Normals
Started by Jeeves, Apr 20 2008 12:26 PM
7 replies to this topic
#1
Posted 20 April 2008 - 12:26 PM
So for those who thought I was a myth, I prove you wrong, I really do exist. Stopped modding, too busy with uni, and better games to mod had I the time (a WWI mod would actually work in DOW).
However, helping a shining star, I recovered my incomplete voxel chart. Its only the top half of the sphere, but theres enough there to do some damn fine normalling. Made using VXLSEIII, so same perspective, and with much help from Gamemate. Hope it helps someone.
However, helping a shining star, I recovered my incomplete voxel chart. Its only the top half of the sphere, but theres enough there to do some damn fine normalling. Made using VXLSEIII, so same perspective, and with much help from Gamemate. Hope it helps someone.
World Domination Status: ▾2.7%
#3
Posted 24 April 2008 - 02:52 PM
TS, thats why theres soo few
World Domination Status: ▾2.7%
#5
Posted 26 April 2008 - 01:07 PM
Likewise. Wish I still had the sphere GM made too, then you could see that it is pretty much damn well spot on. 17 and 19 are interesting ones as the archtypical left and right normals, as 19's higher up the sphere, hence different brightnesses ingame as the lightings not straight. Probably different angle in TS...
Have a play, it is accurate, just strange.
Have a play, it is accurate, just strange.
World Domination Status: ▾2.7%
#6
Posted 26 April 2008 - 04:43 PM
Don't we already have a correct normal set for both TS and RA2 that is used in the autonormal routine and by 3DS>VXL?
#8
Posted 27 April 2008 - 08:14 AM
Don't we have people who aren't blind to autonormal errors and don't use 3ds2vxl?
You wouldn't see voxels with crap normals if autonormals were perfect, which no offence to bansh, but they're not. They save time, yes, and greatly so, however it guesses rather than knows what you want and as such when errors arrise you can't just autonormal again, you have to fix them manually.
Also, normals don't necessarily have to be facing the "right" way, a lot of detail and clarity can be added to a voxel by using normals. Vents, hatches, ball mountings without sticking out all over the place, canvas covers sagging slightly over the edges, etc. are all things that can be easily done with normals whilst using voxels results in worse autonormals and unrealistic and messy extrusions and intrusions everywhere.
Even if you want to pretend autonormals are perfect you can't narrowmindedly and lazily pretend they do that, too, and as far as I know, there isn't a better guide to use when manually fixing your normals, or I wouldn't have bothered starting this one.
You wouldn't see voxels with crap normals if autonormals were perfect, which no offence to bansh, but they're not. They save time, yes, and greatly so, however it guesses rather than knows what you want and as such when errors arrise you can't just autonormal again, you have to fix them manually.
Also, normals don't necessarily have to be facing the "right" way, a lot of detail and clarity can be added to a voxel by using normals. Vents, hatches, ball mountings without sticking out all over the place, canvas covers sagging slightly over the edges, etc. are all things that can be easily done with normals whilst using voxels results in worse autonormals and unrealistic and messy extrusions and intrusions everywhere.
Even if you want to pretend autonormals are perfect you can't narrowmindedly and lazily pretend they do that, too, and as far as I know, there isn't a better guide to use when manually fixing your normals, or I wouldn't have bothered starting this one.
World Domination Status: ▾2.7%
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