Duke 3D Voxel Pack
#1801 Posted 07 October 2020 - 03:03 PM
#1802 Posted 07 October 2020 - 03:23 PM
Except that mouse. That mouse can go to hell for all I care. I always hated that sprite, it gave me the creeps.
#1804 Posted 08 October 2020 - 01:20 AM
Do you want to me to convert those N64 voxels into KVX format and pull request them to Github?
#1805 Posted 08 October 2020 - 01:29 AM
Anyway, if these go into the pack, it would rather be for archiving purposes since they only make sense with DN64 and content related to it.
#1806 Posted 08 October 2020 - 04:31 AM
Borion, on 28 January 2020 - 10:11 AM, said:
Slimer egg is also finished.
I'm using the latest voxel pack (latest from github rep) and the slimer egg does not show up as a voxel, tested with 'spawn egg'.
#1807 Posted 08 October 2020 - 09:41 AM
Dzierzan, on 08 October 2020 - 01:20 AM, said:
Do you want to me to convert those N64 voxels into KVX format and pull request them to Github?
1. If any of them are not strict subsets of the Duke palette, they will have to be KV6 format iirc. I've never tried that format.
2. Loading them is another question. The idea of "ifcrc" breaks down when loading from an N64 cartridge.
3. Rednukem's DN64 renderer would need support for voxels too.
#1808 Posted 08 October 2020 - 09:46 AM
#1809 Posted 08 October 2020 - 10:11 AM
Hendricks266, on 08 October 2020 - 09:41 AM, said:
2. Loading them is another question. The idea of "ifcrc" breaks down when loading from an N64 cartridge.
3. Rednukem's DN64 renderer would need support for voxels too.
1. Dzierzan said he used the Duke palette when making them.
2. Could there be a special def file that's only loaded when the current game is Duke 64?
#1810 Posted 08 October 2020 - 10:51 AM
Dzierzan, on 08 October 2020 - 09:46 AM, said:
This would require some CON editing.
#1811 Posted 08 October 2020 - 10:52 AM
Hendricks266, on 08 October 2020 - 09:41 AM, said:
That's not implemented yet in general, is it?
#1812 Posted 09 October 2020 - 02:33 PM
#1813 Posted 09 October 2020 - 10:11 PM
#1814 Posted 09 October 2020 - 11:07 PM
#1815 Posted 09 October 2020 - 11:11 PM
#1816 Posted 09 October 2020 - 11:35 PM
But I do agree anyway, it doesn't really show up as a monster in any manual or on the wiki, so not a monster.
#1817 Posted 10 October 2020 - 12:56 AM
#1818 Posted 10 October 2020 - 04:25 AM
This post has been edited by Dzierzan: 10 October 2020 - 04:25 AM
#1820 Posted 10 October 2020 - 03:14 PM
#1821 Posted 10 October 2020 - 03:22 PM
#1822 Posted 10 October 2020 - 03:24 PM
Jamesfff, on 10 October 2020 - 03:14 PM, said:
Have you tried loading the voxel pack as a content folder