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 Forum index » Modding Central » Media Hut » Voxels
Superbattleship (Revised Update)
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Twistedbrain72
Vehicle Driver


Joined: 20 Jan 2020
Location: Hiroshima Kure Japan

PostPosted: Mon Jan 20, 2020 6:11 am    Post subject:  Superbattleship (Revised Update)
Subject description: Yamato Class Battleship
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https://deviantart.com/Twistedbrain72


yamato (old file name uchuusenkan).png
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yamato (old file name uchuusenkan).png



yamato.zip
 Description:
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

Download
 Filename:  yamato.zip
 Filesize:  130.5 KB
 Downloaded:  37 Time(s)


Last edited by Twistedbrain72 on Sat Apr 18, 2020 3:06 am; edited 4 times in total

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NimoStar
Laser Commando


Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Sun Feb 16, 2020 11:05 pm    Post subject: Reply with quote

Good for ra3 :V
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Twistedbrain72
Vehicle Driver


Joined: 20 Jan 2020
Location: Hiroshima Kure Japan

PostPosted: Mon Feb 17, 2020 8:31 pm    Post subject: Reply with quote

RA3 Version Coming Soon or Is There

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Feb 17, 2020 9:26 pm    Post subject: Reply with quote

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.
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G-E
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Joined: 09 Feb 2015

PostPosted: Mon Feb 17, 2020 10:12 pm    Post subject: Reply with quote

I agree get rid of all the stripes and use gradients instead, if you want to accentuate those lines use normals to do it.
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G-E
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Joined: 09 Feb 2015

PostPosted: Tue Feb 18, 2020 1:00 pm    Post subject: Reply with quote

Here's a 5min unpimping das boot-o.


uchuusenkan.gif
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uchuusenkan.gif



G-E's_less_crazy_uchuusenkan.rar
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Download
 Filename:  G-E's_less_crazy_uchuusenkan.rar
 Filesize:  53 KB
 Downloaded:  34 Time(s)


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Twistedbrain72
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Joined: 20 Jan 2020
Location: Hiroshima Kure Japan

PostPosted: Fri Feb 21, 2020 6:02 pm    Post subject: Reply with quote

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

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G-E
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Joined: 09 Feb 2015

PostPosted: Fri Feb 21, 2020 7:20 pm    Post subject: Reply with quote

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


cruiser_000.gif
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cruiser_000.gif



bship_000.gif
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bship_000.gif



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Twistedbrain72
Vehicle Driver


Joined: 20 Jan 2020
Location: Hiroshima Kure Japan

PostPosted: Fri Feb 21, 2020 7:50 pm    Post subject: Reply with quote

Here Is Iowa's Voxel A Combination of WW2 Iowa And 1980's Iowa


scruis.gif
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scruis.gif



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G-E
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Joined: 09 Feb 2015

PostPosted: Sat Feb 22, 2020 12:49 am    Post subject: Reply with quote

Yea I used the Iowa for inspiration for my designs, but man you gotta work on those normals...
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Twistedbrain72
Vehicle Driver


Joined: 20 Jan 2020
Location: Hiroshima Kure Japan

PostPosted: Sat Feb 22, 2020 1:01 pm    Post subject: Reply with quote

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

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EVA-251
General


Joined: 20 Feb 2005
Location: ????

PostPosted: Sat Feb 22, 2020 4:30 pm    Post subject: Reply with quote

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.
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Twistedbrain72
Vehicle Driver


Joined: 20 Jan 2020
Location: Hiroshima Kure Japan

PostPosted: Sat Feb 22, 2020 5:07 pm    Post subject: Reply with quote

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
 Filesize:  636.78 KB
 Viewed:  1440 Time(s)

Take 2.png



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G-E
General


Joined: 09 Feb 2015

PostPosted: Sun Feb 23, 2020 2:01 am    Post subject: Reply with quote

EVA-251 wrote:
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.


norms.jpg
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norms.jpg



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Twistedbrain72
Vehicle Driver


Joined: 20 Jan 2020
Location: Hiroshima Kure Japan

PostPosted: Mon Feb 24, 2020 2:51 pm    Post subject: Reply with quote

I Have A Problem G-E I Downloaded Your Scorched Earth Mod When I Launch
The Game And After I Press Start Game It Crashes Help Me

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PostPosted: Mon Feb 24, 2020 3:25 pm    Post subject: Reply with quote

@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).

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Twistedbrain72
Vehicle Driver


Joined: 20 Jan 2020
Location: Hiroshima Kure Japan

PostPosted: Mon Feb 24, 2020 4:26 pm    Post subject: Reply with quote

First Yes I Have Installed Red Alert 2

Second The Game Is Clean No Other Mods Game Version 1.006

Help Me Fix It If The Game I Got Is Corrupted
Give Me A Fresh Copy of The Game Get Me The Link To Download

Some One Help

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Mon Feb 24, 2020 4:52 pm    Post subject: Reply with quote

Guest wrote:
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.

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Twistedbrain72
Vehicle Driver


Joined: 20 Jan 2020
Location: Hiroshima Kure Japan

PostPosted: Mon Feb 24, 2020 5:19 pm    Post subject: Reply with quote

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

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Mon Feb 24, 2020 7:17 pm    Post subject: Reply with quote

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.
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PostPosted: Mon Feb 24, 2020 7:20 pm    Post subject: Reply with quote

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.

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Twistedbrain72
Vehicle Driver


Joined: 20 Jan 2020
Location: Hiroshima Kure Japan

PostPosted: Mon Feb 24, 2020 7:28 pm    Post subject: Reply with quote

Nothing The Folder Is Clean No Mods Installed

I Think The Game Is The Problem Can You Get Me A Link To Download A New
Game The One I Have Is Missing Internet Components No Xwis

Just Get Me A New Game To Download

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G-E
General


Joined: 09 Feb 2015

PostPosted: Tue Feb 25, 2020 12:36 am    Post subject: Reply with quote

Read the installation/troubleshooting guide on  ModDB...
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TAK02
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Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Tue Feb 25, 2020 4:07 am    Post subject: Reply with quote

Twistedbrain72 wrote:
Just Get Me A New Game To Download

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).

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