Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sun Aug 24, 2014 4:21 pm Post subject:
Dat hovercraft. D:
Rest seem too realistic and too direct 3D conversions for me to like. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
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Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
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WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
I'm still in the process of forming some aesthetic that's alittle realistic but also C&C friendly. Ideally also something that's completely different to what's already been done.
Except for the Nimitz the other vessels and the Jeep are stock standard 3d imports. And the Nims texture is like 50% complete.
The units scale mirrors RA2's but with my own specific dimensions. QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Mon Aug 25, 2014 1:26 pm Post subject:
Now that has potential. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
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Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
@Wolfsangel: Yeah the red area is remap but still not 100% on weather it's the best place for it. It consumes too much of the voxels surface. I'll figure something out haha.
Kept working on the Apache but decided to scrap what I had created and start over. I'm happy with the results so far though it lacks some finer details at present.
Also made an animation for it too and the result came out really cool, I tried something different and it payed off. Hope you guys like it as much as I do lol.
Finally here is a preview of the next unit I'll be starting. Artillery.
Does OpenRA have the gappage problem on voxels? Does it use single pixels or cubes for each voxel data point? What voxel dot distance are you using? QUICK_EDIT
looks good _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
@Nikademis Von Hisson: Thanks man, they are only going to get better.
@ViPr. Can't say for certain that OpenRA has a garbage problem or not without spending some time looking through the code first. However your keen eye has made me look into the factors that affect the voxel size, scale, dot distance and what I had been doing through my development processes and the like, and I think you may have saved me an absolute tonne of extra work had I just continued the way I was going.
I am making the assumption that dot distance in 3ds2vxl is the same as the Scale in VXL3's header file editor (correct me if I'm wrong). I discovered that the dot distance I had set in 3ds2vxl was different to the scale that was set in VXL3. Initially these where 0.7 and 0.0833... respectively, this explains my confusion of having to rely upon OpenRA's voxel scale functions to bring it back up to an appropriate size, which was 12 for all units in my case.
Changing the vxl header scale has improved the quality of the vxl and has removed the need to rely upon OpenRa's voxel scale functions, which now means I have to redefine my system of scaling the units appropriately to a scale of x1 ingame. But the improved quality is worth it.
This has saved me from having to remake everything from scratch, then reanimate units that had animations and then tweak all of the unit scales from their .yaml object notations.
I could be wrong but I believe voxel dot distance is the distance between voxel data points in screen pixels. It needs to be set to less than 1 only to prevent gapping in the official games because they use a cheap rendering method where voxel data points are represented using single pixels instead of cubes.
If OpenRA uses cubes then the voxel dot distance should probably be set to 1. Look at your voxels in the voxel viewers with different voxel dot distances to see what might happen in OpenRA. If the voxel dot distance is not 1 then you will get either cube gapping or overlapping. Overlapping causes Z-buffer fighting which is not pretty.
By the way, what I said about the voxel viewers applies to how they were years ago when I checked. They may have changed since then so that cubes appear to be scaled to always fit properly in those particular viewers only. QUICK_EDIT
I'd say your explanation about voxel dot distance is accurate, the algorithm must operate from a central point then extend outward. Not sure if the calculations occur at the edges of the voxel or the centre though.
As far as I can tell, the voxel's in OpenRA remain voxels ingame. I am making this assumption from my experience with voxels either not having a defined scale or still having a large scale set in their rule.yaml entries after I have corrected everything in their build process and header declarations. they appear huge in game and they look the same as they would if you zoomed up close to them in the .hva editor. I could still be wrong but I guess all it would take is a detailed look into how the game handles them to find out for certain.
I have fixed all of the voxels that I have shown previously and they look marginally better than they do in the previous screen shots. I want to avoid spamming screens of the same units over and over so I'll wait till I have them to a point where they are close to finish before I show more of the same.
For fun I will develop a new tool we can all use. But I'll go into more detail about that soon.
I also wan't to make a mod announcement soon too, but I think doing so now would be too premature. I wan't to have basic units complete for a number of sides complete first and have them implemented. The theme has been recurrent through my time posting on these forums, and those that have been here long enough may very likely remember the likes of the failed mod "Before the Storm" and my view points on how cartony RA2 specifically and RA3 was and how the themes, units, tech, aesthetic, black humour and alittle well placed gore of RA should have propagated through out the later games of the franchise. So I guess ultimately that is my goal at the least. QUICK_EDIT
I am aware, though I am not a fan of using the SHP rotors tbh as I like the RA2 implementation much better. It gives me more creative control also as some vehicles have 3 blades and other like the Hind have 5. The Apache also has unique blade tips and the markings on the blades varies by vehicle, country/faction using the vehicle and to a lesser extent theatre, time period.
Finally I would prefer to animate them myself as well as have the ability to have animated tail rotors, which like the main rotor also vary as much. QUICK_EDIT
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