Duke 3D Voxel Pack
#1591 Posted 10 April 2020 - 03:39 AM
EDIT:
Handles don't turn when water runs as on original sprite.
This post has been edited by Borion: 10 April 2020 - 03:41 AM
#1592 Posted 10 April 2020 - 06:24 AM
#1593 Posted 10 April 2020 - 12:28 PM
#1594 Posted 10 April 2020 - 12:45 PM
#1595 Posted 10 April 2020 - 01:05 PM
Striker, on 10 April 2020 - 12:28 PM, said:
There was problem with cranes length and sides needed some touchups. "Frankensteining" fixes was more work than making it from scratch, it is not a sneaky way of replacing other peoples contributions (if anyone wonders).
#1596 Posted 11 April 2020 - 07:32 AM
Spacemarine (1353)
EDIT:
It has no elbow pad on purpose, looks better without it.
This post has been edited by Borion: 11 April 2020 - 07:35 AM
#1597 Posted 11 April 2020 - 07:47 AM
Borion, on 10 April 2020 - 01:50 AM, said:
But first I want to finish most jarring omissions in VP (box of donuts, broom, mop, chair3, firevase...etc.). I'm getting there.
You really are. You have been hauling the mail, dude. Great, great work. You're blowing the HRP out of the water. This is far more aesthetically pleasing than anything we've had in this community in years.
Striker, on 10 April 2020 - 12:28 PM, said:
I meant to mark you up, sorry Stryker.
This post has been edited by Commando Nukem: 11 April 2020 - 07:49 AM
#1598 Posted 11 April 2020 - 07:53 AM
Commando Nukem, on 11 April 2020 - 07:47 AM, said:
I meant to mark you up, sorry Stryker.
I don't even know what to say...Thank You!!!
Being part of this community is something special for me, hard to describe how and why...just know folks that your appreciation is not making me conceited, it "just" helps a lot
#1600 Posted 13 April 2020 - 01:45 PM
#1605 Posted 14 April 2020 - 11:14 AM
Borion, on 07 April 2020 - 06:00 AM, said:
May I ask, why do some voxels often look much brighter than the sprites?
#1606 Posted 14 April 2020 - 11:43 AM
Fox, on 14 April 2020 - 11:14 AM, said:
You mean gifs? Because I brighten rotating voxel part, so they look less muddy on the edges when viewed in non-native resolution. Jagged voxel edges on grey background tend to look less than perfect when scaled down.
About voxel KVX models, in most cases they use exact palette of each original sprite (subset of DN3D palette). Sometimes I add some extra colours, if it helps but not goes too far from original (at least thats the idea) but even then its still 90% of original sprite.
If You ask about fact, that shadows are often much softer comparing to sprites, there is a reason for that. Flat sprites need illustration/drawing tricks (like deep shadow) to fool mind into thinking they got some depth. They always rotate to face viewer so this trick works. But If I would copy same strong shadowing to voxels, it would look very bad in most cases. There would be discrepancy between environmental light direction and the way object is lit.
In case of Antena, I made it a bit brighter so it is more shiny/metalic than sprite. It looked like grey plastic model without those very deep shadows.
Now that you ask about it Fox, I think I might overdid it in case of antena.
EDIT: typos
This post has been edited by Borion: 14 April 2020 - 11:46 AM
#1607 Posted 15 April 2020 - 11:26 AM
This post has been edited by NightFright: 15 April 2020 - 11:26 AM
#1608 Posted 15 April 2020 - 02:53 PM
NightFright, on 15 April 2020 - 11:26 AM, said:
[EDIT:]Hm, maybe the sprite #348 hack isn't that wrong after all. The mapper's decision to make that sign readable from both sides by adding a second one-sided sprite (#348), turned by 180°, doesn't match a real world neon sign (tubes). That's why I had rotated the #348 md3 to match #399. (I could have moved it to infinity as an alternative.)
I'd therefore recommend "sprite 348 angoff 1024 // tile0925 neon1 (cinema)" for the voxel model, and no hack for #399.
