Duke 3D Voxel Pack
#1981 Posted 26 November 2020 - 06:31 AM
The fact that they look fucking good is just a plus. A big magnificent throbbing plus.
#1982 Posted 26 November 2020 - 12:46 PM
I've had to remove switch voxels in my current project for this reason, because editing or maphacking all the maps is not an option (I can explain why but let's just accept that it's not an option).
Has anyone got a solution?
#1983 Posted 26 November 2020 - 12:58 PM
#1984 Posted 26 November 2020 - 01:32 PM
NightFright, on 26 November 2020 - 12:58 PM, said:
I decided to try a CON hack. So far it seems to work.
appendevent EVENT_GAME switch sprite[].picnum case SLOTDOOR case 133 case SPACEDOORSWITCH case 137 case SPACELIGHTSWITCH case 139 case FRANKENSTINESWITCH case 141 case DIPSWITCH2 case 165 ifand sprite[].cstat 64 { ifangdiffl 532 cstator 32768 else ifand sprite[].cstat 32768 cstat 80 } break endswitch
That doesn't cover every type of switch but it's the ones I have seen used on secrets.
EDIT: Nevermind, that will make some switches invisible that are supposed to be visible. I'll leave the post here in case it leads to something useful.
EDIT2: Better now, just had the wrong angle number.
This post has been edited by Danukem: 27 November 2020 - 08:16 PM
#1985 Posted 26 November 2020 - 01:50 PM
Danukem, on 26 November 2020 - 12:46 PM, said:
That's very interesting given we've had the opposite experience with Shadow Warrior.
There's a level in Twin Dragon where a keycard is incorrectly set as a one-sided sprite. In the DOS game as well as Redux the voxel is seen regardless. In VoidSW and BuildGDX the voxel could only be seen from the visible side. GDX later added a maphack for the key.
#1986 Posted 26 November 2020 - 05:48 PM
Wasn't sure if it suppose to be some kind of energy weapon or astronomical observatory. I kept original light, so warm sun light from one side and cold moon light from the other. I think it makes sense in this case as it is space themed object.
Preview:
This post has been edited by Borion: 26 November 2020 - 05:49 PM
#1988 Posted 26 November 2020 - 06:49 PM
Phredreeke, on 26 November 2020 - 01:50 PM, said:
There's a level in Twin Dragon where a keycard is incorrectly set as a one-sided sprite. In the DOS game as well as Redux the voxel is seen regardless. In VoidSW and BuildGDX the voxel could only be seen from the visible side. GDX later added a maphack for the key.
SW had voxel switches, so I'm sure there's some hardcoded voodoo at work.
#1989 Posted 27 November 2020 - 12:19 AM
This post has been edited by Dzierzan: 27 November 2020 - 12:37 AM
#1990 Posted 27 November 2020 - 01:19 AM
This post has been edited by jkas789: 27 November 2020 - 01:19 AM
#1991 Posted 27 November 2020 - 06:22 AM
#1992 Posted 27 November 2020 - 09:39 AM
#1993 Posted 28 November 2020 - 09:50 AM
This post has been edited by Dzierzan: 28 November 2020 - 10:02 AM
#1994 Posted 28 November 2020 - 10:01 AM
This post has been edited by NightFright: 28 November 2020 - 10:01 AM
#1995 Posted 28 November 2020 - 10:26 AM
NightFright, on 28 November 2020 - 10:01 AM, said:
For the upscale pack I've used a batch script that lets the user pick expansion and then loads the appropriate DEF file. It works but looks extremely plain - would be nicer to have a GUI for it
#1996 Posted 28 November 2020 - 02:37 PM
Or here too:
Were any maphacks applied to the spacesuit?
This post has been edited by Dzierzan: 28 November 2020 - 02:39 PM
#1997 Posted 28 November 2020 - 02:50 PM
I think eventually someone's gonna have to go through all Duke3D maps again with voxels and see which maphacks still work and which don't. HRP and voxel pack maphacks are drifting more and more apart. But before, we should check if EDuke32 is still handling all maphacks commands properly.
