Posted: Sun Jun 03, 2018 1:05 pm Post subject:
Few questions about voxels.
I would be glad if someone could give any information.
1. Is there any advantage/drawback making voxel hollow or full? I am aware of that inner layer could sometime peak through, when some face is viewed almost perpendicular at 1.0 voxel size.
2. Is it possible to find any scheme or sphere chart for TS 0-35 normal positions?
3. Is there any aid or less time consuming method when it comes to making SHP building anim from voxel? For example: deploying sensor arrays, artilleries, raising barrels. I have thought about making moving parts as separate sections, but it isn't quite helpful when it comes to HVA rotations, because TS draws normals always at original position and it doesn't illuminate section based of facing.
Or is the best way to draw it all by hand at SHP editor? QUICK_EDIT
1. hollow voxels render faster ingame. (the less voxels the faster it gets rendered) the engine is horrible inefficient and unable to clip unused voxels.
3. it can help to have a custom clear tile, which is pure white, so you can cut out the unit better from a screenshot for further photoshopping.
imo the best is to create a 3d-model which when rendered looks almost exactly the same as the ingame vxl. then you can work with the 3d model a lot easier to create some animation.
VXL are just horrible to animate, frame capture and convert to SHP. _________________ SHP Artist of Twisted Insurrection: Nod buildings
1, For fast rendering ingame, you mean like faster preparing a map to play or it makes any noticable glitch/slowdown realtime in game?
2, Thanks, I will try. Hope I won't bump on anything, or else I will probably have to try manually match normals to correct faces.
3, Sounds great and useful with custom tile.
For additional custom model, that what I was worrying about. It takes lot of time for me to barely model anything, and I didn't even scratched the model animating and correct rendering with TS lighting and resolution.
Offtopic: In vanilla TS, is the lighting position for buildings somehow different for illuminating compared to attached shadow? It seems to me that attached shadows are made quite smaller, like the light source was much higher.
Also the shadow direction seems to vary on some buildings. QUICK_EDIT
1. IIRC you can notice a gamespeed difference ingame, if there are many very big units (close to the max voxel size) on screen, where it makes a difference if they are hollow or not.
Especially if they are also animated and the animation not cached (thus the game forced to render them on the spot.
3. if you have a plain colored tile, you could also disable the selection box and health bar.
then you can select a unit ingame (with nothing drawn on it), press f to let the screen follow it centered, and then move the unit over the plain tiles.
Then you can screen capture the hva animation while the unit moves, with the unit always in perfect center.
This way you could make a hva anim of the deploying unit and capture it for a very easy crop out image edit afterwards. _________________ SHP Artist of Twisted Insurrection: Nod buildings
3. Wow, that's pretty clever. I will definitely use that. Also having multiple voxel sections of same part could be quite handy when swapped during anim, for more significant color, lighting or shape change.
Thanks a lot. QUICK_EDIT
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