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 Forum index » Modding Central » Media Hut » Voxels
Nearly All of Vanilla RA2/YR Unit Voxels Remake
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Atomic_Noodles
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Joined: 05 Oct 2011

PostPosted: Sun Apr 25, 2021 5:10 am    Post subject:  Nearly All of Vanilla RA2/YR Unit Voxels Remake Reply with quote  Mark this post and the followings unread

Also yeah... kinda useless without pics but here's nearly all of the Voxels inside RA2/YR that i've remade in Vanilla.

Notes/Bonuses:
Kirov "Command" Airship - ZEPX
Naval Version for MCVs & Miners
New Graphics for Coast Guard - CDEST,CDESTWO,CASW
Tank Destroyer has a Turret with Side Rocket Pods
Howitzer in Allied Colors also has a Turret - HWTZ
Mirage Tank has a Turret (Needs Ares)
Fire Truck now has a Turret
Chaos Drone has a Turret and Smaller
CORKSCR - Alternate Amphibious Transport for Soviets (Has a Machine Gun Turret)
30/4/21: Added Nighthawk Transport
30/4/21: IFV Turrets for each IFV Mode from Vanilla - FVTUR 1 to 17 (Requires Ares to use all)

2/05/31:
Added a updated graphics of the unused LTNK from RA2.
ALTNK - Allied Colors
SLTNK - Soviet Colors
Fixed some stray pixels on IFV's "GGI Turret" fvtur17
Added Yellow Osprey & Destroyer with Yellow Osprey (YDEST & YASW)
Added an alternate Rhino Tank Voxel based on the Installer Blueprint/Iron Curtain & Cameo. - HTNK2


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Last edited by Atomic_Noodles on Fri May 14, 2021 1:41 am; edited 9 times in total

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TAK02
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PostPosted: Sun Apr 25, 2021 10:16 am    Post subject: Re: Nearly All of Vanilla RA2/YR Unit Voxels Remake Reply with quote  Mark this post and the followings unread

Atomic_Noodles wrote:
Naval Version for MCVs & Miners

Oh heck yeah.

EDIT: some voxels have pink pixels in urban theater.
EDIT2: I'm disappointed the SMIN doesn't have a water image.

EDIT3: you butchered the Kirov.
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G-E
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PostPosted: Mon Apr 26, 2021 11:01 am    Post subject: Reply with quote  Mark this post and the followings unread

The preview image shows a lot of noise, along with a more muted scheme, I'm not sure it's an upgrade...
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NimoStar
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PostPosted: Mon Apr 26, 2021 11:04 am    Post subject: Reply with quote  Mark this post and the followings unread

IS this rendered on RA2 engine? It seems almost like in OpenRA due to the different shade.

PS: Ah, it must be the custom VPL
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Atomic_Noodles
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Joined: 05 Oct 2011

PostPosted: Mon Apr 26, 2021 1:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

I have ExtraUnitLight set to 0 which the Vanilla Game had the ExtraUnitLight ,ExtraInfantryLight & ExtraAircraftLight it set to .2 (20% Brighter)

The vpl also lets you use #0 on the voxels as a "invisible" section for stuff like making fake shadows i.e: A Large circle/oval.
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cxtian39
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PostPosted: Wed Apr 28, 2021 11:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

Likely like it
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Volgin
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PostPosted: Thu Apr 29, 2021 2:24 am    Post subject: Reply with quote  Mark this post and the followings unread

Noodles, these are fuckin legit. Awesome work. Ignore the trolls though.
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TAK02
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PostPosted: Thu Apr 29, 2021 9:19 am    Post subject: Reply with quote  Mark this post and the followings unread

Bump.
There's a bug with the Siege Chopper HVA.
The rear propeller is off the tail. Very off.

And NightHawk still missing. And so is the Apocalypse.
btw, is it NightHawk or Night Hawk?

