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Voxel Engine will be redone.
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Banshee
Supreme Banshee


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

PostPosted: Wed Dec 20, 2006 1:58 am    Post subject:  Voxel Engine will be redone.
Subject description: I've lost the one from OS:VV 1.75 on my old pen drive.
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Today, I've started coding a bit the new voxel engine, to replace the one I lost a month ago. I decided to recode the one from 1.7, forcing the use of classes for anything relevant, including actors, terrain bits and skies, so it will be easier to avoid memory leak, add support for more than one voxel and... if I decide to support any other file type (w3d or w3x), it will be easier to add to the program.

I have a test tomorrow and another one on thrusday, but after that, I plan to continue working on it.

This will probably delay any future release of OS:VV and OS: HVA Builder for a while, but it will give me much less headaches in the future. I have to do something like that with OS SHP Builder as well, since it's being a pain in the ass to deal with I don't know how much functions that copy frames and other things that could be much easier to deal with, if they were inside classes.

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daTS
Mr. Moosey


Joined: 18 Feb 2005
Location: Star Kingdom of Manticore

PostPosted: Wed Dec 20, 2006 2:26 am    Post subject: Reply with quote  Mark this post and the followings unread

YES!

Something all new.

You rock banshee

You rock harder than a Godsmack concert!

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Banshee
Supreme Banshee


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

PostPosted: Sun Dec 24, 2006 9:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks, although I think you are certainly exagerating.

Anyway, I had some progress... the new HVA class is done and the voxel class looks finished. Now, I have to move into some new classes before adapting the voxel one to the new features.

Rendering stuff will be inside the new actor class, as well as the voxel class.

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ChielScape
General


Joined: 07 Mar 2006
Location: In ur BIOS, Steeln ur Megahurtz!

PostPosted: Sun Dec 24, 2006 9:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

i dont know what the hell you're talking about, but it sounds great, banshee.

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Banshee
Supreme Banshee


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

PostPosted: Wed Dec 27, 2006 3:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

The voxel actor part is nearly done. Once I do the classes: world, ground, sky and camera; I'll start adapting OS: Voxel Viewer for it. Then, I'll post a beta from it.

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Anderwin
General


Joined: 16 May 2005

PostPosted: Wed Dec 27, 2006 6:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nice Banshee =).
You are a kickass coder

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Banshee
Supreme Banshee


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

PostPosted: Thu Dec 28, 2006 2:01 am    Post subject: Reply with quote  Mark this post and the followings unread

We'll see that once the program is ready. I'm working in the new sky class now and I'll keep posting my progress here, so you guys will see when a new OS: Voxel Viewer will born.

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Jåker
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PostPosted: Sun Dec 31, 2006 10:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

Is this new voxel thing going to make voxels looks better?

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Banshee
Supreme Banshee


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

PostPosted: Mon Jan 01, 2007 3:10 am    Post subject: Reply with quote  Mark this post and the followings unread

Probably.

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Jåker
Guest




PostPosted: Tue Jan 02, 2007 12:16 am    Post subject: Reply with quote  Mark this post and the followings unread

Ingame to?

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Banshee
Supreme Banshee


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

PostPosted: Tue Jan 02, 2007 4:42 am    Post subject: Reply with quote  Mark this post and the followings unread

No.

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Dupl3xxx
Commander


Joined: 22 Aug 2006
Location: somewhere south of the north pole

PostPosted: Thu Jan 04, 2007 8:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

A newer engin, better and faster that this on!?!? o.O

LONG LIVE Banshee!!!

LONG LIVE Banshee!!!

LONG LIVE Banshee!!!

LONG LIVE Banshee!!!

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Tony
Commander


Joined: 02 Apr 2005
Location: United States

PostPosted: Thu Jan 04, 2007 10:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Awesome Banshee! I can't wait to try it out Smile

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Harv
Cyborg Firebomber


Joined: 09 Oct 2006
Location: -My own Imagination-

PostPosted: Fri Jan 05, 2007 1:32 am    Post subject: Reply with quote  Mark this post and the followings unread

YAY, i cant wait for this man

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Banshee
Supreme Banshee


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

PostPosted: Fri Jan 05, 2007 3:09 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks to a meeting about another project with some friends, I've noticed that the concept of actors was wrong in this engine. So, I'll have to recode some stuff regarding model files (like Voxel and W3D) inside actors.

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THE Protagonist
Commander


Joined: 19 Apr 2006
Location: The Etto

PostPosted: Fri Jan 05, 2007 3:22 am    Post subject: Reply with quote  Mark this post and the followings unread

umm this sounds cool. but are their gonna be any like screen shots of the new vxling stuff?

