The Uprising Japan Has Remembered Everything From The Original Timeline From WW2 To The 70's Japan Has Vowed For Revenge For What Albert Einstein Did They Set Out To Steal The Allies Time Machine To Turn Everything Back To The Way It Was Before Einstein
this needs some heavy manual normals fixing. The 1 voxel thick details have alternating normals facing in different directions.
It also needs blur/anti-aliasing on the texture, which has 1 voxel big details that surely turn out very pixelated ingame. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Joined: 20 Jan 2020 Location: Hiroshima Kure Japan
Posted: Fri Feb 21, 2020 6:02 pm Post subject:
G-E Nice But The Original Color Is The One Resembling WW2
Yamato The Color You Went With Is Yuri's Color Scheme
And How Bout The Color Where You Put The Unit On Any of Your Faction Colors You Use ingame The AA Weapons Is Still The Same
But The Coaxial Turrets On The Superstructure Is Raised Up
But Let's See If You Can Make A Better Model QUICK_EDIT
I'm not sure exactly what you're saying, but I have no interest in remaking this model. My own battleship is a bit of a reinterpretation to make it suitable to have 1 gun turret, I always thought multiple unused turrets looks silly. This is where modders need to get creative, to balance the needs of the mod with realism.
PS. my unpimped version was purely for people who would use your model but are turned off by the fruity colours
Joined: 20 Jan 2020 Location: Hiroshima Kure Japan
Posted: Sat Feb 22, 2020 1:01 pm Post subject:
What Range Value You Use The Only Voxel Editor On MY PC Is
Voxel Section Editor III The Only Normalizer I Use Is Auto Normals
Help Me Improve Show Me The Normals Technique You Use For Normalising QUICK_EDIT
Also Known As: evanb90 Joined: 20 Feb 2005 Location: o kawaii koto
Posted: Sat Feb 22, 2020 4:30 pm Post subject:
To start with your Iowa-class battleship, a problem would seem to be that the voxel is not entirely closed. From that screenshot, it looks the hole is somewhere in the lower super-structure.
Holes in the voxel will confuse the normalizer and throw off the appearance.
What G-E showed you can't be done just the auto normals. You can use auto normals for the basic appearance of your ship, but to make the bow and stern look smooth, you'll need to manually paint those areas. I think he uses flat shades of normals, and then paints the bow/stern to simulate the curvature.
To view/edit normals manually, press CTRL+J or go to View -> Spectrum -> Normals. Once that is set, you can paint the normals of the ship as you would the texture. It can be rather tedious, however- you'll need to figure out which normals are most appropriate for specific facings/angles.
Also, to comment on your Yamato voxel. It's pretty awesome. It's accurate, and has a lot of detail. My main issue with it is the use of gold as a secondary color on things like the gun barrels, funnel, main rangefinder and various super-structure elements. Probably safer to use different shades of gray for those things. _________________ YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead DeveloperStar Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007) QUICK_EDIT
Joined: 20 Jan 2020 Location: Hiroshima Kure Japan
Posted: Sat Feb 22, 2020 5:07 pm Post subject:
Yes But I Like It Simple The Hole On Iowa Is The Entrance To The Bridge
Yamato's Gold Part's Are Way of Me Showing Japan's Wonder The Way G-E Colored
It Erased The Details Where The Colored Parts Are No Longer Visible
The Gold Line's At The Waterline Is Gone In Real Life Yamato Has The Line's
(Not Colored Gold) The Model I Use Is Supposedly Accurate To The Real Life
Yamato
USS Iowa On The Other Hand Is Modeled After WW2 Iowa And 1980's Iowa
Idea You Normalise Yamato Without Erasing The Colors I Want To See How'd It
Looked Like
Take 2.png
Description:
USS Iowa's Base Source
Allied Battleship By Tony Original Voxel Name hship.vxl hshiptur.vxl
What G-E showed you can't be done just the auto normals. You can use auto normals for the basic appearance of your ship, but to make the bow and stern look smooth, you'll need to manually paint those areas. I think he uses flat shades of normals, and then paints the bow/stern to simulate the curvature.
How much you have to fix manually does depend on how you use auto-normals, but you are right in that those 2 ships cheat when it comes to the hull. This is not the case for my others though.
The main tip I can give you is to understand how auto-normals blends, this means playing with the value in the range box, as well as the levels. Once you understand what influences pixels, you can begin to apply construction techniques that makes it work the way you want, but also taking full advantage of the normalize #0 pixels only, so that you can apply differing normalization to different features of your voxel. It is a mistake to think you can use 1 set of values to do an entire model and have great results, sometimes it's true, usually it's not.
These techniques include:
- Sacrificial pixels; lines or entire layers you draw purely for the auto-normals to use, which are then deleted after. An example would be an extra layer at the bottom of a turret to prevent the bottom edge from rounding under, which when removed leaves a nice crisp edge in the rendered result.
- Feature thicknesses/gaps; force the auto-normals to believe your object is more shapely than it is. One example would be leaving a 1 pixel wide groove in your armor plating to create normals curvature which then shines as the model turns, accenting the features without using colour to do it. Gaps can be filled in with a dark colour after to further emphasize the gap in-game.
- Separately normalizing during the drawing phase; The normals values you would use for a hull are entirely different than what you need for an antenna or tracks. By drawing your voxel in stages, normalizing each part you add, allows to to fiddle with values (undoing as needed), until you've figured out the most appropriate settings for that part.
I'm not sure I could write a tutorial on how to manually touchup normals, that's far more than a simple technique that can be described in a paragraph, it would require dozens of real examples. The main thing you need to start doing though is to look at your voxels in the normals spectrum, and see how clearly the features show through, generally speaking if it looks featured in normals, it will look good in-game even with a dull paint scheme.
@Twistedbrain72 First, you have installed Red Alert 2 ?
If not, the mod not started.
Secondary, you need make sure you doesn't got conflict mod statement? (example if you install Real War: Emperor mod then install Scorched Earth mod on the same game directory the game will crash because 2 rules file from both mod are loaded into game). QUICK_EDIT
game will crash because 2 rules file from both mod are loaded into game.
That's not how it works.
Only one rules.ini is ever loaded by the game. The rules.ini in the expandXX.mix with the highest number is loaded.
There is no such thing as rules conflict.
File-conflict, probably. QUICK_EDIT
Joined: 20 Jan 2020 Location: Hiroshima Kure Japan
Posted: Mon Feb 24, 2020 5:19 pm Post subject:
I Know The Rules.ini I Did Nothing I Just Install The Mod
And Launch The Game The Problem Is When I Start A Mission In The Loading
Screen The Game Crashes QUICK_EDIT
It might be an issue with the campaign INIs.
I once had battle, mapsel, and mission INIs for RA2 outside the local and elocal MIXs.
It didn't end well, and in exactly in the way you described. But wierdly enough, that was only for Allied missions, never Soviet. Maybe that always happens, or I messed up all those years ago.
@Twisted: can you give us a shot of what you have in your RA2 folder?
There should be a way to output that using Command Prompt. You can then copy-paste the output here better than shooting and uploading several pics. _________________ 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.
Scorchers Earth mod I know didn’t support campaigns playing so you should play skirmish only. If you play custom mission you should check you map file in game folder. QUICK_EDIT
Here: http://xwis.net/forums/index.php/topic/177134-downloads/
Note the installers will attempt to launch the game immediately after installation is complete.
And don't think about installing into your original RA2 folder. You'll lose all vanilla campaign missions (in mapsXX(md).mix) and movies (in movXX(md).mix). QUICK_EDIT
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