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Atomic_Noodles
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Joined: 05 Oct 2011

PostPosted: Fri Apr 30, 2021 2:50 am    Post subject: Reply with quote  Mark this post and the followings unread

Siege Chopper Voxel I had issues animated it in the past and I just gave up trying to fix it since the HVA looks right from hva builder but it looks off everytime I try to fix it in-game.

Apocalypse Tank I didn't include as one I'm currently using is just a recolored version of Stingerr's which i'm using as reference/parts of to make a new one thats closer to the FMV version.

Forgot to include some other units such as Nighthawk as mentioned

I've also included the IFV Turrets I had made for each of the Turret Modes from Vanilla corresponding to their respective IFV Entry. You'll need Ares to go past 15(?) Turrets Limit for Gunner.
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Graion Dilach
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PostPosted: Fri Apr 30, 2021 12:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

HOLY MOTHER OF GODNESS.

This should be the default for any, ANY OpenRA RA2 mod because of how finickily the ORA VXL renderer jumps on the quantization errors of the WW Pacific voxels. I even want to return to ORA modding because of this set alone.

You did the community a HUGE, HUGE favour with this one, especially since this is not an upscaled-remake pack but closer to a retexture pack. Demanding for spotlight.
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PostPosted: Sun May 02, 2021 11:17 am    Post subject: Reply with quote  Mark this post and the followings unread

Atomic_Noodles wrote:
Siege Chopper Voxel I had issues animated it in the past and I just gave up trying to fix it since the HVA looks right from hva builder but it looks off everytime I try to fix it in-game.

Apocalypse Tank I didn't include as one I'm currently using is just a recolored version of Stingerr's which i'm using as reference/parts of to make a new one thats closer to the FMV version.

Forgot to include some other units such as Nighthawk as mentioned

I've also included the IFV Turrets I had made for each of the Turret Modes from Vanilla corresponding to their respective IFV Entry. You'll need Ares to go past 15(?) Turrets Limit for Gunner.
IFV works just fine with 18 turrets, only 19 and more needs dll enhancemets.
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Atomic_Noodles
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PostPosted: Sun May 02, 2021 2:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

Update:2/05/21
Added a updated graphics of the unused LTNK from RA2.
ALTNK - Allied Colors
SLTNK - Soviet Colors
Fixed some stray pixels on IFV's "GGI Turret" fvtur17
Added Yellow Osprey & Destroyer with Yellow Osprey (YDEST & YASW)
Added an alternate Rhino Tank Voxel based on the Installer Blueprint/Iron Curtain & Cameo. - HTNK2

I based the voxels off of their 3D Cutscene Appearances when possible if none then I referred to their Cameos... if nothing else then its from In-Game Voxel design. One of the examples with this was very apparent with the drastic difference of the Nighthawk's In-Game Voxel and the Cameo as well as the Rhino Tank.

I made the Osprey Blue but you as a modder should be able to easily change it back to yellow.

The Carrier having Hornets landed I saw as something to make do since Carriers would be able to use the otherwise unused NoSpawnAlt tag.

Again its up to you if you don't want to use the entire set. If you have a better voxel in your eyes then use yours then. I'm not forcing everybody to use the entire set as a whole.
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Atomic_Noodles
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PostPosted: Mon May 03, 2021 6:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

Was supposed to be uploaded yesterday but PPM was unavailable. Updated my Nighthawk Transport

3/05/21 - Nighthawk New Voxel


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PostPosted: Tue May 04, 2021 12:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

Where are screenshots of ALL the voxels?

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Atomic_Noodles
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PostPosted: Wed May 05, 2021 7:33 am    Post subject: Reply with quote  Mark this post and the followings unread

Made a Non-Turreted Version of the Howitzer & Tank Destroyer.

TNKD for the original no-turreted version and TANKD for Turreted.

HOWI for the non-turreted version.


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TAK02
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PostPosted: Wed May 05, 2021 8:19 am    Post subject: Reply with quote  Mark this post and the followings unread

Atomic_Noodles wrote:
HOWI for the non-turreted version.
Should've stuck to HWTZ for non-turret and HOWI for turret, since that's the original game.

