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Duke 3D Voxel Pack

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#1651

They converted most textures to 16 colors.
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User is offline   Phredreeke 

#1652

I should clarify, by DN64 I don't mean any converted tiles, only the new weapon/ammo pickups such as the dual SMGs and plasma cannon
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User is online   NightFright 

  • The Truth is in here

#1653

It would be great if voxel defs supported ifcrc like tilefromtexture since then we could just add Carribbean content to the existing voxel pack without having to mess with override packs or something like that.
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User is offline   DJP 

#1654

Number 691 cleaver and 692 knife as voxels
My link
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User is online   NightFright 

  • The Truth is in here

#1655

After Borion is finished with doing some QA work on the voxels, DJP's cleaver and knife are now on Github. Thanks a lot for the contribution!

This post has been edited by NightFright: 04 May 2020 - 12:58 AM

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User is offline   LeoD 

  • Duke4.net topic/3513

#1656

Hi @Borion,
could you please do me a favour?

I need a cubic, hollow, dice-like voxel model for my test/calibration/bug hunting map. My "flat version":
Attached Image: mhkalib.jpg
The inner structure should be some 3d-cross, with the beams ending in the centre of each side.
Attached Image: 3dcross.jpg
Side "5" should look like this, for example:
Attached Image: mhkalib.png
1 square = 1 voxel

I hope this isn't asked too much, at least if your voxel tool has good copy/paste capabilities.
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User is offline   Striker 

  • Auramancer

#1657

View PostBorion, on 27 April 2020 - 03:52 AM, said:

That link was posted as proof of concept. You made it clear guys that You don't want/need voxelized enemies and as Dzierzan said, it would be insane amount of work.

There is only one enemy that I'm sure I will voxelize - Pigcop Car. I can't stand how flat it looks while hovering in place & shooting. In this one moment when whole illusion of mass is gone. I think due to the height in relation to ground level and length of "car". Contrary to Cacodemon or Gargoyle from Blood, this one has not optimal shape for 2.5D trickery, IMO.

I won't forgo work on props, there are still at least 20-30 objects that need voxelization. Just pipes in all variations are 15 models. I think I will take care of few more objects and take a break for a while. By break I mean making i.e. Duke64 or Caribbean stuff ;)

Fox, what do you mean by palette issues? 3DR used different palette for N64 port?

EDIt: typos

Personally, I think you can do whatever you want. Props should take priority, yeah, but if you want to do enemies too and feel like you're up to the challenge, I'd say knock yourself out.
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User is offline   Borion 

#1658

View PostLeoD, on 06 May 2020 - 10:30 AM, said:

Hi @Borion,
could you please do me a favour?

I need a cubic, hollow, dice-like voxel model for my test/calibration/bug hunting map. My "flat version":
Attachment mhkalib.jpg
The inner structure should be some 3d-cross, with the beams ending in the centre of each side.
Attachment 3dcross.jpg
Side "5" should look like this, for example:
Attachment mhkalib.png
1 square = 1 voxel

I hope this isn't asked too much, at least if your voxel tool has good copy/paste capabilities.

Sure, I will do it as soon as I can. But I'm totally hammered by work stuff ATM, Leo.

View PostStriker, on 06 May 2020 - 09:50 PM, said:

Personally, I think you can do whatever you want. Props should take priority, yeah, but if you want to do enemies too and feel like you're up to the challenge, I'd say knock yourself out.

Hi Striker
Making VP props set 'feature complete' has priority for me. About enemies & other stuff, I wan't to experiment with other Build games (besides Pig Car).
1

User is offline   LeoD 

  • Duke4.net topic/3513

#1659

View PostBorion, on 09 May 2020 - 12:58 AM, said:

Sure, I will do it as soon as I can. But I'm totally hammered by work stuff ATM, Leo.
No need to hurry. Not urgent right now, but really nice to have.
1

User is offline   LeoD 

  • Duke4.net topic/3513

#1660

@NightFright
It's a good time to rebase the Voxel Pack's maphacks on the HRP svn727 revision, and re-apply your patches (not so many yet, IIRC). I think I've made all conceivable fixes and improvements that could be achieved without actually replaying all the maps.
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User is online   NightFright 

  • The Truth is in here

#1661

Maphacks update done. Hopefully this won't be necessary again, but to be on the safe side, I have created an internal document for myself listing all edits I have applied to HRP maphacks.

