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Come and seeAlon gives a whole load of s-21:15 10-01-2002
Re: Come and seeGodwin19:39 11-01-2002
Re: Come and seeAlon gives a whole load of s-23:34 11-01-2002
Re: Come and seePhoib06:19 15-01-2002
Re: Come and seeStrategic Commander06:32 15-01-2002

> > > > People's opinion say the old editor is the best and frankly, you can't blame them: the section editor is simply not good enough!
> > > > so ppl use it and the section editor they use just for voxel-sectioning( few need this thing)

> I got to disagree with you on this.
> I used the old editor A LOT, made some 30 voxels of it.
> But then I needed big voxels, 150 + in length.
> These are quite impossible in the old one.
> I used version 1.2 of the SE, which went quite good.
> Then version 1.4 came, and with it, the ability to draw rectangles.
> Suddenly, drawing voxels went at least twice as fast,I got used to the flipped voxels, used the HVA editor for 3d views: I don't use the old one anymore!

> I'm now making a sectioned Nimitz voxel, which would be impossible be the old one, but is made possible thanks to the section editor.

> Are there more voxel editors who have switched to SE completely?

I don't make many voxels these days, but I never did get to like the section editor. I still prefer the last version of the original voxel editor for its capabilities that have, in my opinion, never been surpassed. I just don't think that the SE feels right in its operations, it's too awkward in simple drawing because of its base code, so I have never made extensive use of it. The only real advantage in the SE is the multi sectioning, but this is nothing that can't be overcome with the old (but still fully functional) VxlUtil.exe made in the dark ages by Blade.

This raises an issue that has come up again and again in relation to voxels; the general opinion seems to think that bigger voxels are better voxels. Personally I see a single super-unit voxel as a decent thing in the right mod, but larger multi-section, single-frame voxels have repeatedly dissapointed me. The overlap is just too hard to overcome. They are memory hogs to render in game. They outscale the possible size for buildings in Red Alert 2. And besides, there is a level of detail that has been lost as voxels have gotten progressively larger, and it's the detail that makes voxels passable in the game. I have to be an oldie for this one; Will's first editor is the best.


Re: Come and seeOlaf van der Spek21:28 15-01-20027
    Re: Come and seeAlon-Balon22:13 15-01-2002
        Re: Come and seeGotrek06:17 16-01-2002
            Re: Come and seeGotrek06:28 16-01-2002
                Re: Come and seeAlon-Balon07:36 16-01-2002
                    Re: Come and seeGotrek07:33 17-01-2002
    Re: Come and seeStrategic Commander06:17 16-01-2002


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