Duke 3D Voxel Pack
#1081 Posted 17 June 2019 - 01:33 PM
This post has been edited by Borion: 17 June 2019 - 01:34 PM
#1082 Posted 17 June 2019 - 01:35 PM
Mark, on 17 June 2019 - 12:52 PM, said:
#1083 Posted 17 June 2019 - 02:13 PM
The Battlelord, on 17 June 2019 - 12:46 PM, said:
BTW, Thank you to work on these amazing voxels, you are tireless dude!
Thanks man!
I've seen this amazing Zaxtor storage and those barrels are not models that I worked on. But they look fine to me.
About deep shadows on sprites, they are there to add depth to flat graphics. Converting such flat stuff to voxels requires making their shadowing more uniform, lowering lighting contrast. Three dimensional objects don't rotate like sprites, so it is important to not make their shadowing too much defined. Otherwise illusion of lighting will be broken.
So some light was added in darkest parts of barrels, rest is strictly based on sprites. I was very careful with those barrels.
Still, everything can be done better - those barrels probably too. But I think they will suffice for what they are
#1084 Posted 18 June 2019 - 01:12 AM
mxrtxn, on 16 June 2019 - 06:05 PM, said:
Speaking about voxels,
Feel free to unlock this voxelized sw character at:
https://forums.duke4...ior-voxel-pack/
Have fun!
This is Shadow Warrior, isn't it? Has jfSW space for new voxels?
#1085 Posted 18 June 2019 - 12:51 PM
#1086 Posted 18 June 2019 - 10:02 PM
Duke3D voxels 2019 (zip, 486 KB)
Note: It's just the voxels themselves, no definitions.
This post has been edited by NightFright: 18 June 2019 - 10:02 PM
#1087 Posted 18 June 2019 - 11:51 PM
NightFright, on 18 June 2019 - 10:02 PM, said:
Duke3D voxels 2019 (zip, 486 KB)
Note: It's just the voxels themselves, no definitions.
Perfect, thank you!
#1088 Posted 19 June 2019 - 10:43 AM
KVX: https://mega.nz/#!Yy...tFK9_PEf_JKeitc
voxel "voxels/props/0762_mike.kvx" { tile 762 }
Tire (990)
KVX: https://mega.nz/#!1u...vY2VEhWXLDSyP5c
voxel "voxels/props/0990_tire.kvx" { tile 990 }
Hatrack (4367)
KVX: https://mega.nz/#!wm...vgJCaQwa_8eCen0
voxel "voxels/props/4367_hatrack.kvx" { tile 4367 }
#1089 Posted 19 June 2019 - 05:50 PM
Ñuño MartÃnez, on 18 June 2019 - 01:12 AM, said:
This is Shadow Warrior, isn't it? Has jfSW space for new voxels?
Hi there. I don´t see any reason why It shouldn´t work on JFSW (Though I haven´t tested jfsw yet).
The pack includes instructions to install them on (SW classic 1997 DOS, REDUX steam and SWP). I tested succesfully in those three.
Basically you should extract the pack where the folder of the sw.exe is located.
I use the voxfil file of the game to replace the sprites with the newer voxels.
I you have any more doubts send a PM or ask here.
Cheers
#1090 Posted 21 June 2019 - 01:03 AM
mxrtxn, on 19 June 2019 - 05:50 PM, said:
Thanks.
#1091 Posted 21 June 2019 - 03:58 AM
Enjoy
Cactus (0911)
KVX: https://mega.nz/#!4n...aOvSX4ThUQO3nEI
voxel "voxels/props/0911_cactus.kvx" { tile 911 }
and what is left of it after blowing it up:
Cactus Stump (0939)
KVX: https://mega.nz/#!xn...UzOpeie5sRvPezo
voxel "voxels/props/0939_cactusstump.kvx" { tile 939 }
#1092 Posted 21 June 2019 - 06:20 PM
#1093 Posted 21 June 2019 - 07:22 PM
stranger, on 21 June 2019 - 06:20 PM, said:
Are you the same stranger who made some great DM maps back in the old days?
#1094 Posted 22 June 2019 - 02:06 AM
stranger, on 21 June 2019 - 06:20 PM, said:
#1095 Posted 22 June 2019 - 09:30 AM
(I actually tried to dive back into mapping a handful of years ago, having developed a much keener sense of aesthetic consistency. After finishing a few sectors, Build or Mapster, or whatever the thing I used was crashed, and I just said 'screw it.')
#1096 Posted 22 June 2019 - 09:42 AM
Trooper Dan, on 21 June 2019 - 07:22 PM, said:
What maps?
