnd's mixer is still in one piece---or more precisely there're four complete mixers. They show up in turn in the hva animation. Maybe this method is a viable solution.
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Mig Eater
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Joined: 13 Nov 2003
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PostPosted: Thu Jun 08, 2017 9:27 am    Post subject: Reply with quote

Yes BAZnd's method is a lot better & recommended for this type of unit. I was just pointing out that it would be possible for TB's mixer to work with a normal multi-sectioned HVA anim too.
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Team Black
Defense Minister


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

PostPosted: Sun Jun 11, 2017 1:48 pm    Post subject: Reply with quote

Yeah sounds a lot easier, and lot less problematic to do the RA2 thing with one big section swap every frame, than to slice and dice the voxel into a multi-section sandwich
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XxpeddyxX
Commander


Joined: 03 Sep 2004
Location: Sydney, Australia

PostPosted: Wed Jun 14, 2017 3:27 pm    Post subject: Reply with quote

Very nice, dat lighting too.. wow Very Happy
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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Sun Jul 02, 2017 8:35 pm    Post subject: Reply with quote

Would it lag the game if the duplicated sections are large or too many frames?
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B.A.Znd
Rocket Infantry


Joined: 14 Jun 2013
Location: Crazier's house

PostPosted: Sun Jul 30, 2017 11:21 am    Post subject: Reply with quote

cxtian39 wrote:
Would it lag the game if the duplicated sections are large or too many frames?


21 frames works OK,But the double of it failed,I don't know the exact limit of it.


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Team Black
Defense Minister


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

PostPosted: Fri Aug 11, 2017 4:18 pm    Post subject: Reply with quote

LOL
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NimoStar
Tiberian Beast


Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Mon Dec 28, 2020 8:38 pm    Post subject: Reply with quote

If every voxel was this quality, what a world it would be.

(Sorry for necropost, but I have a question)

How to make such smooth looking normals? Only possible by hand?
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Lee3y
Disk Thrower


Joined: 09 Feb 2018

PostPosted: Tue Feb 02, 2021 7:30 pm    Post subject: Reply with quote

Love it! 10/10, definitely one of my favourite civilian voxels I've seen. I will use it and credit you.

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