I cant remember how far it was comming along in the latest version, but the cube and sphere creation tools?
Edit: Also on the voxel resize (the resize that widens the area it can be made in) can you add it so you can determine which side the 'pixels' will be added too? because i think it only adds to the front and the top but sometimes you need more room in the back and bottom? QUICK_EDIT
Cube and sephere would need a new editor. Resize is beond me, tryed modifying ti in the past and failed....... _________________ Free Map Editor - Game Requirements - Stucuk.Net QUICK_EDIT
I have an idea that I think would help people out alot. If you work in a 3d program all the time you use blueprints to model proabably 75% of the time. Well would it be possible for you to make a 4 view port being front, left, back, and front. and then being able to put a blueprint in the back to make a vxl? I know it sounds far fetched but I think if you were able to figure a way to somehow implement this it would be very helpful. QUICK_EDIT
i tryed to make a thing that could turn 3 bmp's into a voxel (top, side, front views), gave up on that project.... _________________ Free Map Editor - Game Requirements - Stucuk.Net QUICK_EDIT
Joined: 10 Aug 2003 Location: Laughing at Donald Trump in a rather flat place
Posted: Wed Apr 28, 2004 8:38 pm Post subject:
I think that would be kinda cool...
Would really help learning voxel makers, or people who are very lazy (like me ). _________________ Tiberian Station
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First ill release the latest ver with its small additions. Then ill try n make VXLSE III (a compleate rebuild, note: i said try since the program could b worse due to me not fully understanding every inch of VXLSE II).
I have posted in sleinirstuff asking if anyone knows the TS normal stuff, ppl say it has already been worked out, they also say that the first 35 normals of RA2 match TS which is BS(or TS vxl's would look right with RA2 normal values). If im correct noone has ever worked out normals right, until bglman found the right RA2 ones.
The first 35 RA2 normals arn't the same as the TS normals, if there were u would have vxl's looking simielr to the one i posted on sleinirstuff which was displayed with RA2 normals (when it actualy had ts ones). _________________ Free Map Editor - Game Requirements - Stucuk.Net QUICK_EDIT
doesnt matter they have found the ts one anyways. so im just waitng for the next version of the vxl editor with the new and amazing normals. _________________ MadHQ's Graveyard - Click here!
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when i create a voxel and use ra2 normals it shows fine......
VXLSE III which is under construction is the only program i have made that can do "true normals", VXLSE II doesn't show proper normals. _________________ Free Map Editor - Game Requirements - Stucuk.Net QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Fri Apr 30, 2004 1:04 am Post subject:
Could you call it VXLSE IV instead of III? Because Greg's Deluxe Editor is also known as Voxel Editor III... so, try not confusing things . _________________
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Quake 3 and Doom 3 both have the same version number yet they are different names.
Voxel Section Editor III is different to Voxel Editor III.
I would love to know why ppl call it Voxel Editor III since it has no relation to VXLSE. (VXLSE II was a relation of Wills original, Gregs is no relation) _________________ Free Map Editor - Game Requirements - Stucuk.Net QUICK_EDIT
I think that there should be interchangability between the colour scheme scripts. What I mean by that is that you should be able switch the NOD colour scheme over to Soviet, GDI to Allied, etc. QUICK_EDIT
You should fix the Scale. If I hit the Calculate button, I'll have a heird VXL ingame. Try and you'll see... _________________ I said: "I'll be back". And here I am QUICK_EDIT
I think that there should be interchangability between the colour scheme scripts. What I mean by that is that you should be able switch the NOD colour scheme over to Soviet, GDI to Allied, etc.
By downloading OS Palette Editor you can make ur own cscheme files. The CScheme files that come with VXLSE II and VXLSE III were made by users.
Quote:
You should fix the Scale. If I hit the Calculate button, I'll have a heird VXL ingame. Try and you'll see...
Its never been right. Its best to do it manualy, tho it may be fixed in the next VXLSE III beta(may because its a gray area) _________________ Free Map Editor - Game Requirements - Stucuk.Net QUICK_EDIT
1. You should add a button for 3D view of the VXL and when you hit it, a window shows up with the VXL, just like in the Voxel Section Editor 2.1 SE OpenGL (that's for people like me who has 800x600).
2. A random texture creator (you tell it the area and the colour to use) _________________ I said: "I'll be back". And here I am QUICK_EDIT
VXLSE III's view is set into the program like the other versions, and like the other versions the heigh is varible and linked to the height of the VXLSE II window (when it is below the normal height).
Joined: 26 Apr 2003 Location: Somewhere in Germany
Posted: Fri Jun 04, 2004 11:36 am Post subject:
My suggestion: Replace the "calculate scale"-thingy with a function that sets this value to 8.333333582e-002.
I've been testing around a bit, and a) this value is used by ALL westwood voxels, and b) this value seems to be necessary to get the most accurate results in-game. at least whenever i used a different value (no matter i manually typed or calculated by this function) it didn't look as good as with this special value. QUICK_EDIT
use the bounds manager, ignore the calculate button.
The bounds manager which is in TB3 works out the current offset, it shows it in the managers window, you cna change the offset, and also specify a scale thats applyed to it to make it smaller(or stay the same), the latest version can take custom user values for the scale. _________________ Free Map Editor - Game Requirements - Stucuk.Net QUICK_EDIT
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