> What we did was take a copy of the APC from TS and change the normals flag to '4' (it is the last byte of the file, making it easy to find in a hex editor).
> Then flyby put both TS and RA2 voxel versions into the game and got them side by side.
> A few screenshots would be nice, flyby :)
I know, I know....:), but it was late yesterday and the samples are still on my home system. I'll up them side by side, so you can see with your own eyes this evening...
Do you guys want them in the original tiff format (no color changes), or will jpeg do?
On a related note :
does anyone have an idea on how to conduct a research of changing normals on inclined voxels (XZ and YZ plane)?:confused:
Using warheads with rocker=yes and eyeballing the degrees of inclination isn't exactly my idea of a scientific approach....:)
And the terrain only has a 45° inclination, which is too little to obtain any conclusive info from...
Another question:
I have the impression, from watching RA2games, that voxels have 16 rotational directions, but voxel movement is restricted to 8 facing sides.
Can any1 confirm the 16 angle rotation?
> To make this experiment meaningful, maybe more people should try it, and with other voxels?
I agree.
This is why I think it is a good idea to make this normal research into a public debate.
It is the best way to set aside personal egos and concentrate on the real issue to solve: the RA2 normals.