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Resizing Using Header?
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Clazzy
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Joined: 26 Nov 2002
Location: Algae Colony On Mars

PostPosted: Sun Jun 20, 2004 7:16 pm    Post subject:  Resizing Using Header? Reply with quote  Mark this post and the followings unread

I've seen the ominous header in all its glory. Now I just want to know, how the hell do you use it to change the scale of the voxel? Basically, I want to resize RA2 voxels to TS size. If someone knows and can reply, that would be greatly appreciated.
I'm guessing it has something to do with the Scale box but when it's set to about 0.08, fiddling around with it will (in my case) invariably screw it up.

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stucuk
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Joined: 27 Aug 2002

PostPosted: Sun Jun 20, 2004 8:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

I posted how to do manual bounds in another thread, anyway.


For the min and max x it would b as follows:

MinX := 0-(SizeX divided by 2);
MaxX := (SizeX divided by 2);

Where SizeX is the size u want the X axis to be.

I think u can easily work out the rest since they're the same.

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Clazzy
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PostPosted: Sun Jun 20, 2004 10:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Great, I'll play around and see what I come up with.

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GeckoYamori
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Joined: 06 Jun 2004
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PostPosted: Sun Jun 20, 2004 11:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

Call me stupid, but I still don't quite get it.

Yes, I was horrible at math during my school days Sad

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Clazzy
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PostPosted: Mon Jun 21, 2004 2:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

As well, does this mean that I could double the size of a TS voxel, add a load of detail to it then half the ingame size with header editing, to make it more detailed?

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stucuk
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PostPosted: Mon Jun 21, 2004 6:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

It wouldn't be more detailed or have better normals like some ppl strangly think.

There is only 2 reasons to change the bounds:

1. u need to slightly change the size of the voxel (only reductions work)
2. if ur voxel has animation its good to make its ingame size slightly smaller, this means animations shouldn't have "holes" when they move/animate.

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Last edited by stucuk on Mon Jun 21, 2004 8:57 pm; edited 2 times in total

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Clazzy
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PostPosted: Mon Jun 21, 2004 8:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Oh, well there goes my idea.

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