Duke4.net Forums: Duke 3D Voxel Pack - Duke4.net Forums

Jump to content

  • 86 Pages +
  • « First
  • 42
  • 43
  • 44
  • 45
  • 46
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic

Duke 3D Voxel Pack

User is offline   Borion 

#1291

View PostStriker, on 03 September 2019 - 09:34 PM, said:

This is a problem in vanilla Duke3D as well. Props that can be damaged or destroyed move a few pixels up once they are seen, affects sprites and voxels alike.

I guess(!) it is something not very easy to fix if it is that old.

I got an idea, please tell me guys if it makes sense.
Lets say we have couple of Slimer Eggs next to each other, like in the room in sushi restaurant in E3L1. When we look at couple of them they are very repetitive. They all have same rotation angle. Original maps doesn't take in to account need to add little variation to models rotation, it was obviously not necessary for sprites.
What if each egg whould have a random rotation to add variation to way they look in groups? Some random value would be added/substracted from rotation value of an object.
It wouldn't require any extra data saved or any changes to game logic. It would only change cosmetical aspect of viewing certain objects. Examples of objects that could use it: some of vegetation models, trash, barrels, trashcanwithsomething, etc. That way groups of same objects would never look repetitive.
0

User is offline   NightFright 

  • The Truth is in here

#1292

It doesn't change gameplay in any way and it's still the same sprite/voxel, so why not. In combination with voxels it makes sense to add some function for more visual variety. The vanilla look remains one way or the other.
0

User is offline   ReaperMan 

#1293

Don't the map hack take care of that?
0

User is offline   Borion 

#1294

View PostReaperMan, on 04 September 2019 - 02:41 PM, said:

Don't the map hack take care of that?

If I'm not mistaken, maphacks work on per object basis and need to be defined by hand. Proposed solution would work in every circumstances on all objects of certain kind, no matter if it is vanilla DN3D map or some user made content.

This post has been edited by Borion: 05 September 2019 - 12:34 AM

0

User is offline   NightFright 

  • The Truth is in here

#1295

We are talking about randomization here, I think. Maphack definitions make orientations always look the same. What Borion tries to do is to apply some random rotatation of the voxels. Which would be quite a cool feature.
2

User is offline   Borion 

#1296

Pig Tank colors are fixed, fresh files uploaded to GitHub

EDIT:
and I changed shape of gun blazes to be more like on turret

EDIT2: Agreed, NightFright!

Posted Image

This post has been edited by Borion: 05 September 2019 - 02:38 AM

1

User is offline   NightFright 

  • The Truth is in here

#1297

That Pigcop head really makes me having second thoughts about not having voxelized enemies in general after all... :(
1

User is offline   Borion 

#1298

View PostNightFright, on 05 September 2019 - 03:14 AM, said:

That Pigcop head really makes me having second thoughts about not having voxelized enemies in general after all... :(

IMHO it is not a big issue, enemies are turned off by default anyway. If you will insist on enemies removal form Vox Pack, we can have a separate 'monsters' branch on GitHub - problem solved.
0

User is offline   Phredreeke 

#1299

Would it be possible to "flatten" the head? So it appears on the "window" rather than sticking out?
0

User is offline   Borion 

#1300

View PostPhredreeke, on 05 September 2019 - 04:12 AM, said:

Would it be possible to "flatten" the head? So it appears on the "window" rather than sticking out?

Yes Phredreeke, I can prepare such version. But if more people ask for it.
I have to say I'm not a fan of mixing flat head with volumetric tank. I would prefer if such version wouldn't be part of official release.
0

#1301

View PostBorion, on 05 September 2019 - 03:37 AM, said:

IMHO it is not a big issue, enemies are turned off by default anyway. If you will insist on enemies removal form Vox Pack, we can have a separate 'monsters' branch on GitHub - problem solved.

I believe NightFright was expressing his adoration for the voxel enemy, but his erroneous use of a ":(" has sent a clearly mexed missage in his reply that seemingly wasn't intended.
0

User is offline   NightFright 

  • The Truth is in here

#1302

If you check the sprite, you can also clearly see the Pigcop head is sticking out of the tank, so the "window" version would be deviating from the original.

I see that there would be less consistency issues with the Pigcop sprite if the tank driver version also stayed flat, but I am not sure whether it's worth having alternate voxels just for that.
0

User is offline   Borion 

#1303

View PostNightFright, on 05 September 2019 - 07:46 AM, said:

If you check the sprite, you can also clearly see the Pigcop head is sticking out of the tank, so the "window" version would be deviating from the original.

I see that there would be less consistency issues with the Pigcop sprite if the tank driver version also stayed flat, but I am not sure whether it's worth having alternate voxels just for that.

All agreed.

I was thinking about making head stick out less, but it will be deviation from sprite too.
0

User is offline   Borion 

#1304

shoppingcart (4576) is now on GitHub
Posted Image
12

User is offline   LeoD 

  • Duke4.net topic/3513

#1305

View PostReaperMan, on 04 September 2019 - 02:41 PM, said:

Don't the map hack take care of that?

