Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Wed Sep 13, 2006 2:59 am Post subject:
Voxels and Turrets Offsets: The Research.
Subject description: For those wondering why OS:VV 1.75 is delaying...
I'm starting to implement Turret Offsets here. Hopefully, by the next versions, we'll have turret offsets and barrel offsets for both axis x and y (maybe the game accepts z, but I haven't seen any example yet).
The problem is that the scale (leptons???) is not very clear for me.
For westwood voxels, the vast majority worked well when the values of the turret offset were divided by 10.
The only voxel exported with ViPr's 3ds2vxl, from TAKTICS kindly provided by Icyson55, worked well with its original value.
I'm attaching some pictures of voxels showing the results.
art2_000.jpg
Description:
Nod Advanced Artillery. Art.ini Turret Offset: -56. Working Turret Offset from the screenie: -5,6
Filesize:
54.93 KB
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4450 Time(s)
ttnk_000.jpg
Description:
Nod Tick Tank. Art.ini Turret Offset: 64. Working Turret Offset from the screenie: 6,4
Filesize:
57.91 KB
Viewed:
4450 Time(s)
mab_000.jpg
Description:
TAKTICS Medium Autobomb generated by 3ds2vxl. Art.ini and screenshot turret offset: -19 or -19.475904. Both worked perfectly.
Filesize:
63.33 KB
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4450 Time(s)
htk_000.jpg
Description:
Soviet Half Track. Art.ini Turret Offset: -80. Working Turret Offset from the screenie: -16
Filesize:
75.83 KB
Viewed:
4450 Time(s)
harv_000.jpg
Description:
Soviet Ore Miner.Art.ini Turret Offset: 50. Working Turret Offset from the screenie: 5
This is interesting. I've used turretoffset=X sometimes for some of my voxels.
So, this option gives the right offset value that can be used in art.ini, right? QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Wed Sep 13, 2006 10:59 am Post subject:
If I make it work correctly... however, I need to know all factors that affect it and there is one that most of WW voxels work well when I divided the value by 10, which is not in the HVA transformation matrix, neither in the voxel bounds thing. QUICK_EDIT
actually i think the number is 12 not 10. i have done something in my code that uses the number 12 somehow and in the VXL or HVA documentation the number 1/12 is stored in the files in a variable called det for some reason. i can't remember what is going on there, i will have to study that section of the code again to refresh my memory. and btw do not base your research on my program because it may not be right.
was it that the HVA positions have to be multiplied by 12 to make them match the voxel bounds and turret offsets? QUICK_EDIT
It is odd since u wouldn't expect a 2d system to want a float number. In models u normaly have to divide the number so that u get a float from a shortint (that way it is a lower filesize), but thats with 3d models. _________________ Free Map Editor - Game Requirements - Stucuk.Net QUICK_EDIT
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