Now I have to waste 5s to rename them properly and waste another 45s complaining about it #Tongue

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Virgil
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PostPosted: Wed May 05, 2021 3:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks for the non-turret howitzer and tank destroyers!

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Saref
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Joined: 26 Nov 2008
Location: Earth

PostPosted: Sat May 08, 2021 6:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

I would like to see more remakes of some unused voxels. Like FORTRESS, PHAL and TRUK.

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Atomic_Noodles
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Joined: 05 Oct 2011

PostPosted: Sun May 09, 2021 6:28 am    Post subject: Reply with quote  Mark this post and the followings unread

Currently I'm in hospital recovering from surgery. I was working last on the Fortress. Phal is uploaded in the post i made in Revora. I'm also working on the Hind as well. I'll check on what TRUK is when I get back home
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niceboatu
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Joined: 10 Feb 2019

PostPosted: Wed May 12, 2021 4:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

Amazing set. Thank you very much.

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PostPosted: Thu May 13, 2021 2:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

Great! :O
But is not the robot tank (too) big?

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PostPosted: Thu May 13, 2021 2:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

By the way TRUK is small and full of remap. The bad version of the Truck (loaded).
If you are still in hospital, get well soon!

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Virgil
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PostPosted: Thu May 13, 2021 5:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

Anonymous wrote:
Great! :O
But is not the robot tank (too) big?


You can always adjust the hva to shrink it down.

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Atomic_Noodles
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Joined: 05 Oct 2011

PostPosted: Fri May 14, 2021 1:40 am    Post subject: Reply with quote  Mark this post and the followings unread

Updated the main rar file again.

I've finished the Flatbed Truck. It comes in 3 flavors.
Includes the following now/changes:
PHAL - Edited to look like a Chrono Tank
FLATA - Original with Stacked Rockets
FLATB (Empty Trailer)
FLATC - Just the Truck
FLAT_ROCKET - The Rocket that is used on the FLATA
TRUK - Edit of the TRUCKA (AKA the Demo Truck) combined with the Cargo Tray of the TRUCKB (Supply Truck) with Remap
TRUCKA - Is now TRUCKB without the Canvas instead of a recolored Demolition Truck
TRUCKB - The supposed Supply Truck


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Saref
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PostPosted: Wed May 19, 2021 7:38 am    Post subject: Reply with quote  Mark this post and the followings unread

This is very nice voxel remakes!
But truck.vxl actually looks quite different. Actual truk.vxl looks more like M35 truck

There also truck2.vxl
It looks like some sort of pickup truck or jeep. But i think it could be good as another civilian vehicle


Any plans for remake RA1/TD leftover voxels as you did with M113 APC?
I would like to see 1TNK remake, because there almost none of good quality 1tnk/TD light tank/M2 Bradley voxels.

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Atomic_Noodles
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PostPosted: Wed May 19, 2021 7:57 am    Post subject: Reply with quote  Mark this post and the followings unread

Regarding the Convoy Truck you mean something like these?

I did a recolor of the Jeep in Allied Colors and with a Gun. It should be buried somewhere in the Voxel Posts here.

The M2 Bradley. I've made my own version of the Chassis but the Turret is a slightly edited version of Azri's Turret.


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Saref
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PostPosted: Thu May 20, 2021 6:57 am    Post subject: Reply with quote  Mark this post and the followings unread

Yes. Something like them. To look more like M35 truck.
truck2.vxl is some sort of pickup truck. But different from one in-game. And it doesn't look like RA1 Ranger.

