I'm late with this reply but LKO, as far the inconsistent lighting with top of voxel vs sides goes, this is not fixable by VPL, the reason is that the actual normals data resides in game executable and those link up to the various sections of VPL to pick the color so there is no specific section in VPL itself to correct this as various sections of VPL are used by varying normals, not specific sections like one for top etc.
Unfortunately the correct top normals are intentionally made less reflective for some odd WW reason (top normals point to some earlier VPL indexes thus darker) and the normals lights favor the sides, this is also same problem in TS how sides show stronger color while not to extent of glowing given half of VPL used.
Best solution is manually paint the top of the hull with brighter shades and this evens it up/or past it while rest in darker shade by margin of 5 shades or so difference and VPL is merely here useful to correct incorrect color usage and tone down the glowing issue or remove glow entirely.
What Sane said is correct, there is little too many normals in RA2, this is really good for getting very precise shapes and achieve prettier visuals technically than the blocky TS BUT like Sane said, VPL limits the normals into 256 colors lighting and practically lesser as not all colors are relative to each other and can not be used for lighting changes and Westwood solution was use lots of pure white for glow when colors ran out... :/
Result is fake 3D at best when it coulda been much better. Last edited by ApolloTD on Mon Aug 12, 2013 5:57 am; edited 1 time in total QUICK_EDIT
Best solution is manually paint the top of the hull with brighter shades
Or you can modify your voxel palete to have two equal gradients (say, two gdi golds.) And modify you VPL to one of them only shifts from bright to middle, and other set - from middle to dark. And then you will have to use first one for tops other to sides.
http://www.ppmsite.com/forum/files/news02_212.png _________________ Gangster is a Project Perfect Wuj (c)Aro QUICK_EDIT
I hope Graion Dilach sees this. Always saying there is no fix and bitching around when i gave constructive criticism and suggested numerous times to edit voxels in just that way.
@GD: "You see, with a bit vpl and/or manual voxel shading to make the top brighter, it is possible to fix the crap RA2 lighting"
*insert big "told you so" emoticon here*
Great job Gangster.
The highlights at the edges where the top and side surfaces meet are damn awesome. Finally voxel have a metallic lighting/look. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Best solution is manually paint the top of the hull with brighter shades
Or you can modify your voxel palete to have two equal gradients (say, two gdi golds.) And modify you VPL to one of them only shifts from bright to middle, and other set - from middle to dark. And then you will have to use first one for tops other to sides.
http://www.ppmsite.com/forum/files/news02_212.png
Yes, in perfect world that would be ideal but we do not have room in single 254 color palette to handle all color lines for voxel so smoothly as all of them would require similarly more shades and ideally all color lines be relevant to each other for maximum amount of smooth lighting changes.
Browns are best off given most of them but other color lines suffer a lot, the original framework is not ideal when you try support it, if you wanna do total custom job from start then yes could do far nicer voxels.
Gangster employs index repeats much so it smoothens and blurs in same time losing detail and voxel is lossy medium for detail anyhow. QUICK_EDIT
Huh, you also made the door in that gas station part of the window.
Aye still working on it, i placed windows across the whole section because i had plans on relocating the door to another part of the building. _________________
I really support that idea... But just a question !DarkRose... You are creating a mod base or is actually a mod you are working on?
Yes these assets are from a mod I started last year while taking a break from my primary project Emerald Prophecy (!DarkRose’s roads are in fact revamps of his old EP work).
However, I shared an early version with him as a birthday gift, and for some reason he really took a liking to it and has been working with me on it ever since. _________________
"And Cain went out from the presence of The Lord, and dwelt in the Land of Nod, east of Eden."
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Wed Aug 14, 2013 4:23 pm Post subject:
Lin Kuei Ominae wrote:
...
That looks bad. Honestly. That looks really bad.
Ah well. Nice stuff in this topic, esp the gas station revamp. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Posted: Thu Aug 15, 2013 7:03 am Post subject:
reply
Askhati wrote:
Strangely enough, that last screenshot - of the roads - gave me an eerie flashback to the old Syndicate: Plus game... Now that would be an interesting mod to see done.
How wide are these roads? They look way off. Sorry, page 3...the roads
Two Brothers with their Tummies? They look way off probably to you since you might be used to the Perspective of vanilla... _________________ ~ Excelsior ~ QUICK_EDIT
Brummie is the slang term for someone from the United Kingdom city of Birmingham.
The road sets come in several flavours, standard, large and "do it yourself" tile sets that allow for greater customisability.
Oh btw.
Commute & Car-pool will feature:
• Exciting missions like taking the kids to school/dentist (not your kids? who cares!)
• Congestion/Traffic jams
• Tailgaters
• Penalty points for those who don't car-pool
• Bonus's for safe drivers
• Speed Camera mini games
• And a secret campaign the Kerb Crawler Chronicles QUICK_EDIT
So featured here are some extra road and sidewalk tiles for things such as lay-bys, bus stops and the like. And an alternate petrol station I’ve been playing with.
Ill cook up a screenshot with lightposts soon as im back from spain, get as many of them new ones you sent in once ive made the alphaimages for them. :3 _________________
I was referring to the texture mainly (the model is good). There are several 1 pixel big details with high contrast to neighbor pixels which turn out ingame not anymore as a visible detail but just as some scattered pixels. (e.g. the bright grey & dark grey lines on the axis behind the wheels or the yuri logo on top) _________________ SHP Artist of Twisted Insurrection: Nod buildings
LKO is right IMO, voxels do not have to look as pixely as this by any means. I think the terrain also doesn't help as it is more detailed than the original and so the unit doesn't really pop at all. QUICK_EDIT
Also Known As: ZivDero Joined: 23 Jul 2013 Location: Russia
Posted: Sun Sep 29, 2013 9:34 am Post subject:
Will it be released? I really like it... _________________
DarkVen9109 wrote:
What in the name of insanity is this? I FRICKING LOVE THIS LOGICCCC!!!!!!!!!!!!OOOOOOOOHEEAWWWWWWWWWWWYAAAAAAAAAAAAAAAAAWWWWWW PEW PEW PEW PEW BOOM BOOM BOOM!! Nice I love this!!!! Ferriswheel bomb, Dive bomb. New Logic discovered thanks to Kenosis
Lovely work here, and I really dig the chaos drone. Its nice to see it get some "high def" loving. _________________ Delirium.. Last edited by Ickus on Sat Jul 12, 2014 6:21 am; edited 1 time in total QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sun Jul 13, 2014 10:56 pm Post subject:
Holy shit. Goddamnit. Me so want. Great job, guys.
But use transparent shadows on RA2 inf plz. SHP Builder already has a script to replace black blob into transparency. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
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