IPB

Welcome Guest ( Log In | Register )


 
Reply to this topicStart new topic
> Voxel sections and overlapping?
Team Black
post Apr 19 2007, 03:47 AM
Post #1


Core Defender
Group Icon

Group: Global Moderators
Posts: 2,841
Joined: 23-October 06
From: New York, U S of A
Member No.: 123
Alliance: GDI
Favorite game: Tiberian Sun



I've been looking hard to figure this out, with no luck though...

I need to find out how to tell the game which section is on top (see below pic)
I need to get it so that the mixing drum overlaps the body, and not vice versa.

I'm guessing it has something to do with the "transform matrix", because that's the only thing I haven't tried yet
Attached image(s)
Attached Image
 


--------------------
Go to the top of the page
 
: | +Quote Post
ORCACommander
post Apr 19 2007, 11:48 AM
Post #2


SSM Launcher
Group Icon

Group: Members
Posts: 763
Joined: 5-October 06
From: GDI Command Base, Southern Cross
Member No.: 14
Alliance: GDI
Favorite game: Tiberian Sun



how about attatvhing them to the body and not having them s a seperate section


--------------------
Go to the top of the page
 
: | +Quote Post
Team Black
post Apr 19 2007, 02:22 PM
Post #3


Core Defender
Group Icon

Group: Global Moderators
Posts: 2,841
Joined: 23-October 06
From: New York, U S of A
Member No.: 123
Alliance: GDI
Favorite game: Tiberian Sun



a rotating mixing barrel hva is cool, and I'm not just trying to find out for this voxel specifically, just as an example, to descibe my qustion better.


--------------------
Go to the top of the page
 
: | +Quote Post
blai
post Apr 19 2007, 03:16 PM
Post #4


Rocket Infantry
Group Icon

Group: Members
Posts: 51
Joined: 23-October 06
Member No.: 126
Alliance: Nod
Favorite game: Tiberium Wars



There's no way to have the voxel "know" which section to overlap (at least to my knowledge, anyways.) You have to actually make a hollow body, and then place the rotating drum over it.


--------------------
Sprites from Bob and George Sprite Rips and The Spriter's Resource
Go to the top of the page
 
: | +Quote Post
Team Black
post Apr 19 2007, 09:20 PM
Post #5


Core Defender
Group Icon

Group: Global Moderators
Posts: 2,841
Joined: 23-October 06
From: New York, U S of A
Member No.: 123
Alliance: GDI
Favorite game: Tiberian Sun



There's a link on my sig to the cement truck voxel, and it shows (more or less) the hva I made

OK I switched up the voxel sections.
copied & pasted the mixing barrel where the "truck" section was, and copy-pasted the truck as the "mixer" section.
Since it screwed up the HVA I had made, I made a blitz, 2 frame animation for testing purposes.

The mixer overlapped correctly, but only when facing certain angles. (pic on the left)
I was thinking that it might be using the turret-overlap system, where it overlaps on the front facings, and is overlapped on the behind facings.
When I compared the two, it wasn't really the case. None of it makes any sense.

EDIT: I used the old HVA after the section- switch, and still the truck is overlapping the mixer. (pic on the right)
The only factor that really changed was the canvas size though.
Perhaps the game decides section overlapping by the size of the canvas??? huh.gif
I'll have to test it later to know for sure..no time at the moment

BTW what is the purpose of the voxel header>"transform matrix" and "misc"?

This post has been edited by Team Black: Apr 19 2007, 09:59 PM
Attached image(s)
Attached Image Attached Image
 


--------------------
Go to the top of the page
 
: | +Quote Post
The DvD
post Apr 21 2007, 07:41 PM
Post #6


Webmaster
Group Icon

Group: Root Admin
Posts: 740
Joined: 27-May 06
From: The Netherlands
Member No.: 2
Alliance: Nod
Favorite game: Tiberian Sun



Moved to modding discussion. I'm also not sure what your problem is, looking at the images? wacko.gif


--------------------
Please contact me on msn if you need me for anything, thanks.
Go to the top of the page
 
: | +Quote Post
Team Black
post Apr 22 2007, 02:05 PM
Post #7


Core Defender
Group Icon

Group: Global Moderators
Posts: 2,841
Joined: 23-October 06
From: New York, U S of A
Member No.: 123
Alliance: GDI
Favorite game: Tiberian Sun



in an animated voxel, I want to figure out how the game decides which voxel section overlaps another.
In the cement trck, there are two sections: the main boy, "TRUCK" section, and the mixing barrel "MIXER" section, which rotates in its hva animation.
The pic at the top of the thread shows the MIXER as behind the TRUCK, which shouldn't be, as seen in it's hva posted below...