Bradley looks nice. Will be good to see version with rocket launcher

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Nyerguds
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PostPosted: Thu May 20, 2021 8:27 am    Post subject: Reply with quote  Mark this post and the followings unread

Graion Dilach wrote:
This should be the default for any, ANY OpenRA RA2 mod because of how finickily the ORA VXL renderer jumps on the quantization errors of the WW Pacific voxels. I even want to return to ORA modding because of this set alone.

lawl, this sure is an upside down world. If their stuff can't properly support the official files, it's their code that needs fixing, not the voxels...
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Blade
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Joined: 23 Dec 2003

PostPosted: Thu May 20, 2021 9:51 am    Post subject: Reply with quote  Mark this post and the followings unread

Indeed, if the ORA renderer doesn't render the original voxels correctly which are defacto the standard setters for the format, then its the ORA code which is incorrect, not the files.

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TAK02
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PostPosted: Thu May 20, 2021 12:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

Does Chrono Divide render them properly?

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Hassan_2030
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PostPosted: Thu May 20, 2021 8:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

@saref: -if you look closely at truk2, then you will
see that it is in fact an old landrover defender!


https://media.istockphoto.com/photos/land-rover-old-model-4-wd-vehicle-vintage-style-picture-id492606572
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Graion Dilach
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PostPosted: Fri May 21, 2021 6:51 am    Post subject: Reply with quote  Mark this post and the followings unread

Nyerguds wrote:
lawl, this sure is an upside down world. If their stuff can't properly support the official files, it's their code that needs fixing, not the voxels...

Blade wrote:
Indeed, if the ORA renderer doesn't render the original voxels correctly which are defacto the standard setters for the format, then its the ORA code which is incorrect, not the files.


Except that WW Vegas set the standards which WW Pacific disregarded and it is painfully obvious if one looks at the results. The TS voxels are textured voxels which are rendered fine in OpenRA (sure, there are a few quantization errors here'n'there and while I am against all kind of quantization errors those don't result is black holes on the renderer/actual holes in the VXL or other notable quality degradations from afar, so my OCD is irrelevant to the problem).

The issues are on vanilia RA2 with it's oversimplified modelled-details with pure materials and nearly not using textures (notable exclusion - Kirov) where the internal voxel converter ended up with subpar quality than ever with results missing actual shape/having visible black holes (the community immediately started calling out their own voxels on these errors as soon as the renderer was better understood afterall... these errors probably stem from some of these model structures not having enough width for the voxelizer to detect them to be part of the result) but these errors were partially masked by the VPL to not look as jarring as they are.

YR went back to having textured models and those are again rendered fine in ORA because they have a lot less issues stemming from the voxelization process but the quality discrepancies are still notable between RA2 and YR due to this and thereby horrible to look at even and standardization is better in this case.

The VPL is a severe source of quality degradation anyway and OpenRA's renderer look better than WW's because it does not rely on the VPL limitations but actual 3D lighting. There are many valid criticisms of OpenRA (I can list some anytime) but the voxel renderer is not among them. It is nothing but a lucky accident that the VPL manages to save WW Pacific from painfully showcasing how much RA2 voxels require polish but it should still be treated and acknowledged as such and OpenRA should not follow this path when this means obvious quality degradation in future projects. The upside world is that when the community standards and the TS QA standards are stricter than RA2 QA and OpenRA works well with the stricter standards, you call out OpenRA for having them, when we've aware of these issues for more than a decade now. As if a whole decade wasn't enough to discuss and acknowledge the clear quality issues in a 20 year old game.

Your tone is uncalled factually wrong bias and is the tone why I'm fed up with this community in general after the community sellout of C&CR.
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Saref
Grenadier


Joined: 26 Nov 2008
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PostPosted: Fri May 21, 2021 7:10 am    Post subject: Reply with quote  Mark this post and the followings unread

Hassan_2030 wrote:
@saref: -if you look closely at truk2, then you will
see that it is in fact an old landrover defender!


https://media.istockphoto.com/photos/land-rover-old-model-4-wd-vehicle-vintage-style-picture-id492606572


