Project Perfect Mod Forums
:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Privacy Policy :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::


The time now is Thu Mar 28, 2024 8:42 am
All times are UTC + 0
Voxel Formating
Moderators: Global Moderators, Red Alert 2 Moderators
Post new topic   Reply to topic Page 1 of 1 [5 Posts] Mark the topic unread ::  View previous topic :: View next topic
Author Message
cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Sun Dec 23, 2018 2:49 am    Post subject:  Voxel Formating Reply with quote  Mark this post and the followings unread

Confused can someone provide a over-detailed voxel format description? I'm trying to write a program that does automated patterns drawing to color a Voxel. But at first I need to know how to read a vxl file.
It starts with a string of 16 chars "Voxel Animation\0" and then what?
Is each dot a struct of 5 ints, uints, or 8 bit ints (chars) and where do these dots start?
How sections are delimited?
etc.

_________________

Back to top
View user's profile Send private message Skype Account
G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sun Dec 23, 2018 4:15 am    Post subject: Reply with quote  Mark this post and the followings unread

Dots are stored in pages or slices along the long axis we refer to as Z in VXLSE but axis orientation is described differently in the format.

Contiguous blocks of pixels are noted by the start and end positions, effectively creating null header and trailer spans you skip... although for a simple constructor you could fill the whitespace with unusual dots you can manually flood-delete later, if you want to skip the calculating of spans and offsets.



voxelslicer.zip
 Description:

Download
 Filename:  voxelslicer.zip
 Filesize:  1.91 KB
 Downloaded:  8 Time(s)


_________________
http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai

Back to top
View user's profile Send private message
E1 Elite
General


Joined: 28 May 2013

PostPosted: Sun Dec 23, 2018 6:38 am    Post subject: Reply with quote  Mark this post and the followings unread


Back to top
View user's profile Send private message
cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Sun Dec 23, 2018 10:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

That's enough information.
Let's see if I can let my own game use VXL Laughing

_________________

Back to top
View user's profile Send private message Skype Account
cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Mon Dec 24, 2018 10:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
+------------------+
¦   SKIP COUNT     ¦ 1 byte
+------------------¦
¦   NUM. VOXELS    ¦ 1 byte
+------------------¦
¦  VOXEL 1 COLOUR  ¦ each 1 byte; palette colour index
+------------------¦
¦  VOXEL 1 NORMAL  ¦ each 1 byte
+------------------¦
¦  VOXEL 2 COLOUR  ¦
+------------------¦
¦  VOXEL 2 NORMAL  ¦
+------------------¦
       ...
+------------------¦
¦  VOXEL n COLOUR  ¦
+------------------¦
¦  VOXEL n NORMAL  ¦
+------------------¦
¦   NUM. VOXELS    ¦ 1 byte; same value as previous declaration
+------------------+
+------------------+
¦   SKIP COUNT     ¦ etc.
+------------------¦
       ...

What does this skip count do?
and BTW are the span[n=x*y] in row or column major?

_________________

Back to top
View user's profile Send private message Skype Account
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 1 [5 Posts] Mark the topic unread ::  View previous topic :: View next topic
 
Share on TwitterShare on FacebookShare on Google+Share on DiggShare on RedditShare on PInterestShare on Del.icio.usShare on Stumble Upon
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum


Powered by phpBB © phpBB Group

[ Time: 0.1765s ][ Queries: 13 (0.0112s) ][ Debug on ]