Project Perfect Mod Forums
:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Privacy Policy :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::


The time now is Sat Apr 20, 2024 2:22 pm
All times are UTC + 0
Resized TS voxels
Moderators: Global Moderators, Red Alert 2 Moderators
Post new topic   Reply to topic Page 1 of 1 [11 Posts] Mark the topic unread ::  View previous topic :: View next topic
Author Message
Kiith-Sa
Rocket Cyborg


Joined: 26 Oct 2004

PostPosted: Fri Nov 05, 2004 5:39 pm    Post subject:  Resized TS voxels Reply with quote  Mark this post and the followings unread

Are somewhere on internet TS vxls resized to RA2 size?

_________________
Time will tell...
Sooner or later...
Time will tell...

Back to top
View user's profile Send private message
GeckoYamori
Cyborg Artillery


Joined: 06 Jun 2004
Location: Sweden

PostPosted: Fri Nov 05, 2004 5:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

Just scale them up 25% yourself

_________________

Back to top
View user's profile Send private message
The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Fri Nov 05, 2004 7:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

How would you do that?

Back to top
View user's profile Send private message Visit poster's website Skype Account
GeckoYamori
Cyborg Artillery


Joined: 06 Jun 2004
Location: Sweden

PostPosted: Fri Nov 05, 2004 7:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

VXLSEIII or HVA editor can change the scales in the Voxel Bounds settings. All you need to do is copy the values over to the Windows Calculator and multiply it by how much bigger you want it (In this case 25%, so you would enter value * 1.25 in the calculator), then copy the result and paste it in the Voxel Bound settings. You have to do this for the X, Y and Z axis.

_________________

Back to top
View user's profile Send private message
The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Fri Nov 05, 2004 10:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

They would become blocky..

The question was ironical because there's not way to resize the actual voxel by 25%

Back to top
View user's profile Send private message Visit poster's website Skype Account
GeckoYamori
Cyborg Artillery


Joined: 06 Jun 2004
Location: Sweden

PostPosted: Fri Nov 05, 2004 11:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, if you don't want blocky voxels you'd have to remake them. Which he probably doesn't want to do.

_________________

Back to top
View user's profile Send private message
Jah
Commander


Joined: 23 Nov 2002

PostPosted: Sun Nov 07, 2004 10:40 am    Post subject: Reply with quote  Mark this post and the followings unread

Take your voxel. open vxlse, then go section->full resize(content too). Make it 2x bigger. Then go section->voxel header and change the scales to make it a bit smaller (cuz 2x big is too big).

You cant just scale it 25% more cuz it will become "sliced". You can check it yourself f u dont believe

_________________
in 2009 to Florence. Viva Italia!

Back to top
View user's profile Send private message Send e-mail
GeckoYamori
Cyborg Artillery


Joined: 06 Jun 2004
Location: Sweden

PostPosted: Sun Nov 07, 2004 11:25 am    Post subject: Reply with quote  Mark this post and the followings unread

It'll look sliced in Voxel Viewer and HVA Builder, but it won't be ingame.

_________________

Back to top
View user's profile Send private message
Clarkson
General


Joined: 25 Aug 2004
Location: DAS BOOT IM DER OSTSEE

PostPosted: Mon Nov 08, 2004 6:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

extract JEEP.vxl from the TS Mixes,remove the turret section in VXLSEIII,then resize x2. its bigger then the damn War-Factory in RA2

_________________
PPM's Reichstrollfuherer, 236th Trollenparties brigade.

Back to top
View user's profile Send private message Send e-mail Skype Account AIM Address
Jah
Commander


Joined: 23 Nov 2002

PostPosted: Mon Nov 08, 2004 9:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Actually it will... try to make your voxel X streched (i.e. very long) and put the unit facing left or right.

_________________
in 2009 to Florence. Viva Italia!

Back to top
View user's profile Send private message Send e-mail
m1a1_abrams
Vehicle Driver


Joined: 08 Nov 2003
Location: United Kingdom

PostPosted: Mon Jan 24, 2005 11:40 am    Post subject: Reply with quote  Mark this post and the followings unread

Can anyone explain exactly how the voxel bounds work?

Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 1 [11 Posts] Mark the topic unread ::  View previous topic :: View next topic
 
Share on TwitterShare on FacebookShare on Google+Share on DiggShare on RedditShare on PInterestShare on Del.icio.usShare on Stumble Upon
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum


Powered by phpBB © phpBB Group

[ Time: 0.1632s ][ Queries: 11 (0.0081s) ][ Debug on ]