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Duke 3D Voxel Pack

User is online   Danukem 

  • Duke Plus Developer

#1891

View PostDzierzan, on 30 October 2020 - 01:06 AM, said:

Well, I'd love to know it as well, so I can add it to GitHub. I can't use tile0 -> tile0 token because those are not facing sprites. And if I replace all rotation sprites with the same voxel and add to them "rotate" token, will that inherit speed of animation?


But that's a problem for someone using unmodified CON files. For Striker, myself, or anyone else modified scripts, it's trivial to just program them to increment their angles.
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User is offline   Dzierzan 

#1892

Alright, I made a pull request. Let NightFright decide how he wants to deal with it. And here's extra blue variant you wanted:

Attached File(s)


1

User is online   Danukem 

  • Duke Plus Developer

#1893

View PostDzierzan, on 30 October 2020 - 01:37 AM, said:

And here's extra blue variant you wanted:


Cool. Voxels work with palette swaps so with blue we get all the ones you pictured and more.
1

User is offline   NightFright 

  • The Truth is in here

#1894

You still need to give me a few days, guys. Still dealing with a severe personal loss. Don't feel like doing anything right now. I will return soon.
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User is offline   Dzierzan 

#1895

According to that tweet https://twitter.com/...9155841/photo/1, the voxel I made was already made by 3D Realms.
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User is offline   Striker 

  • Auramancer

#1896

EDIT: NVM, found them in the pull requests.

Nicely done. I'll write some CON code for these ASAP.

This post has been edited by Striker: 01 November 2020 - 08:07 AM

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User is online   brullov 

  • Senior Artist at TGK

#1897

Is there an option to disable voxel for specific sprite? I want to keep both voxel and sprite versions on the same map.

Yeah, I could just copy-paste the sprite, but maybe there is such an option in mapster32.

This post has been edited by brullov: 01 November 2020 - 09:08 AM

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User is offline   Striker 

  • Auramancer

#1898

Footage from StrikerDM. The item bobbing/rotation is set per-item, the marker inherits whether or not it'll bob, but the rotation speed and direction is specific to the markers themselves.
Posted Image
Posted Image
Posted Image

This post has been edited by Striker: 01 November 2020 - 09:23 AM

3

User is offline   Dzierzan 

#1899

I have no idea how you post your pictures but I can never see them.
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User is offline   Striker 

  • Auramancer

#1900

View PostDzierzan, on 01 November 2020 - 09:47 AM, said:

I have no idea how you post your pictures but I can never see them.

Are you on mobile perhaps?
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User is offline   OpenMaw 

  • Judge Mental

#1901

I can't see them either for some reason.
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User is offline   Striker 

  • Auramancer

#1902

Dunno what to tell you, then. It shows up fine for me on the desktop version of the forum. Only mobile fails to load them.
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User is offline   jkas789 

#1903

View PostStriker, on 01 November 2020 - 12:27 PM, said:

Dunno what to tell you, then. It shows up fine for me on the desktop version of the forum. Only mobile fails to load them.


Naaa Striker. I'm also on Desktop and I can't see them.
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User is offline   Striker 

  • Auramancer

#1904

No clue then. Loading fine here. Not posting these any different than any other image.

Here's a direct link to one.
http://shadowmaveric...01_13-17-25.gif

This post has been edited by Striker: 01 November 2020 - 12:31 PM

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User is offline   OpenMaw 

  • Judge Mental

#1905

View PostStriker, on 01 November 2020 - 12:31 PM, said:

No clue then. Loading fine here. Not posting these any different than any other image.

Here's a direct link to one.
http://shadowmaveric...01_13-17-25.gif


Ah, that might be it. Direct link sets off my firewall. Says it's unsafe.



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User is offline   Striker 

  • Auramancer

#1906

View PostOpenMaw, on 01 November 2020 - 12:51 PM, said:

Ah, that might be it. Direct link sets off my firewall. Says it's unsafe.

That's odd. What firewall software? (I want to investigate why this is even happening.)

This post has been edited by Striker: 01 November 2020 - 01:07 PM

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User is offline   jkas789 

#1907

In my system there is no firewall warning.

Still I was able to see the direct link and I think they look really good. I really need to get around to play your mod Striker.
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User is online   Danukem 

  • Duke Plus Developer

#1908

View PostStriker, on 01 November 2020 - 12:27 PM, said:

Dunno what to tell you, then. It shows up fine for me on the desktop version of the forum. Only mobile fails to load them.


