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FLH positioner
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Denmon
General


Joined: 12 Jun 2004
Location: /S/weden

PostPosted: Mon Oct 22, 2007 1:23 pm    Post subject:  FLH positioner
Subject description: A tool that can help you write weapon FLH's
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I have a small request for a tool. So, basicly what I want is a tool that can position muzzle flashes and stuff by dragging it around with your mouse and then getting its FLH coordinates in a small box or something. Why you say? Beacuse I hate to write and test FLH's.

Now as Jean-luc Picard would say:



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Gaffel
AA Infantry


Joined: 27 Mar 2006

PostPosted: Mon Oct 22, 2007 1:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

I have wanted this for a long time. It is very strange that it still dont exist in HVA builder yet

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IcySon55
Commander


Joined: 19 Nov 2003
Location: Overworld

PostPosted: Mon Oct 22, 2007 2:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

I have done some research into FLHs for both TS and RA2. by my crazy calculations, you can find the FLH for a unit by simply counting voxels and doing a little math.

RA2 voxel to FLH ratio: 4.2666666666666666666666666666667
TS voxel to FLH ratio: 5.3333333333333333333333333333333 (This is untested)

Now for a mini tutorial (Static turret voxel):

(Perform these steps in VXLSEIII)
1. Start counting the number of voxels from the center of the model to the end of the muzzle.
2. Count the number of voxels from the bottom of the model to the height of the muzzle.

(Perform these steps on any calculator)
3. Multiply both of the numbers of voxels by the corresponding game ratio you are using. (RA2/TS)

Example (made up numbers):
Howitzer tank voxel:
Forward = 25
Lateral = 0 (Since the barrel is usually centered, this is always zero)
Height = 12
multiply them by the Ratio:
Forward = 106
Lateral = 0
Height = 51

These numbers would be a good basis to start off your trial and error testing. There is more math to this that includes factoring in the voxel dot distance ratio, but I'm not going to explain it now.

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Dubzac
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Joined: 21 May 2004
Location: New Zealand

PostPosted: Mon Oct 22, 2007 7:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Your a freaking god icy. I'm sure Denmon0728 would like them too. Very Happy

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Dupl3xxx
Commander


Joined: 22 Aug 2006
Location: somewhere south of the north pole

PostPosted: Tue Oct 23, 2007 11:35 am    Post subject: Reply with quote  Mark this post and the followings unread

this confirs an old notice at YRagr, 1 voxel ~ 4 leptons. And if you use boiunds, remember to calulate those too!!! so: if you use bounds in HVAbuilder, add this between step two and three. So if its 23 voxels forward, and you use a bound of 0,5 multiply 23 with 0,5 wich is 12,5.Then use that number and multiply with 4,2667/5.3333

Other than that, thanks IcySon55 Wink

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IcySon55
Commander


Joined: 19 Nov 2003
Location: Overworld

PostPosted: Tue Oct 23, 2007 2:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Dupl3xxx wrote:
And if you use boiunds, remember to calulate those too!!! so: if you use bounds in HVAbuilder, add this between step two and three. So if its 23 voxels forward, and you use a bound of 0,5 multiply 23 with 0,5 wich is 12,5.Then use that number and multiply with 4,2667/5.3333

NO NO NO! Dupl3xxx, that's completely wrong.....

I would need images and a real voxel to properly show you how to calculate and apply the voxel bounds ratio. I'm currently not up to the task at this very moment. Just remember that what Dupl3xxx has here is very wrong.

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Gaffel
AA Infantry


Joined: 27 Mar 2006

PostPosted: Thu Oct 25, 2007 12:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

IcySon55 wrote:
I have done some research into FLHs for both TS and RA2. by my crazy calculations, you can find the FLH for a unit by simply counting voxels and doing a little math.

RA2 voxel to FLH ratio: 4.2666666666666666666666666666667
TS voxel to FLH ratio: 5.3333333333333333333333333333333 (This is untested)

Now for a mini tutorial (Static turret voxel):

(Perform these steps in VXLSEIII)
1. Start counting the number of voxels from the center of the model to the end of the muzzle.
2. Count the number of voxels from the bottom of the model to the height of the muzzle.

(Perform these steps on any calculator)
3. Multiply both of the numbers of voxels by the corresponding game ratio you are using. (RA2/TS)

Example (made up numbers):
Howitzer tank voxel:
Forward = 25
Lateral = 0 (Since the barrel is usually centered, this is always zero)
Height = 12
multiply them by the Ratio:
Forward = 106
Lateral = 0
Height = 51

These numbers would be a good basis to start off your trial and error testing. There is more math to this that includes factoring in the voxel dot distance ratio, but I'm not going to explain it now.


very smart. But when you say "count voxels" do you mean a pixel? That tiny dot that comes with the "Draw Tool"?
And if the voxel is scaled, then you should get incorrect values.

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IcySon55
Commander


Joined: 19 Nov 2003
Location: Overworld

PostPosted: Thu Oct 25, 2007 1:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Gaffel wrote:
very smart. But when you say "count voxels" do you mean a pixel? That tiny dot that comes with the "Draw Tool"?
And if the voxel is scaled, then you should get incorrect values.

Yes, each pixel that you draw is known as a voxel or volume pixel. You count those.

If your voxel is scaled (using voxel bounds) you have to factor in the dimension to bounds ratio aswell.
Example:

Voxel Dimensions: 40,30,20
These normally have tons of decimal places, I've rounded them up/down for simplicity.
Voxel Bounds Min: -20,-15,0
Voxel Bounds Max: 20,15,20

The above bounds show a 1:1 non resized voxel currently positioned on the ground.

Now a voxel scaled down by 80% (We already know the ratio here because we know it's 20% smaller than normal.)
Voxel Bounds Min: -16,-12,0
Voxel Bounds Max: 16,12,16
To calculate it: Y max (16) devided by the height of the voxel (20) gives you 0.8 (Our known 80%)

You just multiply your previous FLH numbers by 0.8 to get a 20% smaller FLH to match the voxel.

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