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

Jump to content

  • 73 Pages +
  • « First
  • 53
  • 54
  • 55
  • 56
  • 57
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic

Duke 3D Voxel Pack

User is online   NightFright 

  • The Truth is in here

#1621

After Borion is finished with doing some QA work on the voxels, DJP's cleaver and knife are now on Github. Thanks a lot for the contribution!

This post has been edited by NightFright: 04 May 2020 - 12:58 AM

0

User is offline   LeoD 

  • Topic #3513

#1622

Hi @Borion,
could you please do me a favour?

I need a cubic, hollow, dice-like voxel model for my test/calibration/bug hunting map. My "flat version":
Attached Image: mhkalib.jpg
The inner structure should be some 3d-cross, with the beams ending in the centre of each side.
Attached Image: 3dcross.jpg
Side "5" should look like this, for example:
Attached Image: mhkalib.png
1 square = 1 voxel

I hope this isn't asked too much, at least if your voxel tool has good copy/paste capabilities.
0

User is offline   Striker 

  • Auramancer

#1623

View PostBorion, on 27 April 2020 - 03:52 AM, said:

That link was posted as proof of concept. You made it clear guys that You don't want/need voxelized enemies and as Dzierzan said, it would be insane amount of work.

There is only one enemy that I'm sure I will voxelize - Pigcop Car. I can't stand how flat it looks while hovering in place & shooting. In this one moment when whole illusion of mass is gone. I think due to the height in relation to ground level and length of "car". Contrary to Cacodemon or Gargoyle from Blood, this one has not optimal shape for 2.5D trickery, IMO.

I won't forgo work on props, there are still at least 20-30 objects that need voxelization. Just pipes in all variations are 15 models. I think I will take care of few more objects and take a break for a while. By break I mean making i.e. Duke64 or Caribbean stuff ;)

Fox, what do you mean by palette issues? 3DR used different palette for N64 port?

EDIt: typos

Personally, I think you can do whatever you want. Props should take priority, yeah, but if you want to do enemies too and feel like you're up to the challenge, I'd say knock yourself out.
0

User is offline   Borion 

#1624

View PostLeoD, on 06 May 2020 - 10:30 AM, said:

Hi @Borion,
could you please do me a favour?

I need a cubic, hollow, dice-like voxel model for my test/calibration/bug hunting map. My "flat version":
Attachment mhkalib.jpg
The inner structure should be some 3d-cross, with the beams ending in the centre of each side.
Attachment 3dcross.jpg
Side "5" should look like this, for example:
Attachment mhkalib.png
1 square = 1 voxel

I hope this isn't asked too much, at least if your voxel tool has good copy/paste capabilities.

Sure, I will do it as soon as I can. But I'm totally hammered by work stuff ATM, Leo.

View PostStriker, on 06 May 2020 - 09:50 PM, said:

Personally, I think you can do whatever you want. Props should take priority, yeah, but if you want to do enemies too and feel like you're up to the challenge, I'd say knock yourself out.

Hi Striker
Making VP props set 'feature complete' has priority for me. About enemies & other stuff, I wan't to experiment with other Build games (besides Pig Car).
1

User is offline   LeoD 

  • Topic #3513

#1625

View PostBorion, on 09 May 2020 - 12:58 AM, said:

Sure, I will do it as soon as I can. But I'm totally hammered by work stuff ATM, Leo.
No need to hurry. Not urgent right now, but really nice to have.
1

User is offline   LeoD 

  • Topic #3513

#1626

@NightFright
It's a good time to rebase the Voxel Pack's maphacks on the HRP svn727 revision, and re-apply your patches (not so many yet, IIRC). I think I've made all conceivable fixes and improvements that could be achieved without actually replaying all the maps.
0

User is online   NightFright 

  • The Truth is in here

#1627

Maphacks update done. Hopefully this won't be necessary again, but to be on the safe side, I have created an internal document for myself listing all edits I have applied to HRP maphacks.

I am attaching it here, also for backup purposes in case I lose the document for some weird and unpredictable reason:
Spoiler


This post has been edited by NightFright: 07 June 2020 - 11:28 PM

1

#1628

View PostBorion, on 16 April 2020 - 04:25 PM, said:

https://media.giphy.com/media/dsdKXqRr0JOTiHmuQ4/giphy.gif

Bravo! Your contributions have actually put this glorious pack to a conceptually new level.

Isn't that little toggle switch supposed to be flipped once the tripmine is attached to a wall and activated? Note that the large tripbomb sprite was primarily intended for use by the HUD graphics (hence its relatively high resolution), and the ingame sprite was apparently kept the same to save memory. As long as you've got a separate voxel model for the ingame sprite, why not make the switch flipped up and the blue LED glowing?
3

User is offline   Borion 

#1629

View PostLeoD, on 10 May 2020 - 06:59 AM, said:

No need to hurry. Not urgent right now, but really nice to have.

Hey Leo, catch!

Side size 32 voxels:
https://mega.nz/file...1IWF-1xVC_vRjnc
Side size 64 voxels:
https://mega.nz/file...qrD8f3eZiOq1C9s

Let me know if it is as you described.

