Author Topic: CVR Editor v1 (4/2/2014) is now available.  (Read 11065 times)

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Offline Kilkakon

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Re: CVR Editor v1 (4/2/2014) is now available.
« Reply #75 on: July 30, 2016, 02:15:15 PM »
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  • I believe in necroposting.

    Gave this a go today. Got some feedback and areas in which the editor could use improvement. I've attached the results of today's work as well.

    Firstly, there is a sore need for a bigger brush size. I did all this with a 1x1 pixel brush and it took hours haha~

    Secondly, the program can't get at the little crevices that are covered up by other things. For example, in the chassis image, I can't get at the inside edges of the wheel or under the suspension tubing.

    Still, was able to make a naked Scout Patrol! ;deidre; would be proud.

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    Re: CVR Editor v1 (4/2/2014) is now available.
    « Reply #76 on: July 30, 2016, 02:53:05 PM »
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  • ...I wonder if it would be feasible to find a basic open source graphics editor, at least MSPaint-level good, and incorporate it wholesale into an upgrade, Ford?  Like, the potential of just being able to custom decorate the standard units is a huge breakthrough for what modders can do, on the art end.  -It's always been that elaborate WWII mod/scenario stuck with the same old space units...

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    Re: CVR Editor v1 (4/2/2014) is now available.
    « Reply #77 on: July 30, 2016, 03:20:26 PM »
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  • ...So is there anything out there that would meet the .cvr editor needs?  I wouldn't know if I saw it, alas, having no experience with 3D...

    Offline Geo

    Re: CVR Editor v1 (4/2/2014) is now available.
    « Reply #78 on: September 02, 2017, 07:55:00 PM »
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  • Tried it out a bit today.

    Basically I agree with Kilkakon's remarks about painting things in this app.
    And having two-colored parts is a burden to work on since the scale is way too small to work exactly on the border of color boundaries.

    Offline Chiu ChunLing

    Re: CVR Editor v1 (4/2/2014) is now available.
    « Reply #79 on: January 23, 2018, 08:49:53 PM »
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  • Unfortunately, Caviar is VERY different from normal 3D modeling.  I mean that in both ways, now that I understand the idea behind their voxel mesh (and the high performance rendering it can achieve) I'm disheartened that it is not more commonly used (there are so many possibilities, think of playing Minecraft with an effective view distance of miles rather than a fraction of a kilometer).  It's also inconvenient because the kinds of tools that are useful for modding other 3D model types are not applicable to .cvr files.

    Basically, rather than having a 2D graphic texture "wrapped" onto a 3D model made up of polygons, Caviar has the color indexes referenced in each voxel.  Each group as a whole is really a thread that is extruded about in three dimensions (rather like making a clay model by rolling a 'snake' and then winding it back and forth to build up a form, the metaphor is also apt to the "normal" process that visually 'smooths' the voxels into a surface for display).

    Basically, the palate is separate from the model information, but the application of the palate to individual voxels doesn't have a separate 2D amenable step, a "skin" like with other models.

    Offline rmolina

    Re: CVR Editor v1 (4/2/2014) is now available.
    « Reply #80 on: January 23, 2018, 11:02:47 PM »
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  • (rather like making a clay model by rolling a 'snake' and then winding it back and forth to build up a form, the metaphor is also apt to the "normal" process that visually 'smooths' the voxels into a surface for display).

    Or, even better, winding your clay snake around a wax model, and then melting the wax as soon as the model is completely wrapped in clay.

    Here is an even nicer analogy:

    Quote from: Dave Sieks, "Dawn of the 3D Pixel Sprite", Game Developer Magazine, June 1997
    You can think of this as something like a mummy: the original polygonal model serves as the mummy’s body, which is then completely wrapped in a strand of 3D pixels — thereafter, only this wrapping is used to represent the character.

    Offline Chiu ChunLing

    Re: CVR Editor v1 (4/2/2014) is now available.
    « Reply #81 on: January 24, 2018, 12:55:22 AM »
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  • That's interesting, but it must apply to whatever editing tool they used to create the caviar files in the first place.  The caviar file itself does not contain anything other than the instructions on how to wind the string of voxels into an empty volume.

    I suppose it should be possible to rebuild a model from the voxels, Ford discussed trying this but the result was a huge number of polygons.  I think that his approach created too many by thinking of the voxels as cubes, but the point is that the underlying difficulty isn't easily amenable to traditional approaches.

    On the other hand, while creating a tool to turn the voxels back into a model and texture seems a bit difficult, it probably isn't so impossible to make something that would turn a conventional model and texture into voxels...if anyone knew how to generate the normal information properly.  They must have had one at some point, right?  The information left in the .cvr files suggest it was some kind of Max plugin.

    Offline DrazharLn

    Re: CVR Editor v1 (4/2/2014) is now available.
    « Reply #82 on: January 29, 2018, 12:41:50 AM »
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  • I don't know what Ford tried, but there are some algorithms for converting voxels into surfaces.

    https://en.wikipedia.org/wiki/Isosurface#Implementation_Algorithms

    PolyVox is a C++ library that implements the marching cubes algorithm. Though I don't think the algorithms would be that difficult to translate into python or whatever. If you need access to the original papers, I recommend sci hub.

    It might be a fun challenge to work out how to map the "texture" from the voxel data onto the mesh.

    Online bvanevery

    Re: CVR Editor v1 (4/2/2014) is now available.
    « Reply #83 on: March 25, 2018, 04:13:39 PM »
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  • I'm trying this out using Windows 10 and Python 3.6.  Some .cvr files don't load at all.  Others, I see something, but darned if I know what I'd do with them.  This makes swallowing Blender look easy.

     

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