#1097 Posted 22 June 2019 - 10:13 AM
Gaydar, on 22 June 2019 - 09:42 AM, said:
Starlite, Daemonus. Search for his maps on CGS, dude. These maps is legendary.
#1098 Posted 22 June 2019 - 01:44 PM
This post has been edited by Gaydar: 22 June 2019 - 01:45 PM
#1101 Posted 24 June 2019 - 04:52 PM
KVX: https://mega.nz/#!on...Oa10ARGPdsBsD_c
voxel "voxels/props/1240_firebarrel.kvx" { tile 1240 }
voxel "voxels/props/1241_firebarrel.kvx" { tile 1241 }
voxel "voxels/props/1242_firebarrel.kvx" { tile 1242 }
voxel "voxels/props/1243_firebarrel.kvx" { tile 1243 }
There is difference between fps of those preview gifs, but in game they are the same.
Some of you might notice slight difference in darkest tones of fire. In original those tones are brownish to simulate transparency, because there is wood behind fire. But it would make no sense in voxel interpretation, so I used colours closer to ones that can be observed through the holes in the barrel.
Other thing that might be noticed in game, there are two kinds of flicker on the barrel. One is on the upper edge of barrel, added there on purpose. The other one, on the sides of barrel - you can only see that in game - is caused by small errors in colour remaping by SLAB6. There is nothing I can do about it. All colours are 100% fitting DN3D palette before import to SLAB6 - I'm 100% sure of that. There is no way of removing those microflickers without decoding KVX and reordering colour table by hand(!) before importing those to SLAB6...no way I'm gonna try that
Fortunately, this object is made of metal and it has burning fire inside. So all those micro-flickers fit perfectly!
This post has been edited by Lunick: 25 June 2019 - 04:38 PM
#1102 Posted 24 June 2019 - 07:25 PM
I love how faithfull your interpretations are. You put a lot of legacy awareness while building them!
#1103 Posted 25 June 2019 - 03:30 AM
Gambini, on 24 June 2019 - 07:25 PM, said:
I love how faithfull your interpretations are. You put a lot of legacy awareness while building them!
Thank you!
Here is something little & super simple based on one of oldest DN3D graphics, present even in Lame Duke:
Martini Neon aka neon4 (1008)
KVX https://mega.nz/#!4y...cclwa00HrA5oDYU
voxel "voxels/props/1008_neon4.kvx" { tile 1008 }
#1104 Posted 26 June 2019 - 07:29 AM
KVX: https://mega.nz/#!xv...QTck5OkOqjR27oM
voxel "voxels/props/1210_guilty.kvx" { tile 1210 }
Innocent (1211)
KVX: https://mega.nz/#!wn...Ug1YeU3dyY9jxN0
voxel "voxels/props/1211_innocent.kvx" { tile 1211 }
EDIT: Just realised that I made this mistake again. Those models belong to SIGNS folder, damn it!
This post has been edited by Lunick: 04 July 2019 - 07:37 PM
#1105 Posted 26 June 2019 - 07:44 AM
#1106 Posted 26 June 2019 - 11:20 AM
Vase (765)
KVX: https://mega.nz/#!gm...qcnYGRbIpZ0qcMc
voxel "voxels/props/0765_vase.kvx" { tile 765 }
Marya, on 26 June 2019 - 07:44 AM, said:
You may be right but first post of this thread is something of a legend - I would not touch it
On the other hand, this project could use some exposition...
This post has been edited by Lunick: 04 July 2019 - 07:37 PM
#1108 Posted 26 June 2019 - 12:23 PM
Just can't keep my feelings. Awesome work.
#1109 Posted 27 June 2019 - 05:11 AM
Borion, on 24 June 2019 - 04:52 PM, said:
Marya, on 26 June 2019 - 07:44 AM, said:
#1110 Posted 27 June 2019 - 05:59 AM
LeoD, on 27 June 2019 - 05:11 AM, said:
Yeah Mr. Holmes, you catched me! ;D
I did some work on these stuff (mostly very bad attempts). For a time being I paused work on explosions because there is a lot of "Z fighting" between voxel models & sprites that are close to each other. Another problem, I'm not sure if it can look good from very short view distance - voxels are Z-depth clipped if you stand too close to them.
About fire, I'm also afraid of many problems with z-fighting/clipping so IMHO its better to just use volumetric fire for stuff where its just an element of object, like in fire barrel.
This post has been edited by Borion: 27 June 2019 - 06:03 AM