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 Sat Nov 23, 2024 5:20 pm
All times are UTC + 0
concrete mixer truck
Moderators: Global Moderators, Media Hut Moderators, OpenRA Moderators, Red Alert 2 Moderators, Tiberian Sun Moderators
Post new topic   Reply to topic Page 1 of 1 [23 Posts] Mark the topic unread ::  View previous topic :: View next topic
Author Message
B.A.Znd
Rocket Cyborg


Joined: 14 Jun 2013
Location: Crazier's house

PostPosted: Tue May 23, 2017 11:55 am    Post subject:  concrete mixer truck Reply with quote  Mark this post and the followings unread

Cool



Ingame.png
 Description:
 Filesize:  115.6 KB
 Viewed:  9915 Time(s)

Ingame.png



transmixer_001.gif
 Description:
 Filesize:  861.45 KB
 Viewed:  9915 Time(s)

transmixer_001.gif



mixer.zip
 Description:

Download
 Filename:  mixer.zip
 Filesize:  118.29 KB
 Downloaded:  262 Time(s)


_________________
(l) : subarashi !

Back to top
View user's profile Send private message Visit poster's website Skype Account
Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue May 23, 2017 12:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

excellent voxel.
smooth normals, sharp and detailed texture, yet not too pixelated.
Rating 10 out of 10! Perfect! of Rating 10 out of 10! Perfect!

_________________
SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

Back to top
View user's profile Send private message
BySc
Cyborg Artillery


Joined: 07 Jul 2013
Location: Turkey

PostPosted: Tue May 23, 2017 1:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

Looks awesome, I loved.Do you think to share more voxel like this.

_________________

Back to top
View user's profile Send private message ModDB Profile ID
G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Tue May 23, 2017 2:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

Loooks alright, but two things:

1. I don't understand the coloured bar spinning effect, much less why it isn't all one colour

2. The rear wheel assembly seems too far from the rear of the truck, or alternatively the mixer is too large for the truck

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

Back to top
View user's profile Send private message
NucleiSplitter
Laser Commando


Also Known As: martx
Joined: 28 Oct 2016
Location: PH

PostPosted: Wed May 24, 2017 1:31 am    Post subject: Reply with quote  Mark this post and the followings unread

G-E wrote:
Loooks alright, but two things:

1. I don't understand the coloured bar spinning effect, much less why it isn't all one colour

2. The rear wheel assembly seems too far from the rear of the truck, or alternatively the mixer is too large for the truck


Answers:

1. IRL, Cement Trucks have a CEMENT MIXER, that is always spinning, if it were to be one whole color, then no one can notice that it spins.

2. Cement Trucks come equipped with a Heavy Cement Mixer, and It's big too, why waste time waiting for those trucks that have small, less efficient Cement Mixers (The ones you see in a cons. site), that's why the wheels are near the edge of the Cement Truck.

Anyway, good job on the Cement Truck.

_________________
all my posts before 2020 were made by a 13 year-old, forgive these if you see any, thank you

Back to top
View user's profile Send private message
Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed May 24, 2017 6:16 am    Post subject: Reply with quote  Mark this post and the followings unread

G-E wrote:
2. The rear wheel assembly seems too far from the rear of the truck, or alternatively the mixer is too large for the truck

The mixer is going beyond the rear wheels in reality too

I agree that the rear wheels could go 2 or 3 voxel further to the back, though it isn't such a big problem imo.
With the wheels further to the rear, it could be also difficult to keep all the nice details like the concrete ejection chute.

_________________
SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

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


Joined: 09 Feb 2015

PostPosted: Wed May 24, 2017 5:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
G-E wrote:
2. The rear wheel assembly seems too far from the rear of the truck, or alternatively the mixer is too large for the truck

The mixer is going beyond the rear wheels in reality too

I agree that the rear wheels could go 2 or 3 voxel further to the back, though it isn't such a big problem imo.
With the wheels further to the rear, it could be also difficult to keep all the nice details like the concrete ejection chute.

Your photo literally describes my two points, the mixer ends closer to the wheels AND the mixer isn't as large/tall. Although you could make the case the mixer size is ok but the truck needs to be about 7px longer.

I AM NOT CRAZY Smile

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

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


Joined: 16 May 2005

PostPosted: Wed May 24, 2017 10:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

I lOvE iT!

_________________
Can you hide from me Wink?

Back to top
View user's profile Send private message Visit poster's website Skype Account
OverWatch
Rocket Infantry


Joined: 23 Jun 2016
Location: The lijiang tower

PostPosted: Wed May 31, 2017 1:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

Goooooooood job

Back to top
View user's profile Send private message
Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Fri Jun 02, 2017 9:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

Interesting! I made a cement mixer like YEEEARS ago, but the spinning section would get overlapped by the bottom section no matter what I did.



I could never fix the issue, so I just made it a non-spinner instead

_________________
The Fall of Hammerfest - Epic Tiberian chain story

Tiberian Odyssey mapping department. Discord
The Team Black Index

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


Joined: 11 Feb 2016

PostPosted: Mon Jun 05, 2017 5:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

Team Black wrote:

I could never fix the issue, so I just made it a non-spinner instead

Perhaps the game renders in a way that sections closer to the viewer covering those further?

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


Joined: 09 Feb 2015

PostPosted: Tue Jun 06, 2017 3:22 am    Post subject: Reply with quote  Mark this post and the followings unread

cxtian39 wrote:
Perhaps the game renders in a way that sections closer to the viewer covering those further?

