
Duke 3D Voxel Pack
#121 Posted 21 February 2011 - 03:11 PM
Medkit: Looks pretty good.
+30 Medpack: I guess the shading is consistent with the sprite, but it comes off as too dark. I'd tone it down.
+10 Medpack: Looks good, though some pixels seem inconsistent on the sides.
NVG: Looks great!
Steroids: Looks decent; minor tweaking.
Pistol Magazine: Looks good, though some pixels seem inconsistent on the sides.
Pistol: Looks kinda strange, this one could benefit from some artistic liberties. I might draw up a sprite for you.
Box of Shotgun Shells: Needs some work. Outside is decent, but it needs some work. Think similar to this:
http://developer.valvesoftware.com/w/image...ox_buckshot.jpg
http://www.yosemitea...om/item195d.jpg
Me thinks the top of the box should be red and have the Remington bit on it.
Shotgun: Looks good from the front/back, but it could use some work in the parts not present in the sprite. Like the attention to detail with the ejection port.
Devastator Rockets: Very good, only needs some minor tweaking.
Tripbomb: Very nice, probably the best out of the bunch.
#122 Posted 22 February 2011 - 10:18 AM
Captain Awesome, on Feb 21 2011, 08:11 PM, said:
That would be appreciated.

Also fixed the steroids, small med-kit, pistol ammo, and Devastator ammo. I am going to leave the large med-kit as it is because i think it looks fine. I know its dark, but so is the sprite.
#123 Posted 22 February 2011 - 11:57 AM
I was thinking, are you working on an enemy model now? If not then i think it would be cool to see an enemy. If it's too much right now, maybe you could do the rocket?
#124 Posted 22 February 2011 - 12:08 PM
So if I were ReaperMan, I would continue to focus on the easier stuff. The rocket is not a bad idea, though. I also think trees should be a high priority, since they look bad as sprites (they have that large sprite rotating with the player problem).
#125 Posted 22 February 2011 - 12:40 PM
If i may ask a question reaperman.
How long does it take you to make one voxels model.
#126 Posted 22 February 2011 - 05:49 PM
Jhect, on Feb 22 2011, 04:57 PM, said:
Didn't we talk about this before?
Jhect, on Feb 22 2011, 05:40 PM, said:
If i may ask a question reaperman.
How long does it take you to make one voxels model.
It depends on a number of things so i don't think i can really say.
This post has been edited by ReaperMan: 22 February 2011 - 05:53 PM
#127 Posted 22 February 2011 - 06:24 PM
Jhect, on Feb 21 2011, 07:59 AM, said:

You don't have to make new animations, you could just make the 2 pictures switch faster.
What you do to get this work is that you extract all the files but the duke3d.def into the duke folder. Instead of extracting the duke3d.def you simply copy the text in it and paste it into your orignal duke3d.def. There should already be some text in it.
Now you have two lines. The first allows HRP. The second allows VOXELS. To ignore one of them simply put // before the text.
Thanks. That did the trick.

@ The Reaper Man. Nice work.
#128 Posted 23 February 2011 - 09:36 AM
Hank, on Feb 23 2011, 03:24 AM, said:

@ The Reaper Man. Nice work.
Great.
The commander told me i was a noob because i used that method >.>
#129 Posted 23 February 2011 - 10:18 AM
Jhect, on Feb 24 2011, 06:36 AM, said:
The commander told me i was a noob because i used that method >.>
You are a n00b, you keep posting in peoples topics with statements that do not help them in anyway.
Your method takes more space up as was pointed out by several people.
ReaperMan, on Feb 22 2011, 07:35 AM, said:
This post has been edited by The Commander: 23 February 2011 - 10:19 AM
#131 Posted 23 February 2011 - 04:02 PM
Only two things I noticed:
- yeah, the pistol seems to suffer some kind of low-resolution strangeness, as if the pixels are too big.
- also noticed turning on night vision does not illuminate voxels. Probably a normal thing due to the engine ignoring voxels for visual FX but still not sure where to post about it, and was not 100% sure if anyone else noticed yet.
Thanks and regards!
#132 Posted 23 February 2011 - 07:37 PM
Jhect, on Feb 23 2011, 01:28 PM, said:
Yes, because of your post I noticed I had no Duke3d.def file in the duke directory I planted the voxles in. I have like eight Duke directories, and it's a mess. So thanks again.

