Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Wed May 02, 2007 4:31 pm Post subject:
There is a hope for the normals!
Subject description: Computers can really find them if you give 'em a good hand!
Today is the first day that I'll post a picture that, might not be perfect, but it's presentable. As you can see, there are still things to be fixed, but the result is getting closer and closer to the Westwood normals.
I still need to figure out what is distorting some pixels, specially in the oposite side of the Kirov (which I didn't took a picture), where normals are still screwed up. But that result has already increased my motivation and my hope to find a solution in the next days, since I still have to write the article and send it before May 9th. Time is running out for me... QUICK_EDIT
Joined: 25 Aug 2004 Location: DAS BOOT IM DER OSTSEE
Posted: Wed May 02, 2007 8:24 pm Post subject:
Why not shoot for better normals instead of Westwood normals? Westwood didnt do much right with their work, and I am sure that you can come up with much better normals then WW. _________________ PPM's Reichstrollfuherer, 236th Trollenparties brigade. QUICK_EDIT
Joined: 26 Nov 2002 Location: Algae Colony On Mars
Posted: Wed May 02, 2007 10:20 pm Post subject:
Perhaps because the RA2 normals were right? If there were any problems then they were probably due to limitations with the normals themselves rather than anything else. _________________
Quote:
This is sexier than what this forum was supposed to tolerate. - Banshee
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Wed May 02, 2007 11:05 pm Post subject:
Westwood normals were the best possible for a set of 244 normal directions.
Anyway, I've managed to get a descent result in my end. Much better than the shit above. There are still few bugs to be fixed before I reach the perfection. QUICK_EDIT
Ahem, first of all, don't flame me for replying this topic...
Any who, how will this file work? Will, we download it separate and place the file in the voxel editor file? And, aslo, will you be placing a link anywhere when it's finished? _________________ They will run in fear!
-Soviet Apocalypse Tank- QUICK_EDIT
Joined: 25 Sep 2006 Location: Teamblackistan Posts: Over 9000
Posted: Thu May 17, 2007 6:45 pm Post subject:
It's part of the voxel editor. Press Ctrl+Alt+N and it'll automatically do your normals, thanks to Banshee's uber calculus knowledge.
Right now though, it still has some flaws it it, and Banshee's been working round the clock to get these fixed, so he can type up his paper for the symposium~ _________________ The Fall of Hammerfest - Epic Tiberian chain story
Tiberian Odyssey mapping department. Discord The Team Black Index QUICK_EDIT
I've already found a few ways around some of the problems. Like arrangements for the voxels in the unit to make it look shaded right. Also, you can use the lighten[-] and darken[+] voxel buttons on the panel to make the parts that are a little off look right. _________________ They will run in fear!
-Soviet Apocalypse Tank- QUICK_EDIT
Joined: 25 Sep 2006 Location: Teamblackistan Posts: Over 9000
Posted: Fri May 18, 2007 12:09 pm Post subject:
well that's the hard way. If you want to place all the normals by hand, you're welcome to waste your time
See, Banshee is writing the program that does the auto-normals, which is very complicated based on calculus and verctor quantities and stuff.
But it has to be flawless, in order to write it for the symposium. _________________ The Fall of Hammerfest - Epic Tiberian chain story
Tiberian Odyssey mapping department. Discord The Team Black Index QUICK_EDIT
Yeah, but I'm not lazy, so until he fixes it, I'm fine! I mean, if he fixes it, I'll openly welcome it. But, until then I'm fine. _________________ They will run in fear!
-Soviet Apocalypse Tank- QUICK_EDIT
Joined: 22 Aug 2006 Location: somewhere south of the north pole
Posted: Mon Jul 30, 2007 8:26 pm Post subject:
Sorry the bump, but I have noticed something cool!
If you use range=1 (slightly smooth) and select "smooth my normals" you will get normals [k]very[/k] close to the WW normals. It is very smooth at round shapes, but sharp and crisp at the edges. if a voxel is made very big, and scaled down, Range=2 with smoothing selected off.
I don't know if this is useful to you, Banshee, but it gave me some very good and sharp normals. _________________ This is a signature QUICK_EDIT
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