This post has been edited by LeoD: 15 April 2020 - 03:21 PM
#1609 Posted 15 April 2020 - 06:08 PM
#1610 Posted 15 April 2020 - 08:25 PM
Anyway, if just two maps are concerned, I guess the needed effort for maphacks adjustment is minimal.
#1611 Posted 15 April 2020 - 10:06 PM
Neon1+neon2 (#925+926) added to GitHub. Maphacks for E1L1 and NW2 updated.
@LeoD:
Thanks for the research! I had been using RomaLoom's tool for the longest time before switching completely to SLADE for convenience. Unfortunately it can't do that tile search for maps. Time for a feature request, possibly.
This post has been edited by NightFright: 15 April 2020 - 11:59 PM
#1612 Posted 16 April 2020 - 09:13 AM
Mark, on 15 April 2020 - 06:08 PM, said:
The current VoxelPack repo has 283 KVX files, my Voxels4Maphacks project has 63 'backported' KVX so far, plus a few scale entries in the DEFs. Extreme nitpicking involved at times, though. This work has led to rescaling some models in the HRP as well.
Mark, on 15 April 2020 - 06:08 PM, said:
But: all not maphacked model instances which looked OK so far would then look off after angle/offset correction -> their sprite numbers then need to be extracted from the MAP files and have adaptive hacks (auto-)added to the MHKs.
That's why I've decided to go the pragmatic route first: Voxels4Maphacks.
In addition I've made an EDuke32 patch which translates/recalculates pitch/roll+md[x|y|z]off maphack tokens to the recently introduced mdpos[x|y|z]off movements. (HRP/UserMapHacks r722 or later required)
Other than tilting on sloped surfaces, voxels should now be 99% on par with md3 models, maphack wise. No voxel-specific maphacks required. Needs more testing outside of my workshop, though.
This post has been edited by LeoD: 16 April 2020 - 10:12 AM
#1613 Posted 16 April 2020 - 09:27 AM
Borion, on 14 April 2020 - 07:08 AM, said:
You have just made a few hundred hours spent in mapster32 useless. Great job anyway, can't wait to see more
#1614 Posted 16 April 2020 - 11:04 AM
#1615 Posted 16 April 2020 - 11:14 AM
#1616 Posted 16 April 2020 - 01:26 PM
Striker, on 16 April 2020 - 11:14 AM, said:
voxel "voxels/pickups/0027_tripbomb.kvx" { tile 2566 scale 4.0 }
Done.
#1617 Posted 16 April 2020 - 02:15 PM
brullov, on 16 April 2020 - 09:27 AM, said:
No more sleepless nights spent making sprite-pancakes
Thanks
Striker, on 16 April 2020 - 11:14 AM, said:
LeoD, on 16 April 2020 - 01:26 PM, said:
voxel "voxels/pickups/0027_tripbomb.kvx" { tile 2566 scale 4.0 }
Done.
Sure, Striker.
Thanks Leo, but 0027 has very low resolution comparing to 2566.
#1619 Posted 16 April 2020 - 04:40 PM
#1620 Posted 16 April 2020 - 04:55 PM
Photonic, on 16 April 2020 - 04:40 PM, said:
With Goxel it would go like this. Import frames as separate layers. Be sure to create new layer & select it before importing each frame. Now import your separate edited part also on a new layer. Now for every frame make separate copy of this edited part, so they are paired. After that use layer visibility (eye icons) and 'merge visible' functions to merge each pair (frame+modified part). When exporting to KVX also turn visibility only for layer/frame that you are exporting. I hope I'm clear, I'm very sleepy. If you will have any problems Photonic PM me tomorrow.
Cheers
EDIT:
KVX files exported from Goxel absolutely need to be imported to SLAB6, re-palletised with palette.dat & exported as KVX (5 Mips). Otherwise colour index have completely screwed up colours order.
This post has been edited by Borion: 16 April 2020 - 05:00 PM