#133 Posted 23 February 2011 - 08:02 PM
My edited version of _zoo.map, with all the pickup sprite angles corrected to face forwards, is available here.










This post has been edited by Hendricks266: 23 February 2011 - 08:05 PM
#135 Posted 24 February 2011 - 08:17 PM
Hendricks266, on Feb 23 2011, 08:02 PM, said:
I noticed this as well. One funny occurrence is the the beginning of E2L02 where the shotgun is revealed from the small door with a magical barrel longer than the cavity itself =D
Hopefully a rotation 90 degrees CW or CCW of the existing voxels is not a tremendous pain. Having voxels is the game nice either way.
#136 Posted 25 February 2011 - 12:43 AM
you just use < and > to rotate and set orient to face in the options.
You can also adjust the pivots, where the model is centered. They behave like art in a way that you can offset them XYZ like you can offset a tile in an art file by XY
However a voxel is affected by both the tile's XY and its own.
This post has been edited by Scott_AW: 25 February 2011 - 12:43 AM
#137 Posted 25 February 2011 - 05:54 PM
Failure loading voxel file "voxels/sprites/pickups/0060_keycard.kvx" Error on line voxels/sprites/pickups.def:22. Error on line voxels/sprites/pickups.def:22. Error on line voxels/sprites/pickups.def:22. Error on line voxels/sprites/pickups.def:22: expecting '{' Error on line voxels/sprites/pickups.def:22.
"voxels/sprites/pickups/0060_keycard.kvx" does not exist.
Also, organize your defs in increasing tile number order.
#138 Posted 01 March 2011 - 09:52 AM
#139 Posted 05 March 2011 - 12:45 PM
This post has been edited by ReaperMan: 12 February 2012 - 04:07 PM
#140 Posted 05 March 2011 - 01:20 PM
Wait, its actually a problem with the original Duke3d map, I found its correct in other places, just not under the counter in the movie theater.
This post has been edited by Scott_AW: 05 March 2011 - 01:22 PM
#141 Posted 05 March 2011 - 01:25 PM
Scott_AW, on Mar 5 2011, 05:20 PM, said:
Wait, its actually a problem with the original Duke3d map, I found its correct in other places, just not under the counter in the movie theater.
Um thats a secret, thats why its backwards.
#142 Posted 05 March 2011 - 01:31 PM
I like how its looking though, how far are you going with this? I noticed a lot of decor objects are pretty low-res to begin with and should be easy to convert.
Also the best way to address sizing issues with voxels when going to 32bit mode is CON coding, using sizeat. Polymost ignores the scaling defined by DEF
#143 Posted 05 March 2011 - 04:58 PM
Scott_AW, on Mar 5 2011, 03:31 PM, said:
No, it's not. That's a problem with Polymost, and it should be fixed in Polymost.
This post has been edited by Hendricks266: 05 March 2011 - 05:13 PM
#144 Posted 05 March 2011 - 09:26 PM
#145 Posted 05 March 2011 - 10:50 PM
#146 Posted 05 March 2011 - 10:59 PM
One monster based off of pigcop scales properly, one I made custom does not in 32bit mode, it has no sizeat code and pigcops are hardcoded to size to 80 I believe.
That and scaling of sprites I do in build sticks in 32bit mode. Its just the DEF part of scaling that seems to get ignored.
This post has been edited by Scott_AW: 05 March 2011 - 11:00 PM
#147 Posted 06 March 2011 - 01:12 AM
#148 Posted 06 March 2011 - 07:19 AM
-The shells box is a little bit bigger than it should be.
-The #164 switch has to be wider, and the led color seems to be the wrong one because it doesnt stand out at distance (you know that red color the pigcops eyes use, which doesnt fade off with shading nor vis)
-The #130 lock (and problably the other one too) has to be wider.
Also in general their lighting seems to be a little brighter/darker depending on the object.
#149 Posted 06 March 2011 - 09:16 AM
This post has been edited by CraigFatman: 06 March 2011 - 09:16 AM
#150 Posted 06 March 2011 - 09:20 AM
CraigFatman, on Mar 6 2011, 09:16 AM, said:
But since switches are almost always wall-aligned, wouldn't it be better to just make the voxel wider?