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Need Resizeing


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#1 DaEm0NuL

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Posted 01 November 2005 - 02:43 PM

I have a T72 model, but when i try to resize it i have no succes can anyone take a look? I need it to be as closest to the CR tanks.

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  • Attached File  T72.rar   23.47KB   40 downloads


#2 Gamemate

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Posted 01 November 2005 - 02:58 PM

Scaling the voxel is not really that good, you should scale it when you convert it from the 3ds instead (I am just guessing about it being created from 3ds). Just lower the voxel resolution in the 3ds2vxl utility, I am not sure about the scale values used in CR so I can´t provide you with the exact number.

If you do not have the 3ds then just lower the x y z values in the voxel header. The result is usually not that good though. Yet again I can not resize it since I do not know about the scaling of the other voxels. I did an estimated guess and scaled it down with 40%.
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#3 DaEm0NuL

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Posted 01 November 2005 - 03:01 PM

Anyways thanks for the tip i really apreciate it :p. Hope you`ll help some more :sleep:

Edited by DaEm0NuL, 01 November 2005 - 03:02 PM.


#4 Gamemate

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Posted 01 November 2005 - 03:06 PM

No problem :sleep:

And yes I will probably provide more help if needed.
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#5 DaEm0NuL

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Posted 03 November 2005 - 08:47 PM

Converted but it has a hva problem (i think) when it put it RA2 in dosen`t appear, i think it`s the hva. Any help, here`s the attach

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  • Attached File  T72.zip   15.86KB   32 downloads


#6 Gamemate

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Posted 03 November 2005 - 08:51 PM

You might have to open some converted voxels in the voxel editor and add the correct header information. For some reason 3ds2vxl utillity sets the wrong information, this does not always happen though.

Attached the fixed version :cool:
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#7 DaEm0NuL

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Posted 04 November 2005 - 11:57 AM

Thanks for the info and the for fixing the vxl. But can u tell me how did u add the header info meaning how did u knew the coordinates.
BTW U really know how to deal with this stuff :cool:

#8 Gamemate

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Posted 04 November 2005 - 12:41 PM

You can use the calculate button to get the values, There is one thing that is inacurate with it though (if you compare to WW voxels). The Min Y should be close to 0 and the Max Y close to the total height of the voxel. The auto calculate sets the values to half of the original size in both Max and Min which equals the total value.

I doubt I can explain it any easier.
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#9 Major_Gilbear

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Posted 04 November 2005 - 05:51 PM

But can u tell me how did u  add the header info meaning how did u knew the coordinates.



Dude, I've explained this to you at least three times now... :p

#10 Apollo

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Posted 04 November 2005 - 07:56 PM

LOL :p Well, it isn't hard when you actually focus on it :lol:
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#11 DaEm0NuL

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Posted 05 November 2005 - 07:06 AM

I know MG but i really forggot :blink:
Anyone heared of the ODOL format ???

Edited by DaEm0NuL, 05 November 2005 - 07:39 AM.


#12 raminator

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Posted 05 November 2005 - 02:36 PM

odol if a product for problems with bad breath...
what is it?
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#13 DaEm0NuL

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Posted 05 November 2005 - 02:44 PM

Nervermind, found a way but the normals look strange. I think i`m gonna manually touch the vxl.




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