This post has been edited by NightFright: 28 November 2020 - 03:09 PM
#1998 Posted 28 November 2020 - 05:01 PM
#1999 Posted 28 November 2020 - 07:25 PM
NightFright, on 28 November 2020 - 10:01 AM, said:
Honestly as an end user I think the minimum one has to learn to mod Build games is def file editing. So I wouldn't worry too much about that.
It would be nice if eduke32 could load voxels when it detects a group file though.
This post has been edited by jkas789: 28 November 2020 - 07:26 PM
#2000 Posted 29 November 2020 - 12:37 AM
Striker, on 28 November 2020 - 05:01 PM, said:
Ok, in that case, a whole lot of maphacks are useless. If I understood correctly, mdxoff/mdyoff/mdzoff only work after a pitch (or roll) cmd has been used. If neither pitch nor roll can be used, you can forget about moving a voxel up/down, to the side or forward/backward. That wouldn't leave many repositioning options, actually.
Which ones actually DO work? Angoff and notmd?
This post has been edited by NightFright: 29 November 2020 - 12:48 AM
#2001 Posted 29 November 2020 - 01:41 AM
NightFright, on 29 November 2020 - 12:37 AM, said:
Which ones actually DO work? Angoff and notmd?
The offsets don't need a pitch or roll command to function (at least, they shouldn't if I recall), but it does control the center of rotation/pitch.
This post has been edited by Striker: 29 November 2020 - 01:44 AM
#2002 Posted 29 November 2020 - 02:29 AM
Anyway, I never managed to do anything besides angoff adjustments successfully. The rest seems to be some rocket science I fail to comprehend.
#2004 Posted 29 November 2020 - 03:50 AM
NightFright, on 29 November 2020 - 02:29 AM, said:
Anyway, I never managed to do anything besides angoff adjustments successfully. The rest seems to be some rocket science I fail to comprehend.
If they're in map units, the values probably need to be rather large to have a visible effect.
#2005 Posted 29 November 2020 - 04:53 AM
#2006 Posted 29 November 2020 - 09:44 AM
Dzierzan, on 28 November 2020 - 09:50 AM, said:
yeah looks pretty complete except for episode 4..... and it depens if someone is gonna make voxels for the satellite, radar dish, reactor core, monk, lawyer etc
years ago I made a map for testing all the hires-stuff..... not beautiful but it does the job.... (it could also contain none used stuff)
Attached File(s)
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HRP-TEST.zip (10.02K)
Number of downloads: 146
#2007 Posted 29 November 2020 - 10:59 AM
0815Jack, on 29 November 2020 - 09:44 AM, said:
years ago I made a map for testing all the hires-stuff..... not beautiful but it does the job.... (it could also contain none used stuff)
Thanks for map Jack, nice to have all that stuff in one place.
Regarding stuff that you mentioned, I'm working on satellite (dish) and radar dish at the moment. As You can see couple posts earlier Dzierzan is working on space shuttle. So we are filling remaining gaps, give it some time and hopefully all will be done.
On the subject of stuff that wait to be done, there are couple objects that go beyond KVX file format limitation of 255x255x255 voxels. I'm wondering what to do about them.
Is it technically possible to "attach" two models to one object, so we could stick two KVX files together? Anyone knows?
#2008 Posted 29 November 2020 - 11:37 AM
This table could use some polishment like removing standing out voxels and remove original shading on sides (at least soften that).
Similar situation.
Well, I should update my pipes too, since I did the same mistake and later Borion gave me hints what I should be avoiding.
This post has been edited by Dzierzan: 29 November 2020 - 11:38 AM
#2009 Posted 29 November 2020 - 12:48 PM
NightFright, on 27 November 2020 - 06:22 AM, said:
Yes I think we have surpassed version 1, that was supposed to be pickups only. I think we are officially in version 2.
#2010 Posted 29 November 2020 - 04:16 PM
Borion, on 29 November 2020 - 10:59 AM, said:
Regarding stuff that you mentioned, I'm working on satellite (dish) and radar dish at the moment. As You can see couple posts earlier Dzierzan is working on space shuttle. So we are filling remaining gaps, give it some time and hopefully all will be done.
Dzierzan, on 29 November 2020 - 11:37 AM, said:
I'm glad that I could help Looking forward to your next stuff