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normals tableViPr19:06 16-10-2002
Re: normals tableViPr21:09 16-10-2002
Re: normals tableLegolas16:33 25-10-2002
Re: normals tableflyby16:59 25-10-2002

> BTW, IMHO your view of normals incorrect. :) See any Westywood voxel - top is 232(always), bottom is 16(afair). See converted voxels - you use 15 segments of normals for top. I make my own table with 16 segments on 7 layers +top/bottom. I think - WW use 24 or 32 segments per layer (take Yuri's FloatingDisk voxel and see).

You're correct in your statement that a 16x15 segmentation is wrong. However your other assumptions are also wrong. :D
I believe I've found out the system on how the normals work a while a go. Actually, the system is fits so well together that it can be applied for both TS and RA2 style...

I was hoping to find some extra time to incorporate it in my voxelizer script. Sadly for you guys, I come to realize that with some new business contracts I made recently, it is going to be hard taking a week off to do some free time programming...

So I’m seriously considering making a detailed paper on how the normal system works and add my algorithms/systems so the information and knowledge I gathered don't get lost.

However, I am reluctant to give it out like that, mainly because ViPr is so obsessional possessive about his converter and has no intention in sharing his source code to the Ra2 community.


Re: normals tableLegolas17:41 25-10-2002


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