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 Forum index » Modding Central » OpenRA Editing Forums
Can OpenRA be used as VXL to SHP conversion tool?
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Graion Dilach
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Joined: 22 Nov 2010
Location: Iszkaszentgyörgy, Hungary

PostPosted: Sun Feb 08, 2015 11:51 pm    Post subject:   Can OpenRA be used as VXL to SHP conversion tool? Reply with quote

I can't sleep and Gangster's showcases invoked a brainstorm.

Say I have a voxel file. Which apparently OpenRA renders better with TS/RA2 lighting than WW renderer. Can I export the OpenRA results into directly an SHP or a bunch of PNGs?

I don't mind if it needs a dummy terrain.

But really, there would be quite an amount of use-case in traditional TS/RA2 modding for this. Converting VXL building turrets to SHP (Nod Laser, Patriot, Gattling, etc) would be a great quality change for the public and even I'd jump for joy if OpenRA could convert VXL mechs to SHP...

I even dare promising I'd stop bickering about how you messed up RA gameplay if this is possible.
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Matthias M.
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Joined: 15 Jun 2012
Location: Germany

PostPosted: Mon Feb 09, 2015 9:46 pm    Post subject: Re: Can OpenRA be used as VXL to SHP conversion tool? Reply with quote

Graion Dilach wrote:
Say I have a voxel file. Which apparently OpenRA renders better with TS/RA2 lighting than WW renderer. Can I export the OpenRA results into directly an SHP or a bunch of PNGs?


Not yet. See https://github.com/OpenRA/OpenRA/tree/bleed/OpenRA.Mods.Common/UtilityCommands on how to plug-in your idea into the command line utility which does the export and format conversions. This may not be an easy task though.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyörgy, Hungary

PostPosted: Sat Feb 21, 2015 3:10 pm    Post subject: Reply with quote

A bit late reply but I had no time to this before.

That's not even close of what I think of. I looked at the "Add a new voxel unit" tutorial and I assembled a mockup of what I'd ask for. (If I missed a property of the renderer, sorry.)

Basically strip down OpenRA to something like the attachment - which is tbh IMO closer to your Asset Browser in principle than an actual command-line tool. When you'd load a voxel it'd assume some kind of default (maybe WarFactory) orientation. It'd use the same stuff as what the VXL renderer in ORA gets.

Grid's color would be the inverse of background. Facings would have 3 option, 1, 8, 32. Nothing else is needed imo.

When you click on Preview, the HVA animation (if any) would play once in the default facing. When you click on Convert, the HVA anim would play facing times (with appropriate rotation) and each frame of the preview would be saved to the output dir in a numbered PNG.

Zoom would be different tho, if I say zoom out, then the frame which gets saved should be on the full resolution before downscaling in the preview window.

Hell, if your codebase wouldn't be such a mess for someone who never worked with traits and actors (and I maintain my view that a proper class hierarchy will always be more effective - excluding cloud computing ofc - than actors), I'd do it on my own, but I can't. It doesn't sound that hard.


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Matthias M.
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Joined: 15 Jun 2012
Location: Germany

PostPosted: Sun Feb 22, 2015 8:05 pm    Post subject: Reply with quote

You can post a bounty at https://www.bountysource.com/teams/openra/issues if you want someone else to work on this.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyörgy, Hungary

PostPosted: Mon Feb 23, 2015 11:23 am    Post subject: Reply with quote

I think we both know where would that lead to. Fine. I'll never ask you anything anymore.

At least you could have tried to be helpful by linking me via either the voxel renderer code either the Asset Browser either some kind of developer doc which tells me about how actors-traits work ör something... but don't mind - I'll figure it out on my own when I'll have time for such.
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Matthias M.
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Joined: 15 Jun 2012
Location: Germany

PostPosted: Mon Feb 23, 2015 10:39 pm    Post subject: Reply with quote

Our new https://github.com/OpenRA/OpenRA/blob/bleed/OpenRA.Mods.Common/Widgets/ActorPreviewWidget.cs and https://github.com/OpenRA/OpenRA/wiki/Adding-a-voxel-unit-ingame may be what you are looking for.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyörgy, Hungary

PostPosted: Tue Feb 24, 2015 1:51 am    Post subject: Reply with quote

Thanks, that ActorPreviewWindow indeed seems to be the thing I was looking for to start on. I think this'll be enough of a hint.

I honestly thought you already had similar for some kind of internal obscuring test interface made during implementation not something such fresh.

Either way, thanks, yep, I'll be okay.
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Matthias M.
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Joined: 15 Jun 2012
Location: Germany

PostPosted: Tue Feb 24, 2015 9:49 am    Post subject: Reply with quote

The asset browser needs a revamp. It can only play videos and show sprites as it originated from the pre-Voxel era of OpenRA.

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