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How do you shrink voxels?
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Tyler Adams
Defense Minister


Joined: 08 Oct 2004
Location: Back in black.

PostPosted: Mon Mar 21, 2005 12:15 am    Post subject:  How do you shrink voxels? Reply with quote  Mark this post and the followings unread

Well? Tell me. Now!

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Mon Mar 21, 2005 2:54 am    Post subject: Reply with quote  Mark this post and the followings unread

Go the voxel header options and reduce the Bounds. 6 values in total. It's pretty self-explanatoiry really.

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Major_Gilbear
Cyborg Firebomber


Joined: 09 Aug 2003

PostPosted: Mon Mar 21, 2005 1:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

Compressing voxels like that causes loss of detail, so it is better if you make them the right size to start with.
If you are scratch-makinga voxel and are unsure of the size, make a couple of box shapes to test out ingame and see how big they really are.

Of course, this involves a modicum of effort, and we all know how much effort 99% of voxellers put into their work (especially if it is for a public release)...

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shadowfx78
Cyborg Firebomber


Joined: 01 Jul 2003

PostPosted: Mon Mar 21, 2005 6:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

what u guys talkin about. There really is no need to scale anymore u can fix the size using the new HVA builder here is how:

Bigger: Resize the unit in vxlse 3 then open it in HVA builder and go to tools then managers then voxel bounds simple as that.  

Smaller: just open it in hva builder and use the voxel bounds manager accordingly.

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Major_Gilbear
Cyborg Firebomber


Joined: 09 Aug 2003

PostPosted: Mon Mar 21, 2005 7:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

What we're talking about is the exact same thing that you've just described. The same adjustment of voxel bounds can also be done in a voxel editor.

My point is that compression "squeezes" the voxels together so that they overlap. This causes loss of detail (in the normals too). Similarly enlarging the voxel with the editor ruins the normals and means that the voxel looks "stepped" (due to how resizing works). There is nothing that can be done about this, aside from making sure that the voxeller gets the size right the first time around - hence the testing ingame with a "blank" model comment.

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Tyler Adams
Defense Minister


Joined: 08 Oct 2004
Location: Back in black.

PostPosted: Mon Mar 21, 2005 10:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm pl;anning to resize a voxel that somebody else made, the Allied RA2 Prerelease tank.

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- geno -
Energy Commando


Joined: 29 May 2003
Location: Manila

PostPosted: Tue Mar 22, 2005 5:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

how about scale it  big

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