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Bounds Calculation
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ArgCmdr
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Joined: 01 Dec 2002
Location: Hiigara

PostPosted: Sun Aug 15, 2004 4:17 am    Post subject:  Bounds Calculation Reply with quote  Mark this post and the followings unread

I noticed that the formulaes applied in VxlSe III are not entirely correct, and the way they are done might cause the voxel to be displayed wrongly ingame, below the selection box (This can be fixed through HVA editing keeping the same calculated bounds, but when it comes to composed voxels, its harder to achieve)

I saw Gilbear say once that MinY should be 0 or close always. I kept thinking about that uuntil today when i had to rescale all my voxels for something, after finding a problem with 3ds2vxl that forced me to use VxlSe IIIs bounds calculator directly.

See, the code youre using for MinY and MaxY (height), is "- (Total Y span of the model / 2)" and "(Total Y span of the model / 2)" respectively. As a result, this makes the voxel look well drawn ingame, with no inaccuracies, but its misplaced in the selection box by a certain quantity (0-MinY, actually). In summary, the voxel is displayed too low in the selection box.

Heres a quick fix: If you look at most RA2 voxels, youll notice all their MinY values go from -10 to 2, this is done in purpose to represent units inside selection boxes the best way possible aesthetically. You can use these calculations with good results:

MinY=0
MaxY=Total Y Span of the section (If voxel is 30x15x10, then this would be 10)

I tried it on voxels for my project 2021: Cataclysm and it works well in all of them, keeping the HVA completely untouched.

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stucuk
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Joined: 27 Aug 2002

PostPosted: Sun Aug 15, 2004 8:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Bounds are worked out fine, VXLSE III doesn't apply an offset, HVA Builder should b used to A) generate a HVA and B) to play with offsets

If u look at ships, they are below 0. Depending on the type of vxl depends on if the bottom of them should b above 0 or if the center of the "cross" thing on the HVA builder should b the center of the voxel.

Thus its in the modders hand to fine tune the voxel depending on the type, and how they want it.

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ArgCmdr
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Joined: 01 Dec 2002
Location: Hiigara

PostPosted: Mon Aug 16, 2004 6:06 am    Post subject: Reply with quote  Mark this post and the followings unread

Ehm, Stu, theoretically theres no use for HVAs other than section animations. Theyre not there to accomodate where voxels are displayed...turrets (rotation axis) kinda demonstrate this -not fully since hvas are useful for height, yet that can also be done with bounds-...you can perfectly align voxels with bounds and all in the same editor.

Although yeah, bounds depend on the purpose of the unit (was gonna say that but thought it was unrelated). Rockets are an example.

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stucuk
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Joined: 27 Aug 2002

PostPosted: Sun Aug 29, 2004 1:30 am    Post subject: Reply with quote  Mark this post and the followings unread

Sigh, i never said to touch hva's for doing offsets. I said HVA builder should be used for creating hva's And doing offsets. An offset is done by bounds, hence why its called offset not hva position.

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