Yes but the rectangle bounds of the voxel section rotate with the dots, so a box rotated 45deg will have a point stick out much farther, this is the classic problem of propellers on helicopters randomly disappearing.

The design of the main section can be altered to work with the occlusion of the moving section, and the moving section voxel can have much larger bounds to ensure occlusion in most directions you'd want it to. To ensure the rear section occludes the larger moving one, without the front following suit, that could be a third section.

See my dump truck based harvester where the arms and shovel are all separate, the occlusion works because the nearer sections don't modify the visibility of farther ones.

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

Back to top
View user's profile Send private message
Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Jun 06, 2017 7:50 am    Post subject: Reply with quote  Mark this post and the followings unread

Team Black wrote:
but the spinning section would get overlapped by the bottom section no matter what I did.

The difference is that you had to put the spinning part in a separate section and rotated that section via HVA. So you ended with a non-animated chassis + rotating concrete barrel section.

In RA2/YR people animate VXL differently. They create a complete unit, then copy that unit in multiple sections, with each section having the same complete unit.
Then they only change the texture of the unit in each section. To switch the images they set the header for each section in each frame, so that only the active section has 100% size and the others are scaled down to 0% size (thus being invisible).
Then they use DisableShadowCache=yes in art.ini, so the game always renders the shadow from currently active section.

Since DisableShadowCache=yes doesn't exist in TS, you can't use the same technique, because the shadow would appear and disappear as it can be only rendered for a single/certain section that you set in art.ini via ShadowIndex.

_________________
SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

Back to top
View user's profile Send private message
Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue Jun 06, 2017 9:56 am    Post subject: Reply with quote  Mark this post and the followings unread

TB's mixer can be made to work with a hva anim but the voxel needs to be cut up into four parts; front cab, rear wheels, mixer & rear mixer chute. The game will then be able to correctly tell what parts should be rendered in front of others. Of course doing that will mess up the shadow tho.

_________________



Back to top
View user's profile Send private message Visit poster's website ModDB Profile ID YouTube User URL Facebook Profile URL Twitter Channel URL
Trans_C
AA Infantry


Joined: 17 Nov 2014
Location: Somewhere in China

PostPosted: Thu Jun 08, 2017 12:42 am    Post subject: Reply with quote  Mark this post and the followings unread

Mig Eater wrote:
TB's mixer can be made to work with a hva anim but the voxel needs to be cut up into four parts; front cab, rear wheels, mixer & rear mixer chute. The game will then be able to correctly tell what parts should be rendered in front of others. Of course doing that will mess up the shadow tho.


BAZnd's mixer is still in one piece---or more precisely there're four complete mixers. They show up in turn in the hva animation. Maybe this method is a viable solution.

_________________
Aka DirtyChicken

Back to top
View user's profile Send private message
Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Thu Jun 08, 2017 9:27 am    Post subject: Reply with quote  Mark this post and the followings unread

Yes BAZnd's method is a lot better & recommended for this type of unit. I was just pointing out that it would be possible for TB's mixer to work with a normal multi-sectioned HVA anim too.

_________________



Back to top
View user's profile Send private message Visit poster's website ModDB Profile ID YouTube User URL Facebook Profile URL Twitter Channel URL
Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Sun Jun 11, 2017 1:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah sounds a lot easier, and lot less problematic to do the RA2 thing with one big section swap every frame, than to slice and dice the voxel into a multi-section sandwich

_________________
The Fall of Hammerfest - Epic Tiberian chain story

Tiberian Odyssey mapping department. Discord
The Team Black Index

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


Joined: 03 Sep 2004

PostPosted: Wed Jun 14, 2017 3:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Very nice, dat lighting too.. wow Very Happy

_________________

ayylmao on Discord

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


Joined: 11 Feb 2016

PostPosted: Sun Jul 02, 2017 8:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Would it lag the game if the duplicated sections are large or too many frames?

_________________

Back to top
View user's profile Send private message Skype Account
B.A.Znd
Rocket Cyborg


Joined: 14 Jun 2013
Location: Crazier's house

PostPosted: Sun Jul 30, 2017 11:21 am    Post subject: Reply with quote  Mark this post and the followings unread

cxtian39 wrote:
Would it lag the game if the duplicated sections are large or too many frames?


21 frames works OK,But the double of it failed,I don't know the exact limit of it.



nicotru_002.gif
 Description:
 Filesize:  525.59 KB
 Viewed:  8675 Time(s)

nicotru_002.gif



_________________
(l) : subarashi !

Back to top
View user's profile Send private message Visit poster's website Skype Account
Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Fri Aug 11, 2017 4:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

LOL

_________________
The Fall of Hammerfest - Epic Tiberian chain story

Tiberian Odyssey mapping department. Discord
The Team Black Index

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


Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Mon Dec 28, 2020 8:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

If every voxel was this quality, what a world it would be.

(Sorry for necropost, but I have a question)

How to make such smooth looking normals? Only possible by hand?

_________________

Back to top
View user's profile Send private message Visit poster's website
Lee3y
Disk Thrower


Joined: 09 Feb 2018

PostPosted: Tue Feb 02, 2021 7:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

Love it! 10/10, definitely one of my favourite civilian voxels I've seen. I will use it and credit you.

Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 1 [23 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
Quick Reply
Username:


If you are visually impaired or cannot otherwise answer the challenges below please contact the Administrator for help.


Write only two of the following words separated by a sharp: Brotherhood, unity, peace! 

 
You cannot post new topics in this forum
You can 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: 0.2393s ][ Queries: 16 (0.0130s) ][ Debug on ]