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World Domination News Update #1
Moderators: Zero18
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Zero18
Commander


Joined: 10 Dec 2012
Location: I'm too busy conquering the world!

PostPosted: Fri May 01, 2015 3:08 am    Post subject:  World Domination News Update #1 Reply with quote  Mark this post and the followings unread

Hello Commanders and Comrades. I have exciting news that I will be sharing with you today. As the WD Team are working silently on updating the artwork, including revamping some of the voxels into a cleaner and cooler looking vehicles, such as Phantasm, Sabertooth MBT, Rhino MBT,and Chinook. We also pumped out some new voxels such as Pelican Drophsip.

But not only just voxels, We also were working on creating new models to give both Allies and Soviets side their own unique structures. We also are aiming to change all the vanilla buildings into more futuristic and grimy style. Also U.S.A will be reciving new siege unit to replace Nova Siege Platform, and the new siege unit is called "Jackhammer." It basically have the same weapon from Nova Siege Platform, however now it has functional deploy mode which will enable Jackhammer to use Hypersonic Artillery shells. The Jackhammer itself can be dangerous and is a mobile tactical artillery for U.S.A with the capability to deploy for longer range and heavier damage.






Please stay tuned in for monthly news updates. New structures and artwork are expected to come as well first phase for AI testing in the next couple months.

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Atomic_Noodles
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Joined: 05 Oct 2011

PostPosted: Fri May 01, 2015 3:16 am    Post subject: Reply with quote  Mark this post and the followings unread

Looks great. I'm guessing you've already finished the voxel form of that unit though right?

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Zero18
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Joined: 10 Dec 2012
Location: I'm too busy conquering the world!

PostPosted: Fri May 01, 2015 3:17 am    Post subject: Reply with quote  Mark this post and the followings unread

Atomic_Noodles wrote:
Looks great. I'm guessing you've already finished the voxel form of that unit though right?


Not yet. Jackhammer is still WIP for the voxel part.

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Atomic_Noodles
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Joined: 05 Oct 2011

PostPosted: Fri May 01, 2015 9:15 am    Post subject: Reply with quote  Mark this post and the followings unread

I think you should probably finish the voxel first so at least you can have a consistent design once it transforms into the building.

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Graion Dilach
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Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Fri May 01, 2015 9:35 am    Post subject: Reply with quote  Mark this post and the followings unread

Especially since you can convert a voxel into a model now.

Logic would define grabbing the voxel, importing it, and then modifying it to the deploy variant, not remaking SHP into a voxel.

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"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
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Mig Eater
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Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Fri May 01, 2015 10:10 am    Post subject: Reply with quote  Mark this post and the followings unread

Converting a voxel to 3D can require hours of work to retexture & edit. In comparison using 3ds2vxl only takes a few clicks.

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Last edited by Mig Eater on Fri May 01, 2015 1:06 pm; edited 1 time in total

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Fri May 01, 2015 10:20 am    Post subject: Reply with quote  Mark this post and the followings unread

3ds2vxl can also require hours of work to retexture and edit. And it degrades quality due to quantization. And it even bleeds colors.

If you're doing an SHP for this engine, you can even let the UVmap be borked, since noone looks at the model anyway.

_________________
"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...

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Nolt
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Joined: 25 Apr 2012
Location: Chile

PostPosted: Fri May 01, 2015 2:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

hm, the model is all done actually, the shape, the animation, probably will rework the textures a little though. The struggle now is on the voxelization part, so far we're having no luck with having the voxel colored. all of them end gray even if I have the textures on the same folder as the .3ds file, I'm guessing that it's my max program the one that doesn't link the textures with the newly exported .3ds  file.

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Mig Eater
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Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Fri May 01, 2015 3:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

What file format are your textures in? 3ds2vxl can only read jpg & bmp IIRC.

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Nolt
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Joined: 25 Apr 2012
Location: Chile

PostPosted: Fri May 01, 2015 3:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yep, I'm doing some tests with a simple box, I set it a material with a "diffuse color" bitmap called yee.png, which is located in the same folder where the 3ds file will be, I select the box, export it, then I go to 3ds2vxl, voxelize it (yes, both use materials and textures options are ticked), and no luck, I get a gray box.

3ds2vxl won't accept Blend type materials right? If so I will have to make some changes to the JackHammer texture.

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deathreaperz
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Joined: 20 May 2013
Location: Indonesia

PostPosted: Fri May 01, 2015 4:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

This update is booming!

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HG_SCIPCION
Gauss Rifle Trooper


Joined: 07 Jun 2013
Location: Perú

PostPosted: Fri May 01, 2015 11:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nolt you need help....

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sat May 02, 2015 7:43 am    Post subject: Reply with quote  Mark this post and the followings unread

Nolt wrote:
I set it a material with a "diffuse color" bitmap called yee.png


I checked the 3ds2vxl readme & it says;

    All textures must be either TGA or BMP and only certain types of those will work.

