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 Forum index » Modding Central » Red Alert 2 Editing Forum » Tutorials Vault
Converting PCX's to Voxels
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tibmaker
Vehicle Driver


Joined: 15 Mar 2003

PostPosted: Tue Apr 22, 2003 4:03 am    Post subject:   Converting PCX's to Voxels Reply with quote

Author: tibmaker
Requirements:
XCC
All your PCX files
It isn't that hard to do but it is really long. First you must create you PCXs. To make a voxel out of PCXs you have to make each PCX a vertical (up and down) layer of the unit. The average is anywhere from 20-30 layers. That means you will be doing a lot! I recommend using Flash or some other program to align everything up in the exact center. After you have your PCXs done you must open XCC and goto that directory where you stored them. Then you select them in order and click Copy As Voxel. And after that you got yourself a voxel.

Key Words: #Tutorials #Voxels #Graphics #Media #TiberianSun #Firestorm #RedAlert2 #YurisRevenge #OpenRA #XCCUtilities 

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the_kid
Cyborg Informer


Joined: 14 Sep 2002
Location: Las Vegas, Nevada, United States of America

PostPosted: Wed Sep 24, 2003 4:50 am    Post subject: Reply with quote

hi, I have a website, and I would like to put this up in the tutorials erm... section of the site. But of coarse I need your permission first, and no worries, you will get credit, and I can even link to your e-mail and website (haven't looked at your site yet, but I may be interested in affiliating as long as its c&c related)
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Banshee
Supreme Banshee


Joined: 15 Aug 2002
Location: Brazil

PostPosted: Wed Sep 24, 2003 5:32 pm    Post subject: Reply with quote

you'd better email him... he rarely visit PPM forums...

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Wed Sep 24, 2003 7:55 pm    Post subject: Reply with quote

Too bad, that a voxel section created by XCC Mixer, can NOT be moved ("translated") in .hva editor anymore.

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Tratos
General


Joined: 01 Jan 2003

PostPosted: Wed Sep 24, 2003 11:07 pm    Post subject: Reply with quote

Its also worth noting that a voxel made this way will have absolutly no normals whatsoever, and will look terrible, auto-normals is your best bet but they aren't brilliant either

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Thu Sep 25, 2003 2:47 pm    Post subject: Reply with quote

The XCC created voxels seems to be different than those made with true voxel programs. Even opening and saving them with one of these programs doesn't "fix" the it, the hva editor problem is still there.

I know, however, another way to resize voxels..Wink

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Banshee
Supreme Banshee


Joined: 15 Aug 2002
Location: Brazil

PostPosted: Thu Sep 25, 2003 5:48 pm    Post subject: Reply with quote

will's program does a nice job on resizing as far as I've heard (but never tested)

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Thu Sep 25, 2003 7:22 pm    Post subject: Reply with quote

no it just resizes the voxel borders, not the pixels inside. or something like that..

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Mike
Commander


Joined: 11 Jan 2003
Location: Netherlands

PostPosted: Thu Sep 25, 2003 7:38 pm    Post subject: Reply with quote

it DOES if u choose the CONTENT TOO button
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SeaMan
Man of the Sea


Joined: 07 Dec 2002
Location: Oulu, Finland

PostPosted: Thu Sep 25, 2003 7:59 pm    Post subject: Reply with quote

VxlUtil can rescale voxels, changing the ingame size without changing the image itself.
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Last edited by SeaMan on Fri Sep 26, 2003 12:34 pm; edited 1 time in total

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Fri Sep 26, 2003 9:48 am    Post subject: Reply with quote

Yes that's the way i meant, Seaman. and to Turalyon, content resize only supports multiples of 2, so it's pretty useless most of the time.

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