Duke 3D Voxel Pack
#1652 Posted 27 April 2020 - 06:11 AM
#1653 Posted 27 April 2020 - 06:16 AM
#1655 Posted 03 May 2020 - 10:01 PM
This post has been edited by NightFright: 04 May 2020 - 12:58 AM
#1656 Posted 06 May 2020 - 10:30 AM
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":
The inner structure should be some 3d-cross, with the beams ending in the centre of each side.
Side "5" should look like this, for example:
1 square = 1 voxel
I hope this isn't asked too much, at least if your voxel tool has good copy/paste capabilities.
#1657 Posted 06 May 2020 - 09:50 PM
Borion, on 27 April 2020 - 03:52 AM, said:
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.
#1658 Posted 09 May 2020 - 12:58 AM
LeoD, on 06 May 2020 - 10:30 AM, said:
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":
mhkalib.jpg
The inner structure should be some 3d-cross, with the beams ending in the centre of each side.
3dcross.jpg
Side "5" should look like this, for example:
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.
Striker, on 06 May 2020 - 09:50 PM, said:
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).
#1659 Posted 10 May 2020 - 06:59 AM
Borion, on 09 May 2020 - 12:58 AM, said:
#1660 Posted 05 June 2020 - 02:48 AM
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.
#1661 Posted 07 June 2020 - 11:24 PM
I am attaching it here, also for backup purposes in case I lose the document for some weird and unpredictable reason:
This post has been edited by NightFright: 07 June 2020 - 11:28 PM
#1662 Posted 11 June 2020 - 03:02 AM
Borion, on 16 April 2020 - 04:25 PM, 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?
#1663 Posted 12 June 2020 - 06:48 AM
LeoD, on 10 May 2020 - 06:59 AM, said:
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.
Jan Satcitananda, on 11 June 2020 - 03:02 AM, said:
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
#1664 Posted 12 June 2020 - 08:09 AM
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
#1665 Posted 12 June 2020 - 09:12 AM
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
#1666 Posted 12 June 2020 - 10:31 AM
NightFright, on 12 June 2020 - 09:12 AM, said:
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
#1668 Posted 14 June 2020 - 08:52 AM
Borion, on 12 June 2020 - 06:48 AM, said:
Borion, on 12 June 2020 - 06:48 AM, said:
#1669 Posted 16 June 2020 - 09:54 AM
LeoD, on 14 June 2020 - 08:52 AM, said:
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.
#1670 Posted 20 June 2020 - 11:21 AM
This post has been edited by NightFright: 20 June 2020 - 11:22 AM
#1671 Posted 20 June 2020 - 12:44 PM
The original shrinker sprite is a bit lowered compared to the expander:
However, the voxel model is on the same height:
Also the geisha statue (tile 753), has a white line on the back:
#1672 Posted 20 June 2020 - 05:38 PM
#1673 Posted 20 June 2020 - 11:43 PM
This post has been edited by NightFright: 20 June 2020 - 11:45 PM
#1674 Posted 21 June 2020 - 03:21 AM
#1675 Posted 21 June 2020 - 08:08 AM
#1676 Posted 21 June 2020 - 12:48 PM
#1677 Posted 21 June 2020 - 11:50 PM
This post has been edited by NightFright: 21 June 2020 - 11:50 PM
#1678 Posted 22 June 2020 - 11:32 AM
#1679 Posted 26 June 2020 - 09:32 PM
jimmy is a stupid fuck, on 22 June 2020 - 11:32 AM, said:
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.
#1680 Posted 03 July 2020 - 01:03 AM
jimmy is a stupid fuck, on 21 June 2020 - 12:48 PM, said:
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.
This post has been edited by Doom64hunter: 03 July 2020 - 01:03 AM