Duke 3D Voxel Pack
#1771 Posted 03 October 2020 - 09:01 PM
#1772 Posted 04 October 2020 - 05:40 AM
jkas789, on 03 October 2020 - 09:01 PM, said:
Your wish is my comand:
DOWNLOAD LINK:
http://www.mediafire...l_Pack.rar/file
P.S. Dear community a user noticed that some non item voxels are kind of floating like the cooler and the radio, I checked the pivots in slab6 and found no issue. Let me know how it is working for you guys. BTW I dunno how to properly replace the non-item voxels (in shadow warrior is extremely easy using the voxfil file), I just replaced the names with the voxel names of the normal duke voxel pack (which unfortunalely also replaces the voxels for the normal duke nukem).
Any help of how to properly replace all the voxel for this partcular addon will be appreciated and also included in a readme file in future updates for the rest of fans.
THANKS
This post has been edited by mxrtxn: 04 October 2020 - 07:10 AM
#1773 Posted 04 October 2020 - 09:57 AM
I have already created a subdir for the Caribbean voxels on Github and will rename them appropriately to reflect any changed item name. And I am sure Hendricks will find a way to load addon-specific contents automatically in some way.
#1776 Posted 05 October 2020 - 05:43 AM
Hi again fellas!
You keep this thread very busy lately. Great to see such insistence on pushing things forward
@Martin - Those models kicks ass, man!
I restarted work on DN64 pickups & weapons. Hope to post some stuff soon.
Cheers
You keep this thread very busy lately. Great to see such insistence on pushing things forward
@Martin - Those models kicks ass, man!
I restarted work on DN64 pickups & weapons. Hope to post some stuff soon.
Cheers
#1777 Posted 05 October 2020 - 06:38 AM
Quote
I restarted work on DN64 pickups & weapons. Hope to post some stuff soon.
Heh, I wanted to voxelize N64 SMG pickup, but I guess I'll let you do it. I better stay with Blood and Dark Forces voxels ^^.
#1778 Posted 05 October 2020 - 07:15 AM
Dzierzan, on 05 October 2020 - 06:38 AM, said:
Heh, I wanted to voxelize N64 SMG pickup, but I guess I'll let you do it. I better stay with Blood and Dark Forces voxels ^^.
Do it if You want, Dzierzan. There is no competition or some kind of exclusivity More fellow voxel makers the better.
@Dark Forces - sounds tasty, really good game with some great assets.
Incredible how little this game is known comparing to other FPS "juggernauts" of the era.
#1779 Posted 05 October 2020 - 07:55 AM
I'd say Dark Forces is pretty well known, it even got a PS1 port. Maybe nu-Star Wars fans want to sweep it under the rug as it contradicts Rogue One...
#1780 Posted 05 October 2020 - 08:05 AM
Plot twist: It weren't the right plans, but they didn't tell Katarn since otherwise he would have never worked for the Alliance ever again.
#1782 Posted 05 October 2020 - 11:50 AM
More!
Also, shotty and SMG voxels are in the attachment (vox format).
Also, shotty and SMG voxels are in the attachment (vox format).
Attached File(s)
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N64_Shotgun_and_SMG.zip (27.54K)
Number of downloads: 235
#1783 Posted 05 October 2020 - 11:58 AM
DN64 voxels? Oh that is interesting interesting! I assume if they were implemented they would work on the DN64 mod not on the renukem "version" right?
#1784 Posted 05 October 2020 - 12:35 PM
Quote
I assume if they were implemented they would work on the DN64 mod not on the renukem "version" right?
Well, maybe for DN64 mod or RedNukem. I just made them for fun and you all are free to use them as you want.
Attached File(s)
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N64_Pistol.zip (7.25K)
Number of downloads: 212
This post has been edited by Dzierzan: 05 October 2020 - 12:36 PM
#1785 Posted 05 October 2020 - 02:21 PM
#1786 Posted 06 October 2020 - 03:53 AM
#1787 Posted 06 October 2020 - 04:43 AM
First Martin, now you Dzierzan...what got into you guys?! Good stuff.
#1788 Posted 06 October 2020 - 05:05 AM
Detronizing you! Nah, it's ok, I'll let you voxelize Shrinker/Expander ^^.
#1789 Posted 06 October 2020 - 05:10 AM
Time to bug NukeYKT to add voxels to Rednukem's DN64 renderer?
#1790 Posted 06 October 2020 - 05:25 AM
Dzierzan, on 06 October 2020 - 03:53 AM, said:
That could be used to make a better widescreen sprite
It would be helpful if you could move it to align with this image
This post has been edited by Fox: 06 October 2020 - 05:26 AM
#1791 Posted 06 October 2020 - 05:30 AM
Dzierzan, on 06 October 2020 - 05:05 AM, said:
Detronizing you! Nah, it's ok, I'll let you voxelize Shrinker/Expander ^^.
Yes, I felt disturbance in the force. Rebel scum! (see, I got Twitter too:P)
Phredreeke, on 06 October 2020 - 05:10 AM, said:
Time to bug NukeYKT to add voxels to Rednukem's DN64 renderer?
Word!
#1792 Posted 06 October 2020 - 09:54 AM
Is there some kind of list for Duke Nukem 3D voxels? You know, done and not done.
#1793 Posted 06 October 2020 - 10:20 AM
Well, you can see what is done by looking at the Github file structure. Pickups are done, which was the most important part. Now it's "only" about props.
#1794 Posted 06 October 2020 - 10:40 AM
Cool, let me check all the stuff, maybe I'll do a few voxels for Duke Nukem 3D.
#1797 Posted 07 October 2020 - 08:17 AM
Dzierzan, on 07 October 2020 - 08:06 AM, said:
I don't want to be rude, but those models are not lit on the sides, Dzierzan. Subject of lighting was discussed more than once on this thread.
Please keep that in mind. Otherwise its just making flat sprites fat...
#1798 Posted 07 October 2020 - 08:22 AM
Isn't that the goal of voxelization? Keep as many pixels true to the original as possible? I know sides are not looking that good, but I am not that good brighting them up.
#1799 Posted 07 October 2020 - 01:28 PM
Considering they're most often used directly next to walls in both the original maps and most usermaps, I think the lighting looks fine.
#1800 Posted 07 October 2020 - 01:56 PM
Agree with what Jimmy said - I'm actually a complete voxel ignorant, but as a mapper I think it would be more useful to have them already with some shade at the voxel stage - people can just rotate them accordingly to the lightsource in Mapster.