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 Forum index » Modding Central » Red Alert 2 Editing Forum
How many voxels are there in a 1x1 cell?
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NucleiSplitter
Laser Commando


Joined: 28 Oct 2016
Location: PH

PostPosted: Sat Jun 25, 2022 6:07 am    Post subject:  How many voxels are there in a 1x1 cell? Reply with quote  Mark this post and the followings unread

Question in the title. I know I saw a thread about this here, but can't remember where. Asking so I can have a proper sense of scale.

Currently I'm working with a scale of 10.8 voxels:1 meter. If I can get a rough scale for cells in relation to voxels, I can resize shps accordingly or change the voxel:meter scale I work with.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sat Jun 25, 2022 9:06 am    Post subject: Reply with quote  Mark this post and the followings unread

Depends entirely how your transformation matrix (voxel header) is set up.
IIRC Voxel are often scaled with a factor of 0.7, to make them slightly overlap each other and thus minimize holes. But people also used many other factors, which makes them vary in size and number of voxels a lot.

A simple test would be creating a flat rectangle with alternating colors and set the scale factor to 1.0, then count the voxels ingame.
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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sat Jun 25, 2022 11:56 am    Post subject: Reply with quote  Mark this post and the followings unread

A cell is 45 dots long for an unshrunk voxel, that is if you make a 45x45 square it will touch every edge. A T-72 hull is about 7m, so using your 10.8 dots-per-meter, that's almost 1-3/4 cells long not even including the barrel.

I suggest you rethink your scale.
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NucleiSplitter
Laser Commando


Joined: 28 Oct 2016
Location: PH

PostPosted: Sat Jun 25, 2022 12:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

@LKO Scale factor is under Misc in VXLSE, yes? I wasn't aware of this until now. I wonder if this is the source of color bleed.

@G-E Thanks for this, and I will.

EDIT:
For those interested in making a "1:1 scale" mod, I got a scale of 24px:6ft or 13.12px:1m using the height of clnt.shp.

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Virgil
Jumpjet Infantry


Joined: 22 Jul 2018

PostPosted: Sun Jun 26, 2022 1:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

And anybody doing "real scale" has to face the fact that game only accept voxel within 255 in any direction, while your ships can be... you know. They will overlap like hell.

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