_________Voxel FAQ & Hints________ |
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what, when, why? | ||||||||||||||
Voxels stand for 'volume pixels', although they are often more than plain pixels. Each is a cell, and you can associate various properties too each cell. of note; a colour and a 'normal' value. -see later. A voxel model is made up of many individual voxels. Strictly speaking, voxel models are 3D graphics. However, they are far less sophisticated than the polygon based models used in most 3D games and importantly, don't utilise your graphics card. | ||||||||||||||
tools & utilities - overview | ||||||||||||||
The voxels in TS and RA2 are found
in the mix files. Use XCC utilities to extract these. -see XCC hompage for tutorials
on this element of modding.
The first serious Voxel Editor, the one that changed it all, was Will's Original Editor. (nb. Will as in AbsCnC). At the time it obviously wasn't callled 'original' as it was the only one. It is still the best -no disrespect to anyone else's efforts. It is my preferred editor, as is it Godwin's and Strategic Commander's I expect too. Take that as all the recommendation that is possible. |
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Will's original editor | ||||||||||||||
This is the best one to start
with. In fact, unless you have ambitions on multi-section
voxels, stick to it.
The toolbar has drop down menus with great functions.
Make use of the functions under the 'tools' menu to radically reduce time. In particular, the Y_mirror function and Autonormalise functions. The view menu allows you to view the normals and the header info. Using this, the normals can be edited by hand much the same as the colours. However, I only rarely bother editing them manually. I just use the Auto-normalise tool. The header info is very powerful. The pop-up menu is split into three sections. The top one allows you to change the number of voxels in the model. The middle one is best left alone. The bottom section allows you to change the 'on-screen' size of the voxel. Many people get confussed with resizing but this menu makes it easy. Importantly, note that the 'on-screen' size and number of voxels are independant of each other. ...... and so endeth the first lesson. |
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Koen's versions of Will's second editor | ||||||||||||||
I currently use version14 but
these is of course always evolving. The guide may be
ellaborated apon as new versions are released. The editor is set out much as the original editor. There are several major differences though. 1] ..... to be continued................................ |
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normals | ||||||||||||||
A 'normal' is a normalised vector at right-angles to the plane of a face. This means that you work out the direction a flat thing in 3d (a triangle usually) is pointing and then reduce the precision to a series of encoded directions. Normals are very common in 3d worlds (polygon ones too). | ||||||||||||||
This is how the first voxel editor did it
(for TS normals): First, determine the inside from the outside of the model. Next, 'fire' normals from top, bottom, left, right, front and back with the appropriate values. Finally (and this is incorrect), take all normals and average them with adjacent normals, thus smoothing it. In fact, this averaging should work better now we understand that normals spiral upwards. One last thing, it seems that 'top' of a model is actually at a slight slant, which would suit isometric projection better. |