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PostPosted: Wed Apr 23, 2014 9:57 am 
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andythenorth wrote:
So can you auto-upscale it to 2x and 4x? :wink:

Open the Javascript console (Ctrl+Shift+J in Chrome) and enter "scaleVoxels(1)" [2x] or "scaleVoxels(2)" [4x]... It currently does a simple nearest neighbour upscaling, but implementing an algorithm like scale2x (http://scale2x.sourceforge.net/) in 3D would be fairly simple.


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PostPosted: Wed Apr 23, 2014 11:33 am 
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Zephyris wrote:
andythenorth wrote:
So can you auto-upscale it to 2x and 4x? :wink:

Open the Javascript console (Ctrl+Shift+J in Chrome) and enter "scaleVoxels(1)" [2x] or "scaleVoxels(2)" [4x]... It currently does a simple nearest neighbour upscaling, but implementing an algorithm like scale2x (http://scale2x.sourceforge.net/) in 3D would be fairly simple.


I love voxels :D

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Want to help OTTD development? Here's the official list of bitesize patches needed: http://wiki.openttd.org/Todo_list

FIRS Industry Replacement Set (Released) | HEQS Heavy Equipment Set (trucks, industrial trams and more) (Finished)
Squid Ate FISH (ships) (Released) | CHIPS Has Improved Players' Stations (Finished)
Iron Horse (trains, released) | Termite (tracks for Iron Horse, released) | Busy Bee (game script, released)


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PostPosted: Wed Apr 23, 2014 12:44 pm 
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i hate them :D i first liked them, in games such as comanche. It looked awesome and was fast, then newer games used the tech too, and it became very weird looking (outcast e.g.). conclusion: just use pure real 3D with an energywasting 350watt gfx-card ^^

@thread: do you plan additional features ?


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PostPosted: Wed Apr 23, 2014 3:40 pm 
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Phreeze wrote:
@thread: do you plan additional features ?
If I get time and if I need them... What do you have in mind?

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PostPosted: Wed Apr 23, 2014 4:17 pm 
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nothing special, just curious ;)

for me, when drawing trains, i just see the the height of the --- view has more pixels then my template, perhaps the boxses can have other dimensions !?


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PostPosted: Thu May 22, 2014 6:25 am 
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Zephyris wrote:
Phreeze wrote:
@thread: do you plan additional features ?
If I get time and if I need them... What do you have in mind?


Reverse engineer existing sprite? :twisted:

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PostPosted: Thu May 22, 2014 2:56 pm 
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stevenh wrote:
Reverse engineer existing sprite? :twisted:

That is actually fairly possible; if you assume that that the vehicle sprite is essentially a cuboid of particular dimensions and is symmetrical then there is a 1:1 mapping of / orientation sprite pixels to the surface voxels of a cube... Unshading the sprite would be quite simple too, if you assume that the left side is typically 1 shade darker and the roof is typically 1 or 2 shades lighter.

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PostPosted: Fri May 23, 2014 1:19 pm 
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too much assuming there to get a neat result ;)


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PostPosted: Tue May 27, 2014 12:53 pm 
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Hello i back again, please make the Zwergauto, Le Chaux, Overcompensator

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PostPosted: Tue May 27, 2014 1:09 pm 
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Phreeze wrote:
too much assuming there to get a neat result ;)

One way to find out... I'll let you know if I get it working!

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PostPosted: Tue May 27, 2014 4:33 pm 
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well the maths behind it is actually pretty simple. you overlay the image with a bounding box, and then map each pixel to the corresponding coordinate along the respective side of the bounding box it comes to lie in. the results may not be optimal, but probably a good start if the vehicle is vaguely box-y

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PostPosted: Wed May 28, 2014 5:22 am 
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Zephyris wrote:
One way to find out... I'll let you know if I get it working!

We need a like button.


... the next cool idea would be to select a region and decrement all colour indexes to their nearest next non-system colour.
i.e. don't decrement to water, #FFF, CC or fire.

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PostPosted: Wed May 28, 2014 12:18 pm 
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that would be nice for the shade-side :D


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PostPosted: Wed May 28, 2014 5:03 pm 
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Phreeze wrote:
that would be nice for the shade-side :D

The shaded side of the vehicle is already rendered a bit darker, by using exactly the same lighten/darken method that stevenh suggested... That also means a lighten/darken tool would be pretty easy to program if I get a chance...

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PostPosted: Thu May 29, 2014 1:57 am 
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It would be interesting to have some means of using 32bpp to render trains that in the spirit of 8bpp - by this I mean, the tool only lets you 'paint' voxels in the traditional colors of the 8b DOS pallet, but then uses 32b colors to shade them with more nuance.

Does anyone have any tips for preventing 'diagonal' and 'round' surfaces from looking so serrated? I wish I could designate a face as diagonal, and have the resultant shade be an average of the shades given by the exposed x and y voxel faces

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PostPosted: Fri May 30, 2014 8:38 am 
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it's difficult. someone said, that "thin" lines should at least be 2pixels wide, details can't be rendered exactly in diagonal views :-/ basically use voxeltool too design the train, then use gimp/photoshop to correct details (like serrated windows in diagonal views etc.)


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PostPosted: Sat Jun 07, 2014 8:29 am 
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I have just taken a quick look at this and it seems pretty intuitive. However being a bit of a klutz I missed having an undo button...

(edit)

(edit 2)

Please ignore edit 1 :)


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PostPosted: Thu Jun 16, 2016 3:43 pm 
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Is there any way to edit the render engine so that the diagonals and verticals scaled differently, it seems a bit rigid with changing the dimensions affecting all the different views with no flexibility. Makes it hard to maintain scales of already drawn sprites from other sources.

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PostPosted: Tue Jun 27, 2017 8:45 pm 
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How difficult would it be to get this to render tracks? I'm working on a monorail trackset, and this has actually given me a great boost in the right direction, but due to elevation changes there are slightly different angles that tracks need to be rendered in for a full trackset compared to what's required for trains.


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