Also Known As: martx Joined: 28 Oct 2016 Location: PH
Posted: Tue Aug 29, 2017 9:30 am Post subject:
3ds2vxl? Or handmade? That would've been a long time to make handmade! :O _________________ all my posts before 2020 were made by a 13 year-old, forgive these if you see any, thank you QUICK_EDIT
How the-? Is spotlighting voxels still a thing? Cuz this is 200% spotlight material right here O_o Huge voxel, clear details, animated wheels, no overlapping issues, mostly handmade from scratch.
Tell us your secrets great master _________________ The future belongs to The Forgotten!
How did he made it in bare hand? _________________ If you are a MetalHead (Heavy Metal Fan) and don't want to be a metalhead, Just remove your metal ball from your head. �:p .
QUICK_EDIT
How the-? Is spotlighting voxels still a thing? Cuz this is 200% spotlight material right here O_o Huge voxel, clear details, animated wheels, no overlapping issues, mostly handmade from scratch.
Tell us your secrets great master
S-s-s-s-sphotligt!!!! _________________
Quote:
Humans were born for two things: to pray and be productive.
That voxel shows why the normal's system the game uses to render works great. _________________ MadHQ's Graveyard - Click here!
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Holy crap that's one gigantic voxel model. Amazing graphics and amount of detail.
Banshee wrote:
It's a beautiful model, but I don't think it will be popular (or useful) in mods in such huge size. This is why I am not spotlighting it.
Oh so hypothetical future popularity is now a criterion for spotlight? It's hardly too large for RA2's default scale, after all these are one of the largest trucks in the world. Not to mention how inconsistent RA2's scale is anyway. If the modder deems it too large, (s)he can be scale it down by a simple modification of the voxel bounds.
This would also be perfect in OpenRA projects such as ReWire, which have a larger scale than most other mods. OpenRA also allows for individual voxel model scaling in-game.
I really cannot see why large size should prevent spotlighting _________________
The Scale of it is honestly alright for RA2/YR. That's how big they are in RL aren't they. You can probably use this for "Mining Area" Decors... _________________ ~ Excelsior ~ QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Thu Aug 31, 2017 8:45 pm Post subject:
Crimsonum wrote:
Banshee wrote:
It's a beautiful model, but I don't think it will be popular (or useful) in mods in such huge size. This is why I am not spotlighting it.
Oh so hypothetical future popularity is now a criterion for spotlight?
Honestly, why would we spotlight a voxel that won't be used in mods? Do you think that spotlighting work serves only to boost people's egos?
Crimsonum wrote:
It's hardly too large for RA2's default scale, after all these are one of the largest trucks in the world. Not to mention how inconsistent RA2's scale is anyway. If the modder deems it too large, (s)he can be scale it down by a simple modification of the voxel bounds.
This truck is indeed one of the biggest ones I've heard of in my life. And I agree that RA2's scale is messed up by default. But it has reached such scale that it might be weird to see one of those things moving in your game. You'd expect at least the big wheels to rotate and, as voxel, you won't be seeing that. Units of this size works better as SHPs. I also expect spotlighted voxels to be a bit more ready to used than requiring hard customizations.
But I agree with you guys when you say that this is a great work of art. QUICK_EDIT
Honestly, why would we spotlight a voxel that won't be used in mods? Do you think that spotlighting work serves only to boost people's egos?
If that really is your criterion, you should delete about 90% of the current threads in the Spotlighted voxels subforum. Most of the voxels there are severely outdated and are far from today's standards. No one wants to use subpar voxels from 2005.
Crimsonum wrote:
You'd expect at least the big wheels to rotate and, as voxel, you won't be seeing that.
But the wheels do rotate @_@ He used HVA to animate them which works just fine in-game. _________________
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Thu Aug 31, 2017 11:04 pm Post subject:
Once a voxel is spotlighted, it won't loose its spotlight status, unless it was mistakenly spotlighted in first place. Last edited by Banshee on Fri Sep 01, 2017 10:11 pm; edited 1 time in total QUICK_EDIT
But the wheels do rotate @_@ He used HVA to animate them which works just fine in-game.
In this case, I have no arguments to not spotlight it, am i?
Should BAZND make the same quality but with a huge flagship or any vehicle? _________________ If you are a MetalHead (Heavy Metal Fan) and don't want to be a metalhead, Just remove your metal ball from your head. �:p .
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I think this is better the longer you look at it. Look at the details. And I don't mean only construction details, but it even has dirt and rust as an irregular texture. Just too good. _________________
You'd expect at least the big wheels to rotate and, as voxel, you won't be seeing that.
But the wheels do rotate @_@ He used HVA to animate them which works just fine in-game.
Odd. I see multiple sections when opening with VXLSE, and each section is identical, except for the wheels, giving the illusion of rotation. But that doesn't make sense, does it? QUICK_EDIT
Only one section is visible at any one time, the rest are hidden by shrinking them down. The game will then cycle through the sections making each one visible at a time like frames in a animation. _________________
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