They show up fine for me on my browser.

imo the bobbing up and down effect is better on items once you can pick them up, not as good on the respawn markers.
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#1909

View PostDzierzan, on 01 November 2020 - 09:47 AM, said:

I have no idea how you post your pictures but I can never see them.


View Postjkas789, on 01 November 2020 - 12:30 PM, said:

Naaa Striker. I'm also on Desktop and I can't see them.



Could be related to your DNS, or maybe some adblock?

(i can see them on desktop Mozilla)

Edit: i can't see them on Chrome desktop instead, it appear "posted" Image", a workaround is to right click on the image and open it in a new tab.

This post has been edited by The Battlelord: 01 November 2020 - 02:23 PM

1

User is offline   Striker 

  • Auramancer

#1910

View PostDanukem, on 01 November 2020 - 01:23 PM, said:

They show up fine for me on my browser.

imo the bobbing up and down effect is better on items once you can pick them up, not as good on the respawn markers.

The inspiration is from Quake 3 Arena, where the silhouette of the weapon/item in question still moves in its place.
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User is offline   NightFright 

  • The Truth is in here

#1911

Voxel markers added to Github. Probably currently works on DukeGDX only (not tested) since "rotate" def parameter is not supported elsewhere. Currently I have no idea how to pull this off in EDuke32.

This post has been edited by NightFright: 02 November 2020 - 12:40 AM

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User is offline   Phredreeke 

#1912

View PostStriker, on 01 November 2020 - 12:08 PM, said:

Are you on mobile perhaps?


Ironically, I only see them on my iPad, not my desktop...
1

User is offline   OpenMaw 

  • Judge Mental

#1913

View PostStriker, on 01 November 2020 - 12:59 PM, said:

That's odd. What firewall software? (I want to investigate why this is even happening.)


I'm running Google Chrome with Avast.

I can't even use the right-click work around on the images. It just says it is unsafe. The main warning page says the site is running malicious content.

Very strange.



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User is offline   NightFright 

  • The Truth is in here

#1914

The trick with the markers is that they have different rotation speed. Red is slow (speed 4), yellow is medium (speed 3) and green is fast (speed 2).

I could add them to rotation.con, but then they would all rotate with the same speed. We need a script that applies the correct speed values to the different markers.
2

User is offline   Jimmy 

  • Let's go Brandon!

#1915

Just make different angled voxels for each frame and the game will figure it out. You don't see the respawn markers outside of multiplayer and multiplayer doesn't even work in EDuke32 so it's not a big deal if they don't rotate as smoothly. But I have seen mappers use the frames as decoration in maps.

This post has been edited by Jimmy: 02 November 2020 - 11:35 AM

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User is offline   Phredreeke 

#1916

Wouldn't rotating the voxel by an amount not a multiple of 90 degrees look bad though?
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User is offline   Jimmy 

  • Let's go Brandon!

#1917

No idea but is it really necessary to include code for something no one will ever see?
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User is offline   NightFright 

  • The Truth is in here

#1918

I have to agree with Jimmy here. Sure, it is convenient to have 3 voxels instead of 18 or so and write code for it. However, we should use as little code as possible and avoid it wherever possible. Therefore, I think the effort should be made to do those angled voxels, imitating the sprite angles.
1

User is offline   Hendricks266 

  • Weaponized Autism

  #1919

We had previously discussed an "addang" def token so the nightvision goggles could be made on the grid and then rotated 45 degrees. That sounds like the best way to handle a 1:1 mapping of ART frames to voxel positions.

The rotation script could be modified to make sure the tsprpicnum is always the first one in the set and rotate them at the correct speed. There is a formula for deriving the right speed from the ART/action speed value.

The rotate def token is not the right answer. Again, that token's existence was never valid. Blood has a bit set in the ART files for sprites that should rotate because they are pickups. SW has a hardcoded list of pickups that rotate in the editor but not in the game. This flag has no control over which direction something rotates or how fast. It was never meant for decorations. It's not right to bolt this defective semantic into the engine.
1

User is offline   Tea Monster 

  • Polymancer

#1920

View PostStriker, on 01 November 2020 - 12:27 PM, said:

Dunno what to tell you, then. It shows up fine for me on the desktop version of the forum. Only mobile fails to load them.

I can't see them either.
1

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