I'd argue the main benefit of 3ds2vxl is that it does a good job on setting normals, the hardest part for people to get right, especially on angled planar surfaces. Obviously it can make mistakes, or the original model could be oriented incorrectly, or even rotated by 1-2deg screwing up what should be straight sides, but these are usually obvious/fixable.
The scaling problem people have with 3ds2vxl is not knowing how many pixels constitutes what size. A RA2 cell is 45 pixels per axis, and most people find 1.5 cells (around 60-65 pixels) as an acceptable length for a tank, more if you allow the barrel (as in this case) to poke beyond that notional size.
If you plan to shrink the model 20-50% then you can safely make it larger. I recommend making things 10-15% oversize for shrinking to 90% at least, but I wouldn't make things excessively large like 50% too oversized. My APOC canvas is 70px long, and shrunk to about 63, with a few pixels shy of using the full canvas, that yields about 60, or 1.5 cells. By comparison my MLRS unit has a 75px length canvas, but is shrunk to 50px, just a hair over 1 cell. _________________ http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai QUICK_EDIT
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