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helicoptor rotors?
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confactor
Soldier


Joined: 07 May 2005

PostPosted: Sat Dec 17, 2005 12:03 am    Post subject:  helicoptor rotors? Reply with quote  Mark this post and the followings unread

I think this is one of the most annoying features of ts. so I think we should do something about it. since voxels dont affect the light around them or have there own animations I suggest using pixel screens to create the illusion of rotors. pixel screens will filter out light much like a fast moving rotor would  and will give some appearance, I think, of a real rotor. anyway heres some examples.
 
btw rotor color is different for ts because its overall brightness is lower...

what do you think of this primitive method Very Happy

I should also mention that this commanche voxel was made by tyler adams and modified by denmon



screens1.JPG
 Description:
examples
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screens1.JPG



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Last edited by confactor on Sat Dec 17, 2005 12:30 am; edited 3 times in total

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Durrandi
Cyborg Firebomber


Joined: 24 May 2005
Location: Memphis, Tennesee; USA

PostPosted: Sat Dec 17, 2005 12:06 am    Post subject: Reply with quote  Mark this post and the followings unread

you have a good point, but I do not like those screens ( no offense) some lines should be more obvious

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confactor
Soldier


Joined: 07 May 2005

PostPosted: Sat Dec 17, 2005 12:24 am    Post subject: not perfect Reply with quote  Mark this post and the followings unread

yes, the pixels are virtually random, and it isnt even circular, but oval. making a good screen which filters like a checker board was my original idea, but at those angles it is difficult to make that...

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DeathRay2K
Commander


Joined: 01 Sep 2002
Location: Canada

PostPosted: Sat Dec 17, 2005 2:41 am    Post subject: Reply with quote  Mark this post and the followings unread

Try making it like this:
Code:
X X X X
X X X X
 X X X
X X X X
X X X X
 X X X

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confactor
Soldier


Joined: 07 May 2005

PostPosted: Sat Dec 17, 2005 4:36 am    Post subject: yes Reply with quote  Mark this post and the followings unread

I see your logic, however, if the image is turned 90 degrees this pattern works against itself. the pattern has to consist of two or more layers. I used two for the one above, but the placement was random.

if i use your logic that would mean that every pixel at a tilt could equal two. this cuts the pixel volume [that I want filled[50%]in half making it 25%. but in order to also account for two directions its 25%². making the volume 1/16? that seems a bit small to me. I am trying a pattern that is 1/8 that looks good. I'll have to get to it tommorow, sleepy Razz

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Sat Dec 17, 2005 1:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

Confactor, the Voxels forum is for finished voxels only. I've moved this topic to Media Hut, which is where you discuss anything related to graphics and sounds.

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DonutArnold
General


Joined: 18 Jan 2005
Location: Finland

PostPosted: Mon Dec 19, 2005 10:41 am    Post subject: Reply with quote  Mark this post and the followings unread

I think that's resized by HVA Builder's voxel bounds...

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Nyerguds
General


Joined: 24 May 2004
Location: Flanders (Be) Posts:300000001

PostPosted: Sun Jan 08, 2006 8:18 am    Post subject: Reply with quote  Mark this post and the followings unread

It looks like it could be good, good, but the shitty jpg burns my eyes.

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