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| Red Alert 2 & Yuri's Revenge Editing Discuss any modding related issues to do with Red Alert 2 and Yuri's Revenge here. |
03-21-2003, 08:23 PM
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#1 (permalink)
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Senior Member
Join Date: Dec 2002
Location: In a fox hole
Posts: 465
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Voxel resize question
how do iresize voxels...i herd this before but forgot...
its some sort of thing that has x,y,z and u type a number?
:rockbrow: umm.. its not aht double size thing either
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03-21-2003, 08:37 PM
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#2 (permalink)
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Senior Member
Join Date: Dec 2002
Location: USA
Posts: 1,858
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I think you have to rescale it, but I've never done a voxel so I may be wrong.
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03-22-2003, 07:27 AM
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#3 (permalink)
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Senior Member
Join Date: Dec 2002
Location: USA
Posts: 756
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This isn't accurate, but think of it this way anyhow:
A voxel is a 3D box. It has dimensions (height width depth). You don't change these unless you are modifying the dimensions of the box.
The box has an origin (not always the center). This is a point in space which is referenced to determine where the planes of the box are drawn. The distances from the origin are the scaling values. Consider the Z axis alone: Positive Z is the distance from the origin to the top plane of the box, and Negative Z is the distance from the origin to the bottom plane. You can change these distances to rescale the voxel along the Z axis. Positive Z and Negative Z can be different absolute values as well; in this way the origin can be "shifted" so that your voxel appears offset along the Z-axis.
Look at the Rhino tank. It's negative Z is very small so that the 'box' appears to sit on the ground. The Rhino turret has a positive number for the Negative Z value so that the turret floats in the air - placing it on top of the body.
Adjusting scaling values can make smaller versions of existing voxels. You cannot make full-scale voxels bigger, you can only make them smaller.
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03-22-2003, 08:37 AM
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#4 (permalink)
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Senior Member
Join Date: Dec 2002
Location: In a fox hole
Posts: 465
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well im confused... :rockbrow:
ill see if i can get some of my peeps who r lying around to do it...
Joey, o Joey
i think i should stick with shp,s and ini,s 
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03-22-2003, 04:54 PM
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#5 (permalink)
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Senior Member
Join Date: Dec 2002
Location: USA
Posts: 756
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Like I said, look at the Rhino voxels with the header dialog open, it will come to you...
Rescaling voxels is EASY
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03-22-2003, 05:25 PM
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#6 (permalink)
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Senior Member
Join Date: Dec 2002
Location: In a fox hole
Posts: 465
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i found the header deal but...nope its not comeing to me
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03-23-2003, 06:31 AM
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#7 (permalink)
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Senior Member
Join Date: Dec 2002
Location: Between the heaven and hell
Posts: 630
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I know how to rescale the vxl by header. I'll try to post a tutorial how to do it. Its easy to do, u need vxl editor and a calculator, and u can rescale a large number of vxls in a little time.
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03-23-2003, 08:16 AM
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#8 (permalink)
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Senior Member
Join Date: Dec 2002
Location: In a fox hole
Posts: 465
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good sounds good...
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03-26-2003, 10:03 AM
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#9 (permalink)
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Senior Member
Join Date: Dec 2002
Location: Between the heaven and hell
Posts: 630
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Here is a tutorial to re-scale voxels, feel free ! :color2:
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03-26-2003, 11:18 AM
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#10 (permalink)
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Senior Member
Join Date: Dec 2002
Location: Earth
Posts: 343
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Your tutorial is not entirely accurate. You should not be increasing both the Z numbers by the same amount, not should you really bother calculating the increases to the others. Instead work out 1.5 times the actual dimensions (I don't recommend scaling up however), and then increase the X and Y max scales (normally +ve, the ones in the bottom boxes in the header edit box) by approx imately half that and make the X and Y min scales (the second and third down in the right column in the grid) more negative by the same amount. For Z scale, just increase the Z max (labeled Z: in the image, its the bottom text box) by the whole amount and leave the Z min alone as it sits on the ground. It doesn't want to be more positive or negative unless you are adjusting a turret height.
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