I am attaching it here, also for backup purposes in case I lose the document for some weird and unpredictable reason:
Spoiler


This post has been edited by NightFright: 07 June 2020 - 11:28 PM

1

#1662

View PostBorion, on 16 April 2020 - 04:25 PM, said:

Posted Image

Bravo! Your contributions have actually put this glorious pack to a conceptually new level.

Isn't that little toggle switch supposed to be flipped once the tripmine is attached to a wall and activated? Note that the large tripbomb sprite was primarily intended for use by the HUD graphics (hence its relatively high resolution), and the ingame sprite was apparently kept the same to save memory. As long as you've got a separate voxel model for the ingame sprite, why not make the switch flipped up and the blue LED glowing?
3

User is offline   Borion 

#1663

View PostLeoD, on 10 May 2020 - 06:59 AM, said:

No need to hurry. Not urgent right now, but really nice to have.

Hey Leo, catch!

Side size 32 voxels:
https://mega.nz/file...1IWF-1xVC_vRjnc
Side size 64 voxels:
https://mega.nz/file...qrD8f3eZiOq1C9s

Let me know if it is as you described.

View PostJan Satcitananda, on 11 June 2020 - 03:02 AM, said:

Bravo! Your contributions have actually put this glorious pack to a conceptually new level.

Isn't that little toggle switch supposed to be flipped once the tripmine is attached to a wall and activated? Note that the large tripbomb sprite was primarily intended for use by the HUD graphics (hence its relatively high resolution), and the ingame sprite was apparently kept the same to save memory. As long as you've got a separate voxel model for the ingame sprite, why not make the switch flipped up and the blue LED glowing?

Thanks! : )

@switch flipping - IMO good idea
1

#1664

There was a post back many pages about the voxel pack not working with EDuke32 + 20AWT GRP file + Compatibility Stopgap and someone suggested that in addition to voxels being enabled in graphics menu and the presence of "duke3d_voxels.zip" in the autoload folder, the file "e32wt.def" should also have "include duke32_voxels.def" at the end. I did this but the voxels still aren't working. They are mentioned as loaded in the launch splash screen log and the option for Voxels appears in the menu but all I see everywhere is still the old sprites. That was years back though. Is something different now?

Loading "e32wt.def"
............Duke3D Voxel Pack v1.3
.....
Definitions file "e32wt.def" loaded in 262 ms.


I then added the "e32wt_voxel.zip" which is mentioned in the Compatibility Stopgap thread. Still not working, except unlike the voxel pack I get a feeling e32wt_voxel isn't being loaded at all(nothing in logs). Anything I can do about that?

This post has been edited by Searinox Navras: 12 June 2020 - 08:36 AM

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User is online   NightFright 

  • The Truth is in here

#1665

If the stopgap is loaded after the voxel pack and contains a duke3d.def, it will override the one from the voxel pack. In that case, you would have to add these lines to duke3d.def in the stopgap:

https://github.com/N...ster/duke3d.def

Anyway, if you aren't using the latest stopgap, you should do so now since it's finally fully working, provided you are using a recent EDuke32 snapshot.

This post has been edited by NightFright: 12 June 2020 - 09:15 AM

0

#1666

View PostNightFright, on 12 June 2020 - 09:12 AM, said:

If the stopgap is loaded after the voxel pack and contains a duke3d.def, it will override the one from the voxel pack. In that case, you would have to add these lines to duke3d.def in the stopgap:

https://github.com/N...ster/duke3d.def

Anyway, if you aren't using the latest stopgap, you should do so now since it's finally fully working, provided you are using a recent EDuke32 snapshot.


I am using the latest stopgap and an eduke32 from a week ago. I do not have a duke3d.def in the folder, only an e32wt.def. I created one and put the text you linked in mine. Still not working.

