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Duke 3D Voxel Pack

User is offline   Borion 

#1531

View PostNightFright, on 02 March 2020 - 08:16 AM, said:

This seems to be a complex one. Let's hope it doesn't cause any noticable slowdowns when they are used en masse.

Yes, it might be heavy for older rigs. I did what I could to simplify leaves shapes and keep less visible parts as flat as possible.

EDIT:
In-game shot
Posted Image

This post has been edited by Borion: 02 March 2020 - 08:43 AM

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User is offline   Jimmy 

  • Let's go Brandon!

#1532

Holy shit my dude.
1

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#1533

Good job

But I got some criticism, it got a bit of a "porcupine" look, rather than looking like palm tree leaves

Reference images:

Posted Image

Posted Image

Posted Image

Posted Image

And good luck with the last one

This post has been edited by Fox: 02 March 2020 - 08:49 PM

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User is offline   Striker 

  • Auramancer

#1534

Yeah, bigger/wider individual leaves would help.

This post has been edited by Striker: 02 March 2020 - 08:43 PM

2

User is offline   Jimmy 

  • Let's go Brandon!

#1535

Also playing around with the pack, the Riot Tank comes off way too huge. I've scaled it down to .94 and it looks perfect. Compare by switching voxels on and off, it "feels" more like the scale of the sprite. The added 3 dimensions makes the Riot Tank and the Pig Cop inside look really fucking big. Scaled down, it's shocking just how close to the sprite it really is. Also, not sure if its just me, but the attempt to add animations to it is rather broken.

This post has been edited by Jimmy: 02 March 2020 - 09:38 PM

1

User is online   NightFright 

  • The Truth is in here

#1536

I shall implement the tank scale adjustment, then. This long beta testing phase is really paying off.
1

User is offline   Borion 

#1537

View PostFox, on 02 March 2020 - 06:28 PM, said:

Good job

But I got some criticism, it got a bit of a "porcupine" look, rather than looking like palm tree leaves

And good luck with the last one

Thanks Fox!
Porcupine look - yes, it is too regular for a plant.
I will try to stagger middle "rings" of leaves, so they look less regular. Those references will come in handy. I had hard time finding species that tree2 is based on. And thanks for posting both sources for original sprites, I knew only first one.

@Last one - thanks Fox

View PostStriker, on 02 March 2020 - 08:42 PM, said:

Yeah, bigger/wider individual leaves would help.

Not that I don't agree Striker, but in this case this would require model to be redone in most part. I can't just scale elements like in 3D model. This one took more than 8 hours, I would rather make second palm tree when I get a chance.

View PostJimmy, on 02 March 2020 - 09:37 PM, said:

Also playing around with the pack, the Riot Tank comes off way too huge. I've scaled it down to .94 and it looks perfect. Compare by switching voxels on and off, it "feels" more like the scale of the sprite. The added 3 dimensions makes the Riot Tank and the Pig Cop inside look really fucking big. Scaled down, it's shocking just how close to the sprite it really is. Also, not sure if its just me, but the attempt to add animations to it is rather broken.

Good find, scale .94 looks better in my opinion too.
About animation, have you tried uncommenting this line in eduke.con Jimmy? It is wonky, but generally works.

Quote

// Pigcop Tank code
include scripts/pigtank.con


View PostNightFright, on 02 March 2020 - 09:59 PM, said:

This long beta testing phase is really paying off.

Yep, slowly but steadily forward ;)
2

User is offline   Jimmy 

  • Let's go Brandon!

#1538

I missed that. The formatting of the defs/cons is awful.
0

User is offline   Micky C 

  • Honored Donor

#1539

8 hours!? That’s amazing dedication. Thanks for your continued efforts ;)

On the topic of slowdowns, I thought that the dimensions of the voxel, as opposed to its complexity, is what dictates performance?
2

User is offline   Borion 

#1540

View PostMicky C, on 03 March 2020 - 03:05 AM, said:

8 hours!? That’s amazing dedication. Thanks for your continued efforts ;)

On the topic of slowdowns, I thought that the dimensions of the voxel, as opposed to its complexity, is what dictates performance?

Thanks Micky! :lol:

IIRC volume is crucial in Classic. I think Polymost converts voxel models to mesh objects, so more complex shape = more vertices to render. But don't quote me on that.
1

User is offline   LeoD 

  • Duke4.net topic/3513

#1541

View PostNightFright, on 02 March 2020 - 09:59 PM, said:

I shall implement the tank scale adjustment, then. This long beta testing phase is really paying off.
I'd rather opt against watering the faithfulness. It's a Tank, guys, it's big, so why shrink it?. Similar considerations about the front side of ketchup and mustard, btw..
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User is offline   Kyanos 

#1542

View PostBorion, on 03 March 2020 - 03:18 AM, said:

I think Polymost converts voxel models to mesh objects, so more complex shape = more vertices to render. But don't quote me on that.


1 voxel = 12 triangles (by itself) It's not quite that bad on the whole as many voxel faces get culled by contact with another voxel, but it's brutal polygon soup when voxel objects get detailed and have many exposed faces.

On the subject, an ambitous coder could learn some voxel rendering optimisation tricks from voxlap/open spades. It's all about combining like colour faces to make larger triangles therefore less polygons.

This post has been edited by Photonic: 03 March 2020 - 12:50 PM

1

User is offline   ReaperMan 

#1543

View PostLeoD, on 03 March 2020 - 12:33 PM, said:

I'd rather opt against watering the faithfulness. It's a Tank, guys, it's big, so why shrink it?. Similar considerations about the front side of ketchup and mustard, btw..