Oh! Thanks! Yes.
I think truck2.vxl is really landrover defender. I would like to see it's remake and it will fit as RA2 civilian vehicle.
https://media.istockphoto.com/photos/land-rover-old-model-4-wd-vehicle-vintage-style-picture-id492606572

And truk.vxl is M35 truck
http://www.offroadvehicle.ru/AZBUCAR/BMY/M35%20US%20Army%20truck.jpg

There are a lot of nice and unused voxels in RA2.
I whink, it will be good to see FORTRESS.vxl remake. It looks like some sort of B2 bomber, or Arado E.555
https://static.wikia.nocookie.net/cnc_gamepedia_en/images/1/19/FORTRESS.jpg
https://war-book.ru/wp-content/uploads/2017/11/00005854.jpg

Another idea. But it will be based on TS. There was a civilian car voxel. If i remember right, it was called car.vxl (in RA2 it was replaced with something more modern). Actually it was Ford Thunderbird. Quite antique for Tiberian Sun time (2030's), but will work well in RA2 as one of civilian cars.
https://i.ebayimg.com/images/g/4qwAAOSwn~BeJcKA/s-l1600.jpg

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Allied General
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PostPosted: Fri May 21, 2021 9:47 am    Post subject: Reply with quote  Mark this post and the followings unread

As mentioned on Discord nice work Atomic Noodles.
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MasterHaosis
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PostPosted: Tue May 25, 2021 10:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Graion Dilach wrote:

Your tone is uncalled factually wrong bias and is the tone why I'm fed up with this community in general after the community sellout of C&CR.


,,Community sellout"? What do you mean? What happened?
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G-E
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PostPosted: Tue May 25, 2021 11:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

As someone who has remastered basically all the ingame voxels, made a custom palette and VPL, I can say at least with some qualification that the arguments about ORA are wrong on both sides!

First of all, normals are what allow us to determine how shiny a particular tonal range are, the difference between biege and gold is basically the shine. Now what this means in practice is that normals work as their own colour/material modifier, and should be used to enhance the scheme, not fought as so many artists do.

Secondly the VPL allows the tonal ranges to change as they get brighter or darker, anyone who has edited it understands hopping tonal ranges to find a suitable inbetween colour. The result is that you can make a colour saturate or desaturate as it changes lighting. This is especially important on "bright" primary colours like red, which when lit more, should still be a beaming red, but they will reflect ambient light a little magenta.

So what this means is you can draw curvature on a model using paint, having bands of tonal changes as you go down from the top, and using normals to further subdivide those bands. If you do it right your voxels will look curvy and organic, even though they are blocky and stepped. A good understanding of shape and how to use auto-normals settings is a requisite, but it is very doable.

Also, something not everyone seems to understand, you can gain extra fidelity using bound shrinkage in RA2. By having more sub-pixel information, the RA2 engine will actually blend their neighbours, you may have noticed this where remap gets slightly discoloured because of neighbouring influence. The upshot here is that by using gradient lines instead of single pixel details, then using shrinkage, the voxel will be rendered MORE accurately to the design, with the bonus effect that the blending will often eliminate much of the noise.

A side note on shrinkage, for the purposes of pixel information, it can be particularly useful to have a voxel shrunken unevenly. For example my mass transit bus is shrunk in width more than every other direction, this allows me to have more detailing, like a window divider and a ribbed bumper, but still proportion it as taller than wide. Because there is still extra sub-pixel information, the game can then extract the intent of the design.

As for people saying ORA's or WW's is superior, again, it's a different system, and it requires the art to take advantage of that system. Think of it like the drawing technique of hatching, if you're working with a full palette or at least gradients you'll never use hatching, but where you don't have that ability, hatching is one option. The methods I employ and choices I make when drawing voxels is intimately tied to both my palette and VPL, but also to WW's renderer. If any of those changed, I'd have to change my ways as well.

PS. I find ExtraUnitLight is actually not the bugbear people claim, all you need to do is remove some ambient light in the map itself, I like to use 90% lighting in the map for best results.
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