Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Wed May 12, 2004 11:39 pm Post subject:
Voxels from a never seen point of view...
Stu has been developping an aplication to view voxels with hva (he has been researching how hva files work, so he can implement it later at VXLSE III)... He gave me an alpha version of the thing... and I loved it... Here's the screenshot I took... if we find out one day how to encode vqa files, it will be possible to modify this tool to make movies...
Note: Stu, if you wanna delete this topic, do it. QUICK_EDIT
Note: i still can't get HVA's to work right, in the version u have Banshee HVA's are disabled. (the Voxels Transform Matrix seems to work fine, its just the hva ones giving problems)
EDIT: Added pics showing HVA problem, note the animation seems correct, the parts are just a tad seperated........
I personaly think pro video making stuff is better. I.E 3d scene makers, make 3d models make a scene, make it do stuff, and bang u got a video. Main problem with VXL fles is when rendering them in 3d, u draw every square, working out what is seen would take time. So u are drawing about 13 thousand squares(2k min) , the size doesn't matter, its the amount, a 3d model would have about 200 Max(im betting im over estimating this max) So u get low FPS.
Anyway, pics, one showing some sucsess the other showing some probs with this. (Some seem to work fine, others have alignment probs)
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Thu May 13, 2004 9:16 pm Post subject:
You need a turret offset option... if you look at art.ini, some voxels have turret offset options. 2TNK doesnt have this problem, but 4TNK has. Look at 4TNK's code:
Anyway, I will continue my screenshot turn here... Here's the Mad Dog voxel, created a very long time ago by Weeraby2k (I think) and used to be one of the master pieces from Editing Source that Detail used to run. It's currently available at YR Argentina. Anyway, the version available for download has terrible normals. I used the auto-normalizer from VXLSE III and the difference was amazing. Then, I rendered it at the Open Source Voxel Viewer (old version that I have here) and the results are... take a look:
Joined: 26 Nov 2002 Location: Algae Colony On Mars
Posted: Thu May 13, 2004 10:32 pm Post subject:
Maybe you should have a go at more detailed textures, or make it repeat more often, so it doesn't look jagged. Maybe, if we could do AVI->VQA, we should make very highly detailed voxels, like twice the detail as now, so we can do good quality stuff. Of course, I'm just a sad little person with no good opinion and should be ignored by everyone. _________________
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: Thu May 13, 2004 10:52 pm Post subject:
You can create the texture that you want for the terrain... We are just lazy to create new ones ... At least I am.. I dont know about Stu. _________________
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800x700 image is about 500kb (JPG) True Higher compression would lower it (i always save with compression at one for max quality), Times 500 by 4 and u get 2000KB (or 2MB Approx).
The size that if im correct should have "perfect" quality is 1400x1400.
if somehow texture "sets" could be made of say 200x200 images that could fit together, technicaly "maps" could be made. (obvacly not gigantic ones u can walk around in)
And about high detailed voxels, it would b much better to make actual 3d models, they would use less resources, they would look better, and they would be more friendly. (i.e Md3 format is a nice one).
Ya I agree with stu if we get the ability to make vqa's then we really should use a 3d prog over trying to render voxels. _________________
All hail me
QUICK_EDIT
New Feature: You can now save and load scene's, so if u find the right angle, ground height, ground size, etc, then save the scene, and you can load it up the next time u want to view a voxel.
When the blades are fixed u will all know about it! That helicopter works for some reason...... Night Hawk doesn't.
When it comes to PR u are the master.
I don't know how to do sky boxes or Q3 Style dome skys. (im amazed i got this far being a noob at OpenGl) _________________ Free Map Editor - Game Requirements - Stucuk.Net QUICK_EDIT
When bglman discovered the normals, i implemented them in VXLSE III and when this program was made it used the normals. VXLSE III defultly is set to use normal simulation or something its not proper normals, its point is to keep fps higher. You can manualy change this. Anyway this isn't the thread or the forum to talk about VXLSE III. _________________ Free Map Editor - Game Requirements - Stucuk.Net QUICK_EDIT
Jpg's are the only supported format. Gif's wouldn't be posible, not with my understanding of opengl anyway.
Technicaly BMP and TGA could be implemented but that would mean the program could take alot longer to load. (program has to search the dir's for textures and laod them, searching more than one format would cause more of a delay). Since all 3 are still images with not much quality difference JPG was selected, due to it having low file sizes, being a very common format and has the option for compression. _________________ Free Map Editor - Game Requirements - Stucuk.Net QUICK_EDIT
I can't see if it is done already but maybe you should add TurretOffset= feature as to make it not so Trail-and-Error. Maybe even PrimaryFLH= can be added, too. It would make the program even more useful.
[quote]So it wouldn't help with this program (since i can't make guns fire, etc) /quote]
Ahhh...
That's too bad. Finding the PrimaryFLH is soooo time consuming, and tedious to perfect it, that the option would be extremely useful. QUICK_EDIT
If you could set the PrimaryFLH, how could you tell where it was on the model?
Especialy how adding the body, turret and barrels isn't compleate, the HVA's arn't worked out 100% correct(mechs work but blades don't always align right), etc. _________________ Free Map Editor - Game Requirements - Stucuk.Net QUICK_EDIT
For Voxels with no HVA animations the FPS has been improved, tho the loading times for voxels with no HVA animations can be up to 5 seconds for the program to build the voxel, but u can experience up to 200% increases in FPS.
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