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 Forum index » Modding Central » Media Hut » Voxels
[RA2/YR] RA1 Chinook
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Midian-P
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Joined: 16 Mar 2018

PostPosted: Sat May 29, 2021 6:42 am    Post subject:  [RA2/YR] RA1 Chinook Reply with quote  Mark this post and the followings unread

This took me hours to appear ingame correctly. my likely weakness on making voxels are choppers due to the rotors not appearing correctly.

Well if you manage to make the rotors appear nicely ingame. can i see the codes on how you do it and nexttime when i make choppers i'll know what i'm doing wrong.

I manage to fix the problem a bit by resizing the voxel and setting UseBuffer= to no.

Made some changes and there is still the rotor issue but only a few blades are affected.


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Last edited by Midian-P on Sat May 29, 2021 2:24 pm; edited 2 times in total

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G-E
General


Joined: 09 Feb 2015

PostPosted: Sat May 29, 2021 7:50 am    Post subject: Reply with quote  Mark this post and the followings unread

Doesn't really look like the Chinook beyond the familiarity of stepped body and dual-rotor design.

To answer your question, the game renders the voxel closest to the viewer above everything farther away, this is why a rotor overhanging the body section bounds will display over the body in most angles, except where the body extends past the rotor rearward, so when the rear is closer to you, the rotor is rendered below/behind.
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Midian-P
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Joined: 16 Mar 2018

PostPosted: Sat May 29, 2021 8:14 am    Post subject: Reply with quote  Mark this post and the followings unread

G-E wrote:
Doesn't really look like the Chinook beyond the familiarity of stepped body and dual-rotor design.

To answer your question, the game renders the voxel closest to the viewer above everything farther away, this is why a rotor overhanging the body section bounds will display over the body in most angles, except where the body extends past the rotor rearward, so when the rear is closer to you, the rotor is rendered below/behind.


I based the design from the RA1 sprite and so i should make the rotor smaller or the main body?

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G-E
General


Joined: 09 Feb 2015

PostPosted: Sat May 29, 2021 10:09 am    Post subject: Reply with quote  Mark this post and the followings unread

Make the rotor BIG then shrink it using the bounds, the voxel size will be considered the unshrunk size for the purposes of occlusion. Occlusion priority is based on which voxel section is closer to you the viewer, and from what I believe rotated sections do in fact rotate the box shape of he canvas and this too is considered.

So pretend they are each a box, and you stack the boxes, whichever you would hit first approaching from the bottom of the screen wins.
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