Ion Fury Voxel Pack
#62 Posted 08 October 2021 - 06:09 AM
I hope Voidpoint will add an option to disable transparency via DEF for voxels, they look like shit in Polymost:
This post has been edited by Dzierzan: 08 October 2021 - 06:10 AM
#64 Posted 15 October 2021 - 02:05 AM
Dzierzan, on 08 October 2021 - 06:09 AM, said:
Wonder if this can be resolved by some form of backface/occlusion culling? (So only the frontmost faces are drawn) Also, I notice that there's some bugginess, some faces that are supposed to be drawn, aren't...
#65 Posted 02 November 2021 - 01:29 PM
I hope you know how to make Pull Request on Github, this would be more convenient for me and good for git history.
A good example why maphacks are needed, double ladder! I know, I know, two sprites for shading. Just one has to be moved underground or disabled (notmd in DEF).
This post has been edited by Dzierzan: 02 November 2021 - 01:30 PM
#66 Posted 02 November 2021 - 10:48 PM
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8970754aa | [terminx] engine: add "notrans" .def token for voxels to disable drawing with translucency in GL modes
#68 Posted 06 November 2021 - 07:19 AM
Dzierzan, on 02 November 2021 - 01:29 PM, said:
#69 Posted 06 November 2021 - 07:56 AM
Make branch (right click on "main"):
Makes changes and stage them, write Summary:
Push your changes:
And then make a pull request (your branch needs to be checked out [being selected]):
If it's too hard or there are issues, I can just take stuff from you in the end.
#70 Posted 06 November 2021 - 09:25 AM
Dzierzan, on 06 November 2021 - 07:56 AM, said:
If it's too hard or there are issues, I can just take stuff from you in the end.
#71 Posted 07 November 2021 - 04:45 PM
Despite an embarrassing lack of understanding I've somewhat found my way around to contributing to Git repos.
Compared to the Duke3D HRP and its MD3 models there is probably less work to do, since the pickup voxels are already part of the game's release. On the other hand, there's a lot more detail in the maps.
If you want to check out were I'm heading to, I have prepared a ready-to-use IFVP-with-maphacks sneak-peek you can download here. However, for the time being, "moving" voxels is only provided by a patched executable ('notrans' feature from main branch included). Rename the *.exe of your choice to "fury.exe".
Use/Installation:
- Simply unzip the IFVP into your Ion Fury folder.
OR
- Drop the ZIP into the autoload folder, and add the line "NoAutoLoad = 0" to the [Setup] section of fury.cfg.
OR
- Command line invocation: fury.exe -g IonFuryVoxelPack.zip
OR
- The grpinfo way: create fury-voxelpack-91.grpinfo with the following content, and move away the original fury.grpinfo or rename its extension (like grpinfoX)
Your fury.log/eduke32.log should contain one or more lines similar to this after playing:
Loaded map hack file "maphacks/usermaps/foobar.mhk"
The most noteworthy improvements in the few maps I've processed so far can be found in Ionpiercer and in the first original level's (The All-Seeing Eye, z1a1.map) Technoir bar + The Playful Noodle restaurant.
For quick and easy comparisons, this excerpt from my settings.cfg might be interesting:
This post has been edited by LeoD: 07 November 2021 - 05:48 PM
#72 Posted 08 November 2021 - 12:42 PM
Quote
Just make pull requests. I trust you in what you are doing.
@Leo
Lamp posts will also require maphacks, as the top is usually misaligned with the base. Anyway, here's the lamp:
This post has been edited by Dzierzan: 08 November 2021 - 12:44 PM
#73 Posted 09 November 2021 - 10:35 AM
#74 Posted 09 November 2021 - 11:02 AM
Dzierzan, on 09 November 2021 - 10:35 AM, said:
Btw, it seems that the 9981/9982 cockroach voxels never show up ingame. They appear upright in Mapster 3D, but as flat textures during gameplay. I assume they are turned floor-aligned upon spawn. The xrepeat/yrepeat values set in Mapster 2D are ignored as well, and they will always be standard size.
#75 Posted 09 November 2021 - 11:27 AM
Yeah, let's just add empty maphacks for now. So one will not have to remember about activation.
#76 Posted 09 November 2021 - 12:16 PM
Dzierzan, on 09 November 2021 - 11:27 AM, said:
You have added the author name to z2a1.mhk. Is there an official list? I have scraped them from tags in 2D mode so far.
#77 Posted 09 November 2021 - 12:35 PM
Now maphacks work for me.
#81 Posted 02 May 2022 - 08:04 AM
#84 Posted 03 May 2022 - 06:50 AM
#85 Posted 05 May 2022 - 12:14 PM
This post has been edited by Dzierzan: 05 May 2022 - 12:15 PM
#86 Posted 07 May 2022 - 01:30 PM
#87 Posted 07 May 2022 - 02:31 PM
This post has been edited by Dzierzan: 07 May 2022 - 02:34 PM
#88 Posted 08 May 2022 - 12:11 AM
Dzierzan, on 07 May 2022 - 01:30 PM, said:
Dzierzan, on 07 May 2022 - 02:31 PM, said:
This post has been edited by LeoD: 08 May 2022 - 12:15 AM
#89 Posted 08 May 2022 - 03:00 PM
Dzierzan, on 07 May 2022 - 02:31 PM, said:
LeoD, on 08 May 2022 - 12:11 AM, said:
Elsewhere we get quite some additional detail. Btw., I found another 'missing' voxmodel, #06466, maybe has more relatives:
#90 Posted 08 May 2022 - 06:25 PM
There seems to be 2 voxel fences overlapping each other.
Anyways, thanks for all the hard work dudes. The IF voxel pack is getting better and better.