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Banshee
Supreme Banshee


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

PostPosted: Fri Jan 05, 2007 3:41 am    Post subject: Reply with quote  Mark this post and the followings unread

When I have a functional alpha version, yes. Otherwise no. I still have to code the basic things to start adapting the program to make it work.

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Banshee
Supreme Banshee


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

PostPosted: Sun Jan 28, 2007 5:17 am    Post subject: Reply with quote  Mark this post and the followings unread

Just to continue to report my progress on it, I've coded the sky, the basic terrain and now I'm working on the camera. I'm coding a sort of a mini-AI system to manage the position and rotation of the camera while we move, rotate it or order it to move or rotate automatically, etc...

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Sun Jan 28, 2007 4:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hmm, sounds cool. Do you think it will be possible to position vxls, so you could make scenes and things. Maybe one day even moving scenes...?

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Banshee
Supreme Banshee


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

PostPosted: Sun Jan 28, 2007 6:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

That's the purpose... or one of them.

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Banshee
Supreme Banshee


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

PostPosted: Mon Jan 29, 2007 1:22 am    Post subject: Reply with quote  Mark this post and the followings unread

And more progress report: I've just finished the camera code. Now, I'll work on multiple terrain support and then, I'll work in the actors (the heavy part).

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ChielScape
General


Joined: 07 Mar 2006
Location: In ur BIOS, Steeln ur Megahurtz!

PostPosted: Mon Jan 29, 2007 11:33 am    Post subject: Reply with quote  Mark this post and the followings unread

seems you make lotsa progress. keep up the good work.

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Mon Jan 29, 2007 9:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Banshee wrote:
That's the purpose... or one of them.


Could you do all this in normal VV? #Tongue

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Banshee
Supreme Banshee


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

PostPosted: Mon Jan 29, 2007 10:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yea, I could, after some extra hacking and more dirty job that would slow me down later. Honestly, that program demands a recode for my objectives with it and that's what I'm doing.

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paulszcz
Civilian


Joined: 12 Feb 2007

PostPosted: Mon Feb 12, 2007 1:25 am    Post subject: Reply with quote  Mark this post and the followings unread

Hello,

I'm a humble 3D artist, who happens to be studying CS and as my bachelor's paper I'm writing about volume rendering. I'm interested in the mechanics and reasons behind westwood choice of voxels. There's a lot of papers about volume rendering per se, with a bent on scientific usage but I'd very much like to include some info about commercial use in entertainment. I know about all the games that used voxels and I'm particulary interested in Tiberiun Sun and Alpha Centauri (possibly Blade Runner as well).

Does anyone have any papers/links to throw at me for reading? Please, pretty please and thank you.

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Banshee
Supreme Banshee


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

PostPosted: Mon Feb 12, 2007 3:23 am    Post subject: Reply with quote  Mark this post and the followings unread

Hello,

Unfortunatelly, I personally don't know any article, with any scientific value, that explains the voxels from Tiberian Sun.

So, what I can do is to quickly explain how TS voxels work, based on the file format.

TS voxels are a 3D matrix that uses a limited palette of 256 colours and a limited palette of 35 normals (lighting directions). Therefore, each element of the voxel is a face that reflects the light for one direction.

TS voxels uses axis aligned bounding boxes for colision detection. So, you have the minimum vertice and the maximum vertice that determines the space that the voxel ocupies in the environment.

Voxels are animated with the HVA files, which is majorly a set of one transformation matrix (using homogeneous coordinates) per animation frame. So given the position of a certain element in a certain frame, you use the transformation matrix to determine its position in the environment.


Westwood has choosen voxels because, with it, their customers wouldn't need a graphic card with 3d accelerator. Westwood uses DirectDraw 6 or 7 as graphic pipeline.

And that's it. It covers shape, textures(colours), colision and animations.


For more information, I recommend you to download VXLSE III 1.31 and OS: Voxel Viewer 1.7 and check their source code. Good luck and have fun. If your paper is released in a public area, please, inform us, because I'm also interested on it Wink.

Last edited by Banshee on Mon Feb 12, 2007 2:26 pm; edited 1 time in total

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paulszcz
Civilian


Joined: 12 Feb 2007

PostPosted: Mon Feb 12, 2007 1:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thank you for your reply, I will check out these programs. If I manage to persuade my promotor to allow me to write in in English I'll probably distribute it freely.

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Kiith-Sa
Rocket Cyborg


Joined: 26 Oct 2004

PostPosted: Mon Feb 12, 2007 2:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

Go here:
http://xhp.xwis.net/
Find documents, VXL file format. There is a description of TS/RA2 voxel format, though incomplete (Could you fill holes in it Banshee? I'm interested in it too... if not I'll look into the source, but it would save a lot of time)

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