I thought the problem might be in the ORDER of the sections, so I switched the TRUCK and MIXER sections.

in the two pics on the left of my 3rd post, I made a quick 2 frame hva to compensate for the switch in the sections. I noticed that the MIXER section is shown correctly only from some facings. I noticed that a turret does the same thing, so I compared th two. In the comparison, I noticed no similarities, so that experiment went nowhere

in the pic on the right of my 3rd post, I used the original hva with the sections switched, and found that the TRUCK section was still overlapping the MIXER section anyways. So it doesn't even depend on the section order.

Someone has got to know how to make the sections overlap correctly! Just tell me, so that I can quit wasting my time doing useless expiraments!
Attached image(s)
Attached Image
 


--------------------
Go to the top of the page
 
: | +Quote Post
Blacksilence
post Apr 22 2007, 06:41 PM
Post #8


Light Tank
Group Icon

Group: Members
Posts: 486
Joined: 21-October 06
From: Unknown
Member No.: 67
Alliance: Nod
Favorite game: Tiberian Sun



still dont get it


--------------------

Thanks bittah for the sig .
Love MLRS, its the worlds most dangerous artillery.
Tibweb forum Mod Leader of VENGEANCE
TS/V Trailer Progress 20%
The Explosion Expert

Go to the top of the page
 
: | +Quote Post
Team Black
post Apr 22 2007, 07:16 PM
Post #9


Core Defender
Group Icon

Group: Global Moderators
Posts: 2,841
Joined: 23-October 06
From: New York, U S of A
Member No.: 123
Alliance: GDI
Favorite game: Tiberian Sun



roll.gif
I don't see what's so hard about this. look at the hva view, then take a closer look at it ingame, and tell me what is wrong with this pic:
hint: the mixing barrel is shown UNDERNEATH the truck! wallbash.gif how do I fix this!?

This post has been edited by Team Black: Apr 22 2007, 07:36 PM
Attached image(s)
Attached Image
 


--------------------
Go to the top of the page
 
: | +Quote Post
Lin Kuei Ominae
post Apr 24 2007, 12:25 AM
Post #10


Stealth Tank
Group Icon

Group: Members
Posts: 1,065
Joined: 14-November 06
From: Germany
Member No.: 281
Alliance: CABAL
Favorite game: Tiberian Sun



i'm not good in manual editing voxels, but maybe it helps if you adjust the min and max bounds of your unit in the header.
Because with the Mixer the unit is higher than the actual truck, the game maybe tries to compensate the height in a weird way.
I can only guess that it could be fixed if you raise the bounds max Z value of your unit in Section/Voxel Header/Misc or even add some empty voxel planes along the z-axis of the truck-section.

Do you adjusted the height of the truck section in the hva too? If yes this could be another reason. And maybe the hva stands in conflict with the Min Max bounds settings in the voxel header. It seems to me that the unit is lower than it should be. I think it can be seen on its shadow that is a little bit to high. It starts 2 pixel above the lower end of the weels if you look at the trucks facing west and east. But maybe this is just me and it's totally nonsense.

IMO the solution lies in the header.

This post has been edited by Lin Kuei Ominae: Apr 24 2007, 12:40 AM


--------------------
Co-Leader of Twisted Insurrection
my public units for you
Nod units:____________________________GDI units:
Nod Scorpion__________________________GDI 3A Kodiak
Nod Tachyon Tank______________________GDI Medusa (Triple Cannon Mech)
Nod Goliath___________________________GDI Behemoth (medium size Mech)
Nod Cobra (fast medium mech)__________GDI Battleship Aurora
Nod Siegebot (light MG-Mech)__________GDI Fortress Tower (Heavy Base Defense)
Nod Redeemer (4 legged heavy Cyborg)__GDI Triton (Titan support Mech)
Nod/Scrin WotW Tripod_________________GDI Exciter
______________________________________GDI Ion Charge Collector
Misc and Fun units:
X-Mech Calendar 28 SHP Units
Star Wars Mechs ATAT/ATST
Cyborg Barrack on PPM_________________Mech Factory
Mutant Tiberium Flyer
yt1300 (Millenium Falcon + BIG version)

if you use my units in your mod, please credit me.if you want to use my units on your website please ask me before.
Go to the top of the page
 
: | +Quote Post

Reply to this topicStart new topic
1 User(s) are reading this topic (1 Guests and 0 Anonymous Users)
0 Members:

 

Lo-Fi Version Time is now: 19th April 2024 - 05:23 AM


XGhozt.com