View PostJan Satcitananda, on 11 June 2020 - 03:02 AM, said:

Bravo! Your contributions have actually put this glorious pack to a conceptually new level.

Isn't that little toggle switch supposed to be flipped once the tripmine is attached to a wall and activated? Note that the large tripbomb sprite was primarily intended for use by the HUD graphics (hence its relatively high resolution), and the ingame sprite was apparently kept the same to save memory. As long as you've got a separate voxel model for the ingame sprite, why not make the switch flipped up and the blue LED glowing?

Thanks! : )

@switch flipping - IMO good idea
1

#1630

There was a post back many pages about the voxel pack not working with EDuke32 + 20AWT GRP file + Compatibility Stopgap and someone suggested that in addition to voxels being enabled in graphics menu and the presence of "duke3d_voxels.zip" in the autoload folder, the file "e32wt.def" should also have "include duke32_voxels.def" at the end. I did this but the voxels still aren't working. They are mentioned as loaded in the launch splash screen log and the option for Voxels appears in the menu but all I see everywhere is still the old sprites. That was years back though. Is something different now?

Loading "e32wt.def"
............Duke3D Voxel Pack v1.3
.....
Definitions file "e32wt.def" loaded in 262 ms.


I then added the "e32wt_voxel.zip" which is mentioned in the Compatibility Stopgap thread. Still not working, except unlike the voxel pack I get a feeling e32wt_voxel isn't being loaded at all(nothing in logs). Anything I can do about that?

This post has been edited by Searinox Navras: 12 June 2020 - 08:36 AM

0

User is online   NightFright 

  • The Truth is in here

#1631

If the stopgap is loaded after the voxel pack and contains a duke3d.def, it will override the one from the voxel pack. In that case, you would have to add these lines to duke3d.def in the stopgap:

https://github.com/N...ster/duke3d.def

Anyway, if you aren't using the latest stopgap, you should do so now since it's finally fully working, provided you are using a recent EDuke32 snapshot.

This post has been edited by NightFright: 12 June 2020 - 09:15 AM

0

#1632

View PostNightFright, on 12 June 2020 - 09:12 AM, said:

If the stopgap is loaded after the voxel pack and contains a duke3d.def, it will override the one from the voxel pack. In that case, you would have to add these lines to duke3d.def in the stopgap:

https://github.com/N...ster/duke3d.def

Anyway, if you aren't using the latest stopgap, you should do so now since it's finally fully working, provided you are using a recent EDuke32 snapshot.


I am using the latest stopgap and an eduke32 from a week ago. I do not have a duke3d.def in the folder, only an e32wt.def. I created one and put the text you linked in mine. Still not working.

This post has been edited by Searinox Navras: 12 June 2020 - 10:32 AM

0

User is online   NightFright 

  • The Truth is in here

#1633

If you are using the Polymer renderer, voxels also won't show.
0

User is offline   LeoD 

  • Topic #3513

#1634

View PostBorion, on 12 June 2020 - 06:48 AM, said:

Hey Leo, catch!
Thanks, man! Great job. (Looks really nasty in classic mode when you're close.)

View PostBorion, on 12 June 2020 - 06:48 AM, said:

Let me know if it is as you described.
Almost. The dots on the sides are supposed to match the side number dice-like: 1,2,3,4,5,6. Currently it's always 5. No big deal though. I'm happy.
1

User is offline   Borion 

#1635

View PostLeoD, on 14 June 2020 - 08:52 AM, said:

Thanks, man! Great job. (Looks really nasty in classic mode when you're close.)

Almost. The dots on the sides are supposed to match the side number dice-like: 1,2,3,4,5,6. Currently it's always 5. No big deal though. I'm happy.


No problem!
I thought those dots were sth different...I'll fix them soon, it is not a big deal.
0

User is online   NightFright 

  • The Truth is in here

#1636

Is there a demand for another pre-release? I guess right now would be a good time during Borion's productive break, plus we just added updated maphacks.

This post has been edited by NightFright: 20 June 2020 - 11:22 AM

0

User is offline   Darkus 

#1637

I found small problems, concerning two models:

The original shrinker sprite is a bit lowered compared to the expander:

https://i.postimg.cc/rmwrLSvj/vox-shrinker1.png

However, the voxel model is on the same height:

https://i.postimg.cc/MT3jZnwS/vox-shrinker2.png

Also the geisha statue (tile 753), has a white line on the back:

https://i.postimg.cc/k5cbZjhD/vox-geisha.png
1

User is offline   ReaperMan 

#1638

Id, say the shrinker and expander being at the same height fixes an error originally in the game.
1

User is online   NightFright 

  • The Truth is in here

#1639

Agreed. It's basically the same sprite/model, so height should be the same. In the original maps you just can't see this difference since there are no Expander pickups, just ammo. The geisha statue back may be worth looking into, though.

