Posted: Sun Jun 06, 2004 4:22 pm Post subject:
OS: HVA Builder
Iv started work on a HVA Builder, tho there is a chance i may fail (since i havn't yet ranslated the HVA Editors code that manipulates the TransForm Matrix's in HVA's).
Anyway, i was originaly gona do 4 views, 3 2d views of the X,Y,Z Axis's and one 3d View. Since my attempt at 2d views was slow and had bugs i decided to ditch that idea.
Insted of 4 views, its gona just have a 3d view. Using a drop down menu u select which thing u are currently controling(View, VoxelOffset, HVA Position, HVA Rotation), depending on what ur controling will change what happens when u use left and right click on the 3d view.
The currently active section is highlighted in red so you can see what is selected.
Attached is a preview showing shad.vxl where i have lowered one of the blades down to the body using the VoxelOffset thing.
Personaly i don't think its a hard control system to use.
Sounds awesome, but be sure to make it load voxels properly, that means it has to take the 'scales' into account. (OS voxel viewer also doesn't do this..) QUICK_EDIT
Joined: 10 Aug 2003 Location: Laughing at Donald Trump in a rather flat place
Posted: Sun Jun 06, 2004 6:53 pm Post subject:
kewl, will you try to make it easier to animate mechs? _________________ Tiberian Station
Image guy on the Dune Sun\
- Peace - Through - Wossname - QUICK_EDIT
1.2 Doesn't take scales into account, it also has bad alignment's. Maybe its time to release the current changelist
Quote:
1.3
- revisions by Stucuk:
- Added: CullFace is now optional, when off ground can be seen from below
- BugFix: 3D View fully diabled for ppl having CPU probs
- Changed: Ground Textures now work for all Units, they are no longer seperated.
- Changed: Ground Automaticaly tiles or untiles depending if the Ground Texture's names ends with "tile"
- Changed: When a unit with a barrel and or turret is loaded you can now view each part seperatly like it was one multisectioned voxel.
- Improved: Blade alignments have been improved, still not prefect. Fixed maybe?
- Improved: Turret alignments have been improved? Fixed? Need to find out stu!
One of the alignment fixes has been the fact that V1.3 takes the Bounds into account. (Its true name is Bounds, actual scales are worked out from the bounds and so is the offset (by the game).... i wonder how long it will take ppl to start refering to them as Bounds rather than scales...)
Quote:
kewl, will you try to make it easier to animate mechs?
Im hopeing it will be easyer, since its 3d rather than 2d views you should hev a better view, thus animations should b more presise (some 3rd party voxels have gaps in there movement(between the sections), which isn't noticed ingame but can b seen in OS:VV)
Currently all that needs to b done is:
HVA Rotation
Save
New
Add/Remove Animation Frames
Tho having said that there is no evidence to support my theory that what u see in the 3d View is correct. (If the calculations that create the 3d view are wrong that means whatever you do with the program would b "off". But that can only b tested once the program is up and running) _________________ Free Map Editor - Game Requirements - Stucuk.Net QUICK_EDIT
A HVA Editor was always on the cards when OS: Voxel Viewer started. Well actualy days b4. OS: Voxel Viewer was the learning stage, since to make an editor u first need to rander a Voxel+HVA correctly. _________________ Free Map Editor - Game Requirements - Stucuk.Net QUICK_EDIT
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