There are other things in the pack that are scaled down as well, the magazine for the pistol and pipebomb for example. Sometimes they just look better that way.

This post has been edited by ReaperMan: 03 March 2020 - 10:03 PM

0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#1544

View PostLeoD, on 03 March 2020 - 12:33 PM, said:

I'd rather opt against watering the faithfulness. It's a Tank, guys, it's big, so why shrink it?. Similar considerations about the front side of ketchup and mustard, btw..

Is it not going to be weird if the pig inside is different?
0

User is offline   Jimmy 

  • Let's go Brandon!

#1545

View PostLeoD, on 03 March 2020 - 12:33 PM, said:

I'd rather opt against watering the faithfulness. It's a Tank, guys, it's big, so why shrink it?. Similar considerations about the front side of ketchup and mustard, btw..

The voxel looks larger than the sprite. Compare in game.
0

User is offline   Kyanos 

#1546

View PostJimmy, on 04 March 2020 - 08:37 AM, said:

The voxel looks larger than the sprite. Compare in game.

Hmmm. is it more voxels tall than pixels? I thought the pack was 1:1
0

User is offline   Jimmy 

  • Let's go Brandon!

#1547

It looks larger. I get you're not all artists but it's a matter of perspective. The additional dimension changes how it looks.
3

User is offline   Kyanos 

#1548

I get your point. But I've noticed that the scale on all voxels seems a bit off (larger than equal sized sprites) and it I think it may be showing this more with the larger sprites and maybe sprites that are scaled via con (like the ammo is 48 IIRC not 64)
0

User is offline   OpenMaw 

  • Judge Mental

#1549

Yeah there are several variables at play unfortunately. The hardcoded, con coded scaling aspects, and the actual depth of the voxels creating a different effect than the original sprites.
0

User is offline   MusicallyInspired 

  • The Sarien Encounter

#1550

Wow that tree is nuts great work.
1

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#1551

All Build games so far had voxel silhouette matching the sprite size, I'm not sure about changing that
0

User is offline   Jimmy 

  • Let's go Brandon!

#1552

Its way simpler than any of that. We're talking about a 6% scale difference that is applied via DEF file. The voxel itself is still 1:1. The reason it looks larger than it should is because the sprite shows the Pig Cop's face level with the player's view. Because the voxel is actually three dimensional when rendered in game you are looking up to the Pig Cop's face. A scale of 0.94% renders it in a way that it visually appears the same. At 100% scale not only does the Pig Cop's face sit above eye level, the tank towers over the player and appears higher than the sprite.

This post has been edited by Jimmy: 04 March 2020 - 08:14 PM

0

User is offline   Rellik 

#1553

Shitty ms paint example: because the tank protrudes further forward, it appears larger to the player.
Attached Image: tanky.png
6

User is offline   Borion 

#1554

foodobject7 (4536)
Posted Image

This post has been edited by Borion: 21 March 2020 - 12:21 PM

8

User is online   NightFright 

  • The Truth is in here

#1555

Added to GitHub.
2

User is offline   mxrtxn 

#1556

It is so inspiring to see Borions work,

I really liked the geishas, beautiful work.

Striker I am thinking in the future to convert my Shadow Warrior voxels to duke´s pallete. Do you think is it possible to add some of them to striker MOD?

By the due to the virus issue I have more free time so I manage to finish these two voxels, just in time to update the voxel pack:

Posted Image

Wondering how they would look in duke nukem (there´s no voxfil file like in SW so I cannot do it as easy as in that game)...

Feel free to download them (16 new ones):

https://forums.duke4...900#entry339900

P.S. And yes this is shameless promotion of my voxel pack, so Borion feel free to do the same in my thread, though is not as popular as duke ;)

This post has been edited by mxrtxn: 24 March 2020 - 07:57 PM

4

User is offline   Borion 

#1557

View Postmxrtxn, on 24 March 2020 - 06:30 PM, said:

It is so inspiring to see Borions work,

I really liked the geishas, beautiful work.

Striker I am thinking in the future to convert my Shadow Warrior voxels to duke´s pallete. Do you think is it possible to add some of them to striker MOD?

By the due to the virus issue I have more free time so I manage to finish these two voxels, just in time to update the voxel pack:


Wondering how they would look in duke nukem (there´s no voxfil file like in SW so I cannot do it as easy as in that game)...

Feel free to download them (16 new ones):

https://forums.duke4...900#entry339900

P.S. And yes this is shameless promotion of my voxel pack, so Borion feel free to do the same in my thread, though is not as popular as duke ;)


Thanks!

I need to finally check out voxel pack for SW, and SW in general. It is least known to me of best BUILD games.

This post has been edited by Borion: 25 March 2020 - 02:52 AM

1

User is offline   Borion 

#1558

tree2 (910)
Posted Image
21

User is online   NightFright 

  • The Truth is in here

#1559

Ok, my concerns about that voxel were completely needless, it seems. It's awesome.

This post has been edited by NightFright: 01 April 2020 - 10:28 AM

1

User is offline   Borion 

#1560

View PostNightFright, on 01 April 2020 - 10:28 AM, said:

Ok, my concerns about that voxel were completely needless, it seems. It's awesome.

Thanks, NF! ;)

This post has been edited by Borion: 01 April 2020 - 01:09 PM

0

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