View PostBorion, on 05 September 2019 - 12:33 AM, said:

If I'm not mistaken, maphacks work on per object basis and need to be defined by hand. Proposed solution would work in every circumstances on all objects of certain kind, no matter if it is vanilla DN3D map or some user made content.
I actually did take care of that in many maphacks. Especially considering trash cans and barrels, not slimer eggs, though. Note that using random rotation on non-symmetrical objects like chaingun ammo could make already maphacked objects clip into walls or each other again.

Speaking of maphacks: WorldTour maphacks overhaul is complete since May, you may want to update the Voxel Pack versions. :(

View PostPhredreeke, on 05 September 2019 - 04:12 AM, said:

Would it be possible to "flatten" the head? So it appears on the "window" rather than sticking out?
I'm in for that. This poor guy must be completely deaf!
1

User is offline   Striker 

  • Auramancer

#1306

Pivots for the "We-Stor Your Crap" sign are completely messed up:
Posted Image
0

User is offline   Mark 

#1307

Lets make it unanimous. The model has the head sticking out also.

Attached thumbnail(s)

  • Attached Image: pigtank.jpg

0

User is offline   Adam_M 

#1308

I'm loving all the voxels that have been done, I think they look great.
Wanted to post my thoughts about the Pig Cop Tank stuff, I'm personally for voxel enemies in general so I'd like it to stay how it is, however I understand why someone might prefer the head to be replaced with a window showing the cop inside as it does clash a bit with the normal pig cop being sprites still and think it would be best, if possible, to have both with the option to toggle between them.
Related to that, in game per-voxel selection options is something I've thought would be nice for a while instead of just on/off for everything, and any customisation be done manually in the .def files. I've no idea how possible that would be though.
0

User is offline   Mark 

#1309

Its possible but would be a lot of tedious work for just a small group of people that would take advantage of it. I can see an ON/OFF just for enemies as a whole but not for each single voxel.

This post has been edited by Mark: 06 September 2019 - 11:41 AM

0

User is offline   NightFright 

  • The Truth is in here

#1310

Right now we have the on/off toggle for voxels in general. I have forwarded my proposals for some more ingame switches to Hendricks, but I guess they have quite a lot on their plates these days in the coding team.
1

User is offline   Jimmy 

  • Let's go Brandon!

#1311

The sprites clearly show that the head sticks out of the window. Its not even up for debate in my opinion.
2

User is offline   ReaperMan 

#1312

View PostJim Rockford, on 06 September 2019 - 01:18 PM, said:

The sprites clearly show that the head sticks out of the window. Its not even up for debate in my opinion.

Yeah I agree.

As for voxel enemies, idk. Im starting to be swayed. I suppose it would be a good thing to do at this point. The milestone of all pickups has been completed and i think there's only a hand full of random objects at this point. However, I kinda want to make a menu system for it so people can toggle of certain parts of the pack, not individual objects though...

Ideally have these 4 options.
(X) Pickups
(X) Scenery
(X) Enemies
(X) Pickup rotations

Maybe we even start getting fancy and adding bullet casings on the ground like shadow warrior and blood as an option.

This post has been edited by ReaperMan: 06 September 2019 - 06:56 PM

1

User is offline   NightFright 

  • The Truth is in here

#1313

Voxel enemies would be cool to have at some point, I could imagine this as a goal for v2.0. Ofc you would have a problem if mods change or add enemies, but then again, that would be an issue for pretty much any other sprites, too. Same problem with the HRP. That's why those individual menu toggles would come in really handy.
0

User is offline   Nuclear3iD 

#1314

I'd really like to see bullet casing it would be a cool little touch.
0

User is offline   Adam_M 

#1315

While the per-voxel menu option I mentioned is something I think would be nice, I can understand that it's probably something that wouldn't be used by a lot. Per-category though I can see being used more, mainly to toggle enemies.
Bullet casings as an option would be a nice touch.
0

User is offline   Borion 

#1316

@Striker - yes, I noticed my mistake few days ago. I will upload corrected version soon. Thanks for posting it!
0

User is offline   Striker 

  • Auramancer

#1317

Requesting that the Computer Chair (556 and 557, 559 for broken state) gets a voxel. It's a pretty commonly used sprite, and the fact it only has front and back-facing angles is a bit annoying, making it difficulty to make it look good in certain situations. Making it a voxel would fix this.

This post has been edited by Striker: 07 September 2019 - 09:00 AM

0

User is offline   Borion 

#1318

I will try to make this chair next week, Striker.

Bullet casings - sounds good! :(
0

User is offline   Jimmy 

  • Let's go Brandon!

#1319

I have a set of 3D sprites if that will help you. I'm at work right now but I can pack them up later tonight. Somebody like ReaperMan may already have them.
0

User is offline   Borion 

#1320

Thanks Jim! I will gladly take these sprites and look into them. Take your time, there is no hurry.
0

Share this topic:


  • 86 Pages +
  • « First
  • 42
  • 43
  • 44
  • 45
  • 46
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic


All copyrights and trademarks not owned by Voidpoint, LLC are the sole property of their respective owners. Play Ion Fury! ;) © Voidpoint, LLC

Enter your sign in name and password


Sign in options