> 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.