Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: 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.
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. QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Sun Dec 24, 2006 9:24 pm Post subject:
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. QUICK_EDIT
Joined: 07 Mar 2006 Location: In ur BIOS, Steeln ur Megahurtz!
Posted: Sun Dec 24, 2006 9:42 pm Post subject:
i dont know what the hell you're talking about, but it sounds great, banshee. _________________ Please, read the signature rules of the forum. QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Wed Dec 27, 2006 3:38 pm Post subject:
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. QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Thu Dec 28, 2006 2:01 am Post subject:
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. QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Fri Jan 05, 2007 3:09 am Post subject:
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. QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Fri Jan 05, 2007 3:41 am Post subject:
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. QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Sun Jan 28, 2007 5:17 am Post subject:
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... QUICK_EDIT
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...? QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Mon Jan 29, 2007 1:22 am Post subject:
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). QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Mon Jan 29, 2007 10:58 pm Post subject:
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. QUICK_EDIT
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. QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Mon Feb 12, 2007 3:23 am Post subject:
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 . Last edited by Banshee on Mon Feb 12, 2007 2:26 pm; edited 1 time in total QUICK_EDIT
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. QUICK_EDIT
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) _________________ Time will tell...
Sooner or later...
Time will tell... QUICK_EDIT
You can post new topics in this forum You can reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum You cannot attach files in this forum You can download files in this forum