Closed 2TallTyler closed 4 years ago
Ah yes, the building one was originally in there as a "look, you can do things which aren't the standard OpenTTD viewing angles too" example.
You might want to have a play around with the manifest I use in the station set I'm working on, which gives much better results (and output which maps pretty closely to the ground tiles). I don't have that in a public repo yet, but the manifest is here:
{
"lighting_angle": 60,
"lighting_elevation": 65,
"depth_influence": 0,
"tiled_normals": false,
"soften_edges": 0.5,
"fade_to_black": false,
"sampler": "square",
"accuracy": 5,
"overlap": 0,
"brightness": -0.05,
"contrast": 0.05,
"size": {
"x": 128,
"y": 128,
"z": 128
},
"render_elevation": 30,
"sprites": [
{
"angle": 45,
"width": 64,
"flip": true
},
{
"angle": 135,
"width": 64,
"flip": true
}
]
}
This is for buildings where 1 tile = 128x128x128. The important thing to notice is it uses the GoRender default for height, which saves an awful lot of playing around with render_elevation
trying to get diagonals to align nicely.
Thanks for this. When rendering 64x64 buildings in 1x zoom, it is indeed quite close to aligning with the base game tiles. Here's a comparison -- the rendered sprite is in red and lines up perfectly on the bottom diagonals. Odd that the different rotations have slightly different pixel layouts on the top diagonals.
Hello,
I've updated the manifest again, merging your recommendations with the settings I'm using for Yankee Houses. The changes from your recommended settings are:
Here's the included voxel house rendered with these settings:
Approved and merged, thanks for the contribution :)
Hello,
The house_manifest.json included with GoRender appears to be a placeholder, as the rotations aren't correct and tiled_normals isn't set properly to render the ground tiles. Also, the sprite is flipped horizontally -- I drew an L on the left side of the house in Magicavoxel but it appears reversed on the right side.
I am using GoRender on a new house set and have updated the manifest with the settings I am using. Besides the rotations, sprite flips, and tiled normals, I have changed the render_elevation to closely match the ground tile template from OpenGFX. It's not perfect, but it's as close as possible. (I will probably render voxel houses and hand-draw my ground tiles.)
I thought this might aid others who wish to use Magicavoxel and GoRender for houses and objects in the future.
Tyler