    BMP can be either true-color 32bit or 24bit or greyscale 8 bit. They must be uncompressed.

    TGA can be either true-color 32bit or 24bit or greyscale 8 bit. These can be either uncompressed or compressed which uses run length encoding.

    If the textures are not in these formats then you must convert them, your choice.

    I'm sorry about this but other formats I either can't understand or refuse to learn because I see them as obsolete.

    You do not have to change the 3ds file to use the TGA or BMP files instead; just convert the texture files and my program will automatically find them by looking for same name files with a different extension.

    The textures have to be in the same folder as the 3ds file to work.

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Nolt
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Joined: 25 Apr 2012
Location: Chile

PostPosted: Sat May 02, 2015 2:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nah, the problem was other, my max wasn't linking the materials to the exported file, just tried the same thing on max 2010 on another computer and I got plain colours on the model, just enough to start painting.

Also, I had a friend send me a working 3ds file with a texture, where I can replace that texture when any I wish to test, and yep, they work fine mostly.

Thanks, I have enough to start doing more tests now.

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ViPr
Gauss Rifle Trooper


Joined: 30 Dec 2004

PostPosted: Sun May 03, 2015 6:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

The information, that you are providing about the voxelizer, is outdated. Other picture formats are now, since a long time, supported via SDL_image. That's what all the commotion about SDL DLL files was about. You can't even run the program anymore without those DLL files now, if I remember correctly, hence the aforementioned commotion. You must be using a really outdated version of the voxelizer.

About the colour bleeding, if you are talking about team colours blending with non team colours and causing intended team colours to not change when the team colour is changed, that problem should have been fixed quite quickly a long time ago.

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Nolt
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Joined: 25 Apr 2012
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PostPosted: Sun May 03, 2015 6:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

Mister, If I may, do you have any hint about why the 3ds files exported with my max 2013 doesn't link the material data to your program? I have no trouble at all if I use max 2010, it is strange.

by chance, I've formatted my notebook yesterday, and the issue remains.

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ViPr
Gauss Rifle Trooper


Joined: 30 Dec 2004

PostPosted: Sun May 03, 2015 9:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm not really sure, but maybe your problem has something to do with blend type materials that you mentioned earlier. Maybe if you use certain fancy new features, then maybe they won't translate well to the 3ds file because the 3ds format maybe doesn't support those features because it is old. I think this problem could possibly be easily remedied by something called "texture baking" in 3DSMAX. It simplifies materials and causes them to use less final render processing, but perhaps more memory. I think it's similar to photoshop collapse.

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ViPr
Gauss Rifle Trooper


Joined: 30 Dec 2004

PostPosted: Sun May 03, 2015 9:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

By the way, TGA and BMP support is still incomplete in the way that Mig Eater posted from the readme file. So, it is recommended to not save in those formats anymore. This is because those 2 picture formats are still not using the SDL DLL files and are using entirely my routines instead. I did not want to make everyone require the SDL DLL files, but unfortunately that happened inadvertently anyway. Ideally I should have made the program switch between using my routines and the SDL routines for TGA and BMP depending on if the SDL files were present on the end user's computer or not. However, I did not determine how to do that, and don't even know if it is possible. Alternatively, I should have just made everything use the SDL DLL files in the meantime. It was low priority for me to implement this because I assumed that people probably wouldn't want to use those 2 formats anymore anyway if they could just use all the other formats that the SDL DLL files support, and besides that, I think it would be strange for someone to use 8 bit colour index pictures nowadays for this purpose.

If anyone finds that their picture files do not work in the voxelizer as textures, then just try saving them in a different format. The 3ds file will not need to be modified; just the picture files. If a TGA or BMP file doesn't work, then you can even try saving them as a different type of TGA or BMP file.

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Nolt
Cyborg Firebomber


Joined: 25 Apr 2012
Location: Chile

PostPosted: Sun May 03, 2015 11:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

You're correct when you speak about the material types, when rendering texture, I can only get rendered either the colour of the material, or the bitmap it has applied (without any other configuration applied), and that only has worked with standard materials so far, I've done tests with "blend" and it doesn't render, I haven't done more tests with the other material types because I can just the turn material itself into a bitmap and re apply.

Yet the Issue remains, after getting all the textures re applied as bitmaps, I can voxelize the model fine (with textures) with max 2010, but if I try to export the same model, in the same scene, without any modification using max 2013, the voxel ends gray, maybe it's an Issue of my notebook, maybe it's not (I've done the same test with the same notebook pre and post formatting, so I could say the problem it's not my notebook.).

It would be usefull if someone could confirm or deny this.

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ViPr
Gauss Rifle Trooper


Joined: 30 Dec 2004

PostPosted: Mon May 04, 2015 3:08 am    Post subject: Reply with quote  Mark this post and the followings unread

I would expect that a file working in a newer software, might not work in an older software, but I would not expect that a file working in an older software, might not work in a newer software.

I am not aware of anyone else that has had this problem.

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