# VoxelArt amateur

Started by
guigui
, Aug 07 2012 07:57 AM

27 replies to this topic

### #21

Posted 27 August 2012 - 04:35 PM

Some were interested by my "Stairway to Heaven" yesterday in the game.

It is located in my town guiguiville, here it is on the map

http://8bitmmo.net/m...irway to Heaven

The map only shows the first steps of the stair but it climb really high!

I'm building a floor at 1000 where you'll find my voxel creations (giant hand, etc). It is too high for the map that's why my creations do not appear on it.

But at the top you will reach 6000. When you jump keep one direction... be patient and discover how far you fled. Enjoy!

It is located in my town guiguiville, here it is on the map

http://8bitmmo.net/m...irway to Heaven

The map only shows the first steps of the stair but it climb really high!

I'm building a floor at 1000 where you'll find my voxel creations (giant hand, etc). It is too high for the map that's why my creations do not appear on it.

But at the top you will reach 6000. When you jump keep one direction... be patient and discover how far you fled. Enjoy!

### #22

Posted 27 August 2012 - 09:16 PM

Wow, that's really high! If you go above 4k units, things will start to break, heh (you can't interact with objects anymore)

### #23

Posted 28 August 2012 - 07:13 AM

Wow, that's really high! If you go above 4k units, things will start to break, heh (you can't interact with objects anymore)

Is that why I could not write on a sign for example?

### #24

Posted 28 August 2012 - 06:54 PM

Yes, exactlyIs that why I could not write on a sign for example?

### #25

Posted 01 September 2012 - 06:15 AM

Maximum sign-editing height is 312px.

I didn't realise the Megamap was height-limited, though. I just assumed things were unfinished.

But I can see it clearly on the stairway now. Looks like the cutoff is 256px.

I didn't realise the Megamap was height-limited, though. I just assumed things were unfinished.

But I can see it clearly on the stairway now. Looks like the cutoff is 256px.

### #26

Posted 18 September 2012 - 09:08 PM

I was wondering why my voxel (3D sculpt) were not looking square (see my try of a giant skull) and I realized that the view is not square as we can see 2 faces : top and front. The top should not be square unless the view is 90° to the ground... Anyway it appears as a square on the screen despite we are not at 90° (we can see the front face).

the top face does not match a square pattern

I considered that the front face was a square, calculated that the view was 63,4° and concluded that the top face was 48 pixels large for 58.7 pixels long

So if you want a nice big cube you should draw it 11 cubes large per 11 cubes height but with only 9 cubes long (it will be correct at 1.3%)

the top face does not match a square pattern

I considered that the front face was a square, calculated that the view was 63,4° and concluded that the top face was 48 pixels large for 58.7 pixels long

*(I don't want to explain all my fastidious work but please redo the calculations on your side to confront my conclusions )*So if you want a nice big cube you should draw it 11 cubes large per 11 cubes height but with only 9 cubes long (it will be correct at 1.3%)

### #27

Posted 19 September 2012 - 02:04 PM

Hi Guigui. I visited your Sky Studio, by the way. I especially liked the hand and how it reaches up.

8bitMMO uses a kind of Cavalier Projection, in which none of the axes are scaled. It also has zero skew angle, so that Y is parallel to Z on the screen.

This allows for a good illusion without so much heavy computation.

So that means a cube in 8bitMMO-space is exactly NxNxN

But if you want to create a screen image that would resemble a cube in real space, you are (partly) correct.

You are using half-height blocks (of course because they seem more like real world cubes).

So your calculation is:

sin A = (cos A)/2 ==> tan A = 1/2 ==> A = atan 1/2 = 26.565

Or the other way, 90 - 26.565 = 63.435

And sin(63.435) = 0.894, roughly 0.9.

But that gives a ratio of 9:10, not 11.

Plus I forgot your assumption that height and width are equal, not height and depth.

Hang on, I'll try again.

[edit]

Ok, I missed the obvious.

If the height and width of a half block are assumed to be equal,

and the height appears half as long as the width,

then the sine = 0.5, so the angle of Z direction=30 degrees.

therefore, angle of Y direction = 60 degrees.

So, sin(60)=0.866 blocks in the Y direction has the same length as 1 block in the other directions.

i.e. the block dimensions are interpreted as 1x1.1547x1

giving a ratio of roughly 7:8 [see attached image]

So I think your calculation might be wrong.

First, the angle has to be 60, according to your assumption that the front face is square.

Second, I think you double-scaled the result by multiplying both Y by sin(63.4)=0.9, and X and by 1/sin(63.4)=1.1, when you only needed do do one or the other.

Maybe the next person will show that I got it wrong, too;)

8bitMMO uses a kind of Cavalier Projection, in which none of the axes are scaled. It also has zero skew angle, so that Y is parallel to Z on the screen.

This allows for a good illusion without so much heavy computation.

So that means a cube in 8bitMMO-space is exactly NxNxN

*WHOLE*blocks, natively.But if you want to create a screen image that would resemble a cube in real space, you are (partly) correct.

You are using half-height blocks (of course because they seem more like real world cubes).

So your calculation is:

sin A = (cos A)/2 ==> tan A = 1/2 ==> A = atan 1/2 = 26.565

Or the other way, 90 - 26.565 = 63.435

And sin(63.435) = 0.894, roughly 0.9.

But that gives a ratio of 9:10, not 11.

Plus I forgot your assumption that height and width are equal, not height and depth.

Hang on, I'll try again.

[edit]

Ok, I missed the obvious.

If the height and width of a half block are assumed to be equal,

and the height appears half as long as the width,

then the sine = 0.5, so the angle of Z direction=30 degrees.

therefore, angle of Y direction = 60 degrees.

So, sin(60)=0.866 blocks in the Y direction has the same length as 1 block in the other directions.

i.e. the block dimensions are interpreted as 1x1.1547x1

giving a ratio of roughly 7:8 [see attached image]

So I think your calculation might be wrong.

First, the angle has to be 60, according to your assumption that the front face is square.

Second, I think you double-scaled the result by multiplying both Y by sin(63.4)=0.9, and X and by 1/sin(63.4)=1.1, when you only needed do do one or the other.

Maybe the next person will show that I got it wrong, too;)

**Edited by obliquely, 19 September 2012 - 03:43 PM.**

### #28

Posted 21 September 2012 - 08:05 PM

awesome.

FYI, the front face for short blocks is 8px, and for square-size blocks is 16px. The top face is always 16px16px

FYI, the front face for short blocks is 8px, and for square-size blocks is 16px. The top face is always 16px16px