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Duke 3D Voxel Pack

User is offline   ReaperMan 

#1

The whole point of the Duke 3D Voxel Project is to keep the classic Duke Nukem 3D look while adding some 3D eye candy with the voxels. All of the pickups (weapons, health, and ammo), switches and most of the scenery in the game will be turned into voxels.

Voxel pack download:

Mod Edit: Latest Voxel Pack can be found on GitHub: https://github.com/N...t2k19/voxelpack

OLD Downloads


This post has been edited by Lunick: 02 February 2020 - 06:33 PM

11

User is offline   Master Fibbles 

  • I have the power!

#2

Nice. How is the performance?
0

#3

I want to see ingame :( i can't wait xD
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User is online   Danukem 

  • Duke Plus Developer

#4

DAMN, THAT'S LOOKING GOOD!
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User is offline   ReaperMan 

#5

View PostJhect, on Jan 26 2011, 07:57 PM, said:

I want to see ingame :( i can't wait xD


I haven't gotten anything in game yet but when i do ill post some pics.
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User is offline   Hank 

#6

This is very good! :(
0

User is offline   Jimmy 

  • Let's go Brandon!

#7

I'm in love.
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User is offline   Hendricks266 

  • Weaponized Autism

  #8

I've said this in other threads before, but there is one voxel that you don't have to do, courtesy of 3D Realms.

Posted Image
2

User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#9

How does animating objects handle? (Atomic Health etc)
0

User is offline   atlas 

#10

hot damn ! so wait, and maybe this is a dumb question, but how will these models work with polymer, and 8 bit classic textures ? can they even ?
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User is offline   Scott_AW 

#11

View PostThe Commander, on Jan 26 2011, 06:25 PM, said:

How does animating objects handle? (Atomic Health etc)


Its not hard at all, except maybe making the atomic models itself.

You basicly define voxels in the place of sprites, kind of like models work(I think, haven't used them).

You can set ranges to cover objects with different faces as well.
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User is offline   Hendricks266 

  • Weaponized Autism

  #12

View Postatlas, on Jan 26 2011, 08:26 PM, said:

hot damn ! so wait, and maybe this is a dumb question, but how will these models work with polymer, and 8 bit classic textures ? can they even ?

Voxels use the game palette, so they will definitely work with 8-bit. Since Ken wrote Polymost, voxels work well in it, using cubes. Plagman has not implemented voxels into Polymer.

View PostScott_AW, on Jan 26 2011, 08:42 PM, said:

You basicly define voxels in the place of sprites, kind of like models work(I think, haven't used them).

No, models work using a system of a constructed model, and various "frames" moving the points on the model around.

For voxel animations, you need a separate voxel for each tile, like textures, as you said.

This post has been edited by Hendricks266: 26 January 2011 - 06:49 PM

1

User is offline   ReaperMan 

#13

View PostHendricks266, on Jan 26 2011, 10:13 PM, said:

I've said this in other threads before, but there is one voxel that you don't have to do, courtesy of 3D Realms.


Alright! Less work to do!

View PostThe Commander, on Jan 26 2011, 10:25 PM, said:

How does animating objects handle? (Atomic Health etc)


Same as animating a sprite basically, each movement has a frame. It's really not that hard to do.
0

User is offline   Hendricks266 

  • Weaponized Autism

  #14

Here is the portable medkit:

http://hendricks266....medkit2_pack.7z

It includes both the original from SW.GRP and one converted to Duke by SLAB6.
1

User is offline   ReaperMan 

#15

View PostHendricks266, on Jan 27 2011, 02:23 AM, said:

Here is the portable medkit:

http://hendricks266....medkit2_pack.7z

It includes both the original from SW.GRP and one converted to Duke by SLAB6.


Thanks :(

Also quick question for all you, i never thought about this till now. Would you like me to make the bottom of the voxels have art on them so you can flip them around and stuff? I was just leaving them blank, but i could change that if you guys would like to do that.
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User is offline   Hendricks266 

  • Weaponized Autism

  #16

Yes, fill in the bottoms. All official voxels are filled in on the bottom, and there are occasions where you would see the bottoms of things, such as an airborne enemy dropping an item.
0

User is offline   ReaperMan 

#17

Something odd is going on here, the portable medkit in the middle is the official 3d realms one while the other ones are mine. Anyone willing to help me out on this one?

Posted Image
0

User is online   Danukem 

  • Duke Plus Developer

#18

It looks like yours got changed to black and white with color inversion.

It's like if you had a pal on them and the pal had a tint defined with flags 3

Quote

flags <flags>

Specifies any special processing effects to use for the tint. The value of flags may be the sum of any of these values:

0 = no effects
1 = convert to greyscale
2 = invert colors



I don't think tints work on voxels, though, so it can't be that. Also, if the sprites were nonzero pal they would not show up at all in singleplayer.

Do they look the same in the software renderer and in polymost?

This post has been edited by DeeperThought: 27 January 2011 - 12:23 PM

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User is offline   ReaperMan 

#19

View PostDeeperThought, on Jan 27 2011, 04:13 PM, said:

Do they look the same in the software renderer and in polymost?


Yes, its the same in the software renderer and in polymost. You want me to give you a download so you can look at it?
0

User is online   Danukem 

  • Duke Plus Developer

#20

View PostReaperMan, on Jan 27 2011, 01:25 PM, said:

Yes, its the same in the software renderer and in polymost. You want me to give you a download so you can look at it?


No, because I would not know what to do with them, sorry.
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User is offline   Scott_AW 

#21

Are you replacing the palette with the duke3d palette and saving them as kvx files?

There should be a option called 'replace colors with different palette' or some junk which you can either load an image or the palette.dat file to apply a palette. If you don't the color indexes of the model get thrown out of wack.
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User is offline   ReaperMan 

#22

Never mind got it working, thanks Scott_AW. :(

Tell me can you guys think...

Posted Image

Thats a picture taken in software render.

This post has been edited by ReaperMan: 27 January 2011 - 03:34 PM

0

#23

Reaperman this is really good :( thanks for showing ingame, it makes it even better xD
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User is offline   Scott_AW 

#24

Now turn shadows on for them too, that would be sweet.

Just need to add spriteshadow TILE# in the CON code and you'll get a spiffy custom voxel based shadow.
0

User is offline   Jimmy 

  • Let's go Brandon!

#25

I came.
0

User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#26

I would use this over the HRP any day. (No offence to the HRP team of course)
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User is offline   Scott_AW 

#27

When I checked out Hendrick's website I was suprised that Shadow Warrior was going to attempt voxel enemies, although it looks like the stopped short, probably because of the excessive loading time the voxels add on, and then back in the 90's that kind of loading time would of have been horrible.

Makes me wonder who did that medikit then, was it the Shadow Warrior team or was it left over bits from Duke3d?
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User is offline   ReaperMan 

#28

View PostScott_AW, on Jan 28 2011, 12:25 AM, said:

Makes me wonder who did that medikit then, was it the Shadow Warrior team or was it left over bits from Duke3d?


I remember GB saying that they where thinking about having voxels in the atomic edition, but they decided not to add them in. Its possible that there may be more official Duke 3D voxels out there.
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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#29

Certain enemies would work as voxels would they not? (Slimer egg etc)
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User is offline   ReaperMan 

#30

View PostThe Commander, on Jan 28 2011, 01:54 AM, said:

Certain enemies would work as voxels would they not? (Slimer egg etc)


Yeah, they wouldn't be too hard to do. The protozoid slimers wouldn't be too hard either.
0

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