excellent voxel.
smooth normals, sharp and detailed texture, yet not too pixelated.
of _________________ SHP Artist of Twisted Insurrection: Nod buildings
Also Known As: martx Joined: 28 Oct 2016 Location: PH
Posted: Wed May 24, 2017 1:31 am Post subject:
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. _________________ all my posts before 2020 were made by a 13 year-old, forgive these if you see any, thank you QUICK_EDIT
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. _________________ SHP Artist of Twisted Insurrection: Nod buildings
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.
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. _________________ http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai QUICK_EDIT
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. _________________ SHP Artist of Twisted Insurrection: Nod buildings
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. _________________
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. _________________ Aka DirtyChicken QUICK_EDIT
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. _________________
Joined: 25 Sep 2006 Location: Teamblackistan Posts: Over 9000
Posted: Sun Jun 11, 2017 1:48 pm Post subject:
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 _________________ The Fall of Hammerfest - Epic Tiberian chain story
Tiberian Odyssey mapping department. Discord The Team Black Index QUICK_EDIT
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