Duke 3D Voxel Pack
#1622 Posted 18 April 2020 - 12:11 AM
Borion, on 16 April 2020 - 04:25 PM, said:
Thanks a bunch! It's such a subtle thing in-game, but it really makes the tripmines look much better.
#1623 Posted 18 April 2020 - 12:17 AM
Striker, on 18 April 2020 - 12:11 AM, said:
No problem!
#1627 Posted 21 April 2020 - 12:20 PM
"Pragmatic Player's Pack" - Duke Nukem 3P?
EDIT:
Please consider putting it on GitHub as PPP. There is bigger chance that those in need will find it. Only hardcore Build fans encounter this forum.
This post has been edited by Borion: 21 April 2020 - 12:25 PM
#1629 Posted 21 April 2020 - 03:59 PM
Borion, on 21 April 2020 - 12:20 PM, said:
Borion, on 21 April 2020 - 12:20 PM, said:
Borion, on 21 April 2020 - 12:20 PM, said:
And who is left anyway except for the hardcore Build fans?
#1631 Posted 21 April 2020 - 11:07 PM
LeoD, on 21 April 2020 - 03:59 PM, said:
And who is left anyway except for the hardcore Build fans?
GitHub is not only repo "warehouse". It is vast network of people, knowledge and projects. By sharing something in there, you make it easy(er) to find it for other people(i.e. by tags), let them analyse its content and possibly use it or learn from it. Think of it as social media without crap photos & stroking ego...pure intellectual exchange platform. I found there so many invaluable tools and projects over the years I would have hard time counting them all. So i.e. in 10 years some underaged ambitious kid might find your stuff and learn from it, long after obscure threads from this forum or even we are gone. Look how hard it is for fresh members of this community to learn things like weapon modding or con scripting. People have to exchange zip files with archived web pages from Google wayback machine...it is crazy how quickly knowledge can evaporate in tech age. Especially knowledge involving niche 90s FPS game modding
I think it would be better if most if not all Duke4 projects would be moved to GitHub. There are no downsides to it, IMO.
EDIT:
LeoD, on 21 April 2020 - 03:59 PM, said:
Gamers that were growing up in 90s, retrogaming geeks & 90's 16 bit art fans...I now for a fact, there are MANY people that would want to use Build mods, maps, create content and use sth like Eduke32 in general. But lack of visibility of this community is limiting its presence in modern gaming world. I think assumption that "those that really care will find us this way or another" is wrong. Discord, Twitter, GitHub...thats where it all happens nowadays. And to all those hating those platforms, it is not same as f****ng Facebook or Instagram, you like it or not.
This post has been edited by Borion: 22 April 2020 - 01:41 AM
#1633 Posted 22 April 2020 - 04:12 AM
Side note:
It seems we are experiencing issues with #670/671 (faucet) when it's animated. IIRC in the original maps this one is not animated, so it may not be a problem in the classic episodes. However, if it is used, it apparently looks like this:
Whether this can be resolved via maphacks is unknown at this point. I have involved LeoD in the investigation process, so let's see.
This post has been edited by NightFright: 22 April 2020 - 04:15 AM
#1634 Posted 22 April 2020 - 06:28 AM
Phredreeke, on 21 April 2020 - 07:52 PM, said:
NightFright, on 22 April 2020 - 04:12 AM, said:
#1635 Posted 22 April 2020 - 11:58 AM
NightFright, on 22 April 2020 - 04:12 AM, said:
Side note:
It seems we are experiencing issues with #670/671 (faucet) when it's animated. IIRC in the original maps this one is not animated, so it may not be a problem in the classic episodes. However, if it is used, it apparently looks like this:
Whether this can be resolved via maphacks is unknown at this point. I have involved LeoD in the investigation process, so let's see.
That just looks like one of the voxels is missing it's pivots. The voxel will need to be fixed. Maphacks won't help here.
This post has been edited by Striker: 22 April 2020 - 11:59 AM
#1636 Posted 22 April 2020 - 12:10 PM
Striker, on 22 April 2020 - 11:58 AM, said:
EDIT:
I replaced my props.def & duke3d_voxels.def with one from GitHub. Now it works. My edits for unfinished models had to screw up something. Sorry guys!
+1 on the list of stupid mistakes
This post has been edited by Borion: 22 April 2020 - 12:21 PM
#1637 Posted 22 April 2020 - 12:12 PM
Phredreeke, on 21 April 2020 - 07:52 PM, said:
This post has been edited by LeoD: 22 April 2020 - 12:32 PM
#1639 Posted 22 April 2020 - 10:50 PM
And Lunick is right, ofc: Borion is doing a fantastic job, just like the others who contributed. It's rare to still see people with such a high creative output, and without it, the whole project would not be where it is now. I never even thought we would get the pickups completed, and look what we got now. Over 200 voxels in the entire pack!
This post has been edited by NightFright: 22 April 2020 - 10:55 PM
#1640 Posted 23 April 2020 - 02:27 AM
#1641 Posted 23 April 2020 - 06:03 AM
Quote
And we are not done yet!
gumballmachine (4458-4459)
Appears on E4M3, no corrections needed.
#1642 Posted 23 April 2020 - 06:18 AM
Check out this gameplay video:
https://twitter.com/...4869238785?s=20
I had to look on the floor for my jaw.
#1643 Posted 23 April 2020 - 07:50 AM
#1645 Posted 26 April 2020 - 06:48 AM
Borion, on 23 April 2020 - 06:18 AM, said:
Check out this gameplay video:
https://twitter.com/...4869238785?s=20
I had to look on the floor for my jaw.
DO IT!!!!!!!!
XD
#1646 Posted 26 April 2020 - 01:40 PM
#1647 Posted 26 April 2020 - 10:25 PM
#1650 Posted 27 April 2020 - 03:52 AM
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
This post has been edited by Borion: 27 April 2020 - 04:52 AM