> I apparently made an error in the voxel coordinate system with the result that i've assigned the wrong numbers to the spatial system...
no surprises. There is no definitive system- in fact, different parts of my code written at different times mix up the definitions! So, it is equally probable that I mixed up when Koen and I developed our ideas.
> This should be mucho better :
> http://www.eclipsemods.com/flyby/NORMALS/flyby1_2.ts.normals
I've checked it out, and it seems to be really really close to the TS normals!!!! What a great step forward for us- to be able to do realistic auto-normals!!!!
The tool no longer removes internal redundant voxels. Also, importantly, I've changed my definition of 'redundant' to not count those on the underside of slopes, so in future we can remove redundant voxels without making holes, hopefully.
Typically a voxel model imported from 3ds has maybe over a thousand redundant voxels, which obviously take file-size and time for the game to render, even though they are never seen. So I stand by my assertion that removing redundant voxels is 'a good thing'.
Those voxels identified on the underside of slopes are not auto-normalised (yet). They remain unchanged.
my tool can be downloaded from
http://abscnc.sourceforge.net/will/wwtools/normaliser1.2.zip
this zipfile includes the old version of flyby's normals. THerefore, don't use that file- use flyby's new file instead!
Koen, hopefully this can help your code that goes into the Voxel Section Editor?
(I can't compile the vse, because my delphi doesn't have a lot of the vcls- hence me making command-line delphi programs.. :()