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RA2 Missions Argentina -English-

Normals: I 4 --> I 2 Equivalences and Auto-N control
Submitted by ArgCmdr

First of all, we will take a look at what were gonna explain here, as this is more an informative tutorial rather than an innovative one. This tutorial informs about two different things related on the same matter. The first, is the conversion from RA2 type normals, Index 4, to TS type normals, Index 2 and viceversa. We will treat which normal value corresponds to which other. And next, we will explain what is the normal control file that works with Voxel Section Editor II and how to modify it (So in case that for some reason youve messed it up, you can restore it, or in case you wanna go berserk to try find something new).

The normals values possessed and known are scarse, specially since it is very hard to determine which are the correct values for most non 45º multiple surface. Below, you will find the normals tables from the normals files by Flyby made for Voxel Editor II. And also the table Koen made. All set in comparison of course. (I gotta recommend taking a look at the file Godwin madem which isnt clearly downloadable anywhere but deezire.net, in the forums).

Facing / Set
Koens TS (I2)
Flybys TS (I2)
Flybys RA2 (I4)
Front
15
15
7
Front Top
33
33
126
Front Bottom
3
3
37
Front Right
14
20
140
Front Left
22
22
13
Bottom Front Right
8
8
48
Top Front Right
20
21
230
Bottom Front Left
10
16
66
Top Front Left
34
34
219
Left
17
17
147
Left Top Top
28
28
191
Top
32
32
232
Right Top Top
26
26
199
Right
19
19
153
Right Bottom
2
7
86
Bottom
2
2
16
Left Bottom
4
4
19
Back
12
12
106
Back Top
30
30
224
Back Bottom
0
0
30
Back Right
13
13
107
Back Left
23
23
178
Bottom Back Right
13
1
54
Top Back Right
13
31
208
Bottom Back Left
4
11
51
Top Back Left
23
29
122

Notice that Koen´s values are not 100% accurate due to the method used to uncover how theyre read by the program. The goal is accomplished though, show you which values program uses on each facing.

As you may have seen before, Flyby´s values are held in .normals files. These files are text. Actually inside them, youll find the data given above in the following format:

[details]
author = flyby
details = http://xccu.sourceforge.net
details = http://www.tibed.net
scheme = TIBERIAN_SUN

[normals]
Front = 15
Front Top = 33
Front Bottom = 3
Front Right = 20
Front Left = 22
Bottom Front Right = 8
Top Front Right = 21
Bottom Front Left = 16
Top Front Left = 34
Left = 17
Left Top Top = 28
Top = 32
Right Top Top = 26
Right = 19
Right Bottom = 7
Bottom = 2
Left Bottom = 4
Back = 12
Back Top = 30
Back Bottom = 0
Back Right = 13
Back Left = 23
Bottom Back Right = 1
Top Back Right = 31
Bottom Back Left = 11
Top Back Left = 29

Now, you will get to know the utility of each line, and thus, how to make YOUR OWN .normals files for Voxel Editor to used. Theres just the limitation of using only the values readable and reckonable by the program, only the ones in the [normals] section.

[details] section provides author information on appliance of the scheme. Whenever you choose in the editor what scheme to apply, you will get a warning message, saying:

Apply this normals scheme?
Filename:
Author: (The value in the file)
Scheme: (The value in the file) ; VERY IMPORTANT!: If this hasnt TIBERIAN_SUN or RED_ALERT_2, the file IS NOT read by the program at all!. The program actually either has the normals files in a temp location or places it in the RAM while its running.

Details= line seems to have little meaning or none, as it hasnt be spotted to modify much. Id think its rather informative in the file itself, pointing to a site, in case someone opened the file looking for such info.

Lastly, [normals] section and all its lines, are meant to give instructions to the program on what value to use (according to the above referred scheme) depending on each case. Each facing is a case, and in case program find case named like X facing, it will paint it with X normal. Eg. In case program finds many voxels together below all the rest, in correct and rect X and Z lines, forming a wall, it will reckon the case Bottom, in all the inner voxels that form that wall. The outter ones would rather be Left Bottom, Right Bottom, Back Bottom, etc.

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