This post has been edited by NightFright: 20 June 2020 - 11:45 PM

3

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#1640

The y-offset seems intended to be used with cstat 128 (half-centered).
0

User is online   NightFright 

  • The Truth is in here

#1641

Just noticed the "satellite dish" of the ammo on Expander should be considerably bigger. At least if you want to match the sprite. However, I guess the idea was to match ammo and weapon model somehow.
1

User is offline   Jimmy 

  • 1776 World Wide

#1642

Yeah the sprite is grossly inaccurate because it's just a shitty copy paste job of the ammo behind the shrinker sprite. It's only used in multiplayer so no one really ever noticed. Take note that the satellite dish is at the wrong angle on the sprite, but the proper angle on the voxel.
3

User is online   NightFright 

  • The Truth is in here

#1643

Didn't even notice the different angle on the weapon at first. Borion did everything right with the Expander, then. It's great that the voxel pack is not only an improvement over the sprites due to voxels being 3D, but also concept-wise.

This post has been edited by NightFright: 21 June 2020 - 11:50 PM

3

User is offline   Jimmy 

  • 1776 World Wide

#1644

Indeed. The job that has been done here by everyone is commendable, not only has accuracy been a priority (even to a pedantic level sometimes) but mods and maps that don't even exist yet have been taken into consideration. I love this project.
3

User is offline   ReaperMan 

#1645

View Postjimmy is a stupid fuck, on 22 June 2020 - 11:32 AM, said:

... not only has accuracy been a priority (even to a pedantic level sometimes)...

I think we can agree that was the right choice, it avoided creating a mish-mash of assets like the HRP has. There's a lot of great models in there but you can tell different people made them.
1

#1646

View Postjimmy is a stupid fuck, on 21 June 2020 - 12:48 PM, said:

Yeah the sprite is grossly inaccurate because it's just a shitty copy paste job of the ammo behind the shrinker sprite. It's only used in multiplayer so no one really ever noticed. Take note that the satellite dish is at the wrong angle on the sprite, but the proper angle on the voxel.


Funnily enough the satellite dish on the ammo sprite is itself just a copy-paste of the HUD weapon tile, which is why it's angled that way in the first place.

https://vignette.wikia.nocookie.net/dukenukem/images/8/82/Microwave_Expander.JPG

This post has been edited by Doom64hunter: 03 July 2020 - 01:03 AM

1

User is offline   Marya 

#1647

View PostBorion, on 28 January 2020 - 10:11 AM, said:

Slimer egg is also finished.
All of these look good, but i must add for the egg "Damn, your ugly." The egg looks even more disgusting now, good job guys!


Looking at the shrinker vs expander picture on the old sprites for some reason you can see that the 'trigger handle' is smaller on the Shrinker than the expander which would be why the expander sits higher ,though why it looks like that is kinda odd considering they're suppose to be the same gun.

This post has been edited by Marya: 03 July 2020 - 04:39 AM

0

User is offline   Jimmy 

  • 1776 World Wide

#1648

No it's not. The sprite is just clipping through the floor.
0

User is offline   Striker 

  • Auramancer

#1649

Since I'm using the majority of the voxel pack for StrikerDM, and built it with it in mind, I'd like to also use the pickups, but am holding off until I can get voxels of the new weapons/ammo for consistency's sake. If anyone's willing to take a crack at it, here's the sprites.

https://i.imgur.com/RRqAV5e.png
https://i.imgur.com/QN5cdLz.png
https://i.imgur.com/TmffpIG.pnghttps://i.imgur.com/90oTC0q.pnghttps://i.imgur.com/Rob9w63.png
https://i.imgur.com/CS6IW2b.png
https://i.imgur.com/I1Z54OZ.pnghttps://i.imgur.com/YWodxen.pnghttps://i.imgur.com/sMsJzT3.png
https://i.imgur.com/iphqmdz.png

Link to a zip with all the sprites
http://shadowmaveric.../SDMSprites.zip

This post has been edited by Striker: 06 July 2020 - 05:27 PM

1

User is offline   spacekebab 

#1650

View PostStriker, on 06 July 2020 - 02:23 PM, said:

Since I'm using the majority of the voxel pack for StrikerDM, and built it with it in mind, I'd like to also use the pickups, but am holding off until I can get voxels of the new weapons/ammo for consistency's sake. If anyone's willing to take a crack at it, here's the sprites.

https://i.imgur.com/RRqAV5e.png
https://i.imgur.com/QN5cdLz.png
https://i.imgur.com/TmffpIG.pnghttps://i.imgur.com/90oTC0q.pnghttps://i.imgur.com/Rob9w63.png
https://i.imgur.com/CS6IW2b.png
https://i.imgur.com/I1Z54OZ.pnghttps://i.imgur.com/YWodxen.pnghttps://i.imgur.com/sMsJzT3.png
https://i.imgur.com/iphqmdz.png

Link to a zip with all the sprites
http://shadowmaveric.../SDMSprites.zip



This is just a palette swap of the existing freezer amo voxel. Don't know if it works, but here it is

https://i.imgur.com/d74JflZ.png
http://bearflag.tech/dn3d/flamer.zip

This post has been edited by spacekebab: 06 July 2020 - 09:58 PM

0

Share this topic:


  • 73 Pages +
  • « First
  • 53
  • 54
  • 55
  • 56
  • 57
  • 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