This post has been edited by Searinox Navras: 12 June 2020 - 10:32 AM

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User is online   NightFright 

  • The Truth is in here

#1667

If you are using the Polymer renderer, voxels also won't show.
0

User is offline   LeoD 

  • Duke4.net topic/3513

#1668

View PostBorion, on 12 June 2020 - 06:48 AM, said:

Hey Leo, catch!
Thanks, man! Great job. (Looks really nasty in classic mode when you're close.)

View PostBorion, on 12 June 2020 - 06:48 AM, said:

Let me know if it is as you described.
Almost. The dots on the sides are supposed to match the side number dice-like: 1,2,3,4,5,6. Currently it's always 5. No big deal though. I'm happy.
1

User is offline   Borion 

#1669

View PostLeoD, on 14 June 2020 - 08:52 AM, said:

Thanks, man! Great job. (Looks really nasty in classic mode when you're close.)

Almost. The dots on the sides are supposed to match the side number dice-like: 1,2,3,4,5,6. Currently it's always 5. No big deal though. I'm happy.


No problem!
I thought those dots were sth different...I'll fix them soon, it is not a big deal.
0

User is online   NightFright 

  • The Truth is in here

#1670

Is there a demand for another pre-release? I guess right now would be a good time during Borion's productive break, plus we just added updated maphacks.

This post has been edited by NightFright: 20 June 2020 - 11:22 AM

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User is offline   Darkus 

#1671

I found small problems, concerning two models:

The original shrinker sprite is a bit lowered compared to the expander:

Posted Image

However, the voxel model is on the same height:

Posted Image

Also the geisha statue (tile 753), has a white line on the back:

Posted Image
1

User is offline   ReaperMan 

#1672

Id, say the shrinker and expander being at the same height fixes an error originally in the game.
1

User is online   NightFright 

  • The Truth is in here

#1673

Agreed. It's basically the same sprite/model, so height should be the same. In the original maps you just can't see this difference since there are no Expander pickups, just ammo. The geisha statue back may be worth looking into, though.

This post has been edited by NightFright: 20 June 2020 - 11:45 PM

3

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#1674

The y-offset seems intended to be used with cstat 128 (half-centered).
0

User is online   NightFright 

  • The Truth is in here

#1675

Just noticed the "satellite dish" of the ammo on Expander should be considerably bigger. At least if you want to match the sprite. However, I guess the idea was to match ammo and weapon model somehow.
1

User is offline   Jimmy 

  • Let's go Brandon!

#1676

Yeah the sprite is grossly inaccurate because it's just a shitty copy paste job of the ammo behind the shrinker sprite. It's only used in multiplayer so no one really ever noticed. Take note that the satellite dish is at the wrong angle on the sprite, but the proper angle on the voxel.
3

User is online   NightFright 

  • The Truth is in here

#1677

Didn't even notice the different angle on the weapon at first. Borion did everything right with the Expander, then. It's great that the voxel pack is not only an improvement over the sprites due to voxels being 3D, but also concept-wise.

This post has been edited by NightFright: 21 June 2020 - 11:50 PM

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User is offline   Jimmy 

  • Let's go Brandon!

#1678

Indeed. The job that has been done here by everyone is commendable, not only has accuracy been a priority (even to a pedantic level sometimes) but mods and maps that don't even exist yet have been taken into consideration. I love this project.
3

User is offline   ReaperMan 

#1679

View Postjimmy is a stupid fuck, on 22 June 2020 - 11:32 AM, said:

... not only has accuracy been a priority (even to a pedantic level sometimes)...

I think we can agree that was the right choice, it avoided creating a mish-mash of assets like the HRP has. There's a lot of great models in there but you can tell different people made them.
1

#1680

View Postjimmy is a stupid fuck, on 21 June 2020 - 12:48 PM, said:

Yeah the sprite is grossly inaccurate because it's just a shitty copy paste job of the ammo behind the shrinker sprite. It's only used in multiplayer so no one really ever noticed. Take note that the satellite dish is at the wrong angle on the sprite, but the proper angle on the voxel.


Funnily enough the satellite dish on the ammo sprite is itself just a copy-paste of the HUD weapon tile, which is why it's angled that way in the first place.

Posted Image

This post has been edited by Doom64hunter: 03 July 2020 - 01:03 AM

1

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