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How are the voxel files used in AoS stored? Are the file formats like 3D bitmaps, or do they use some sort of lossless compression technique (like a 3D png)? -If it's like a 3D bitmap, how many bits are used per voxel? I know that 16 bit color data is stored in .vxl files (for surface voxels at least), but maybe there's some sort of transparency channel? -Do the "bits per voxel" rates go up for files with very large dimensions? -Is anyone working on a 4-dimensional voxel format yet?? |
#69607 MegaDeuce This is not a title. Posted 13 years ago |
All the information for a voxel would need is, position on xyz axis, and colour. |
#69609 KomradeTyler Kosmonaut Posted 13 years ago |
What do you mean? Like, are the skins stored like Minecraft in a png? If so, it's not, they're stored in a kv6 file, editable in Slab6. |
#69610 CaptainOAP Member Posted 13 years ago |
Surface voxel color is 32 bit ARGB, so there's an unused alpha channel in the map format. The server however discards the alpha and only sends RGB to clients. Each z column in a vxl file is RLE compressed, but this isn't very efficient in cases like the Garage map where there's air in between each floor. |
#69661 hompy Member Posted 13 years ago |
Thanks Hompy! Wow, imagine the possibilities for that unused alpha channel (variable block toughness, partial transparency, etc) So on a 512x512x64 map without compression that should be -6 bits for the z coordinate =25 bits per hidden/air voxel, 57 bits per surface voxel Is that about right? |
#69711 MegaDeuce This is not a title. Posted 13 years ago |
In practice it's more like 512*512*64 bits for the geometry or "is this air" array, then a hash map for the colors. Even if you were to just naively dump the uncompressed map data you wouldn't save the coordinates, as they are implied in the format (x=1 comes after x=0, y=1 comes after x=512, etc) |
#69733 hompy Member Posted 13 years ago |
Interesting... makes alot more sense than what I said. |
#69767 MegaDeuce This is not a title. Posted 13 years ago |
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