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Normals Palette Chart II
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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sat Aug 13, 2011 4:43 pm    Post subject:  Normals Palette Chart II Reply with quote  Mark this post and the followings unread

Although the latest release of VSE III has a colourful palette for normals (thank goodness), some people, including me, are propably confused as we were used to SaneDisruption's normals palette guide, which had a totally different set of colours. I took the liberty to edit his to match the current set, so here it is. Hope this helps and encourages more people to fix their normals manually.



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Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Sat Aug 13, 2011 5:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

I was browsing through ModEnc, and found a page about true normals. What is it exactly? I thought it might have something to do with this.

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Team Black wrote:
interesting seeing your voxel work. They're still better than Aro's!

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sat Aug 13, 2011 6:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Not sure what you mean with "true normals", and I couldn't find such page. What I have here is a chart that tells you approximately which normal goes where. The colours are only there to help visualize, but they aren't necessary. These are only the Index 2 normals, which are used by the Tiberian Sun engine. Red Alert 2 uses Index 4, which has a higher variety of normals, but also makes it a lot more difficult to place them one by one.

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Sat Aug 13, 2011 8:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Here's a quick explanation on how the normals work.

First of all, let's remember the coordinate system used by the program:

X -> horizontal axis, where higher values are more to the right side.
Y -> height. Higher values are closer to the sky than lower values.
Z -> depth. Higher values are closer to the user... like, getting out of your screen.


So, the way the colors works in this scheme is very simple:

X -> Red channel. Dark red means left while lighter reds to to the right.
Y -> Green channel. Dark green is close to the floor, while light green is closer to the sky.
Z -> Blue channel. Darker blue points inside your screen, while light blue points to your direction (outside screen).

Of course that most normals are a mix of these 3 channels.

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Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Sun Aug 14, 2011 8:53 am    Post subject: Reply with quote  Mark this post and the followings unread


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interesting seeing your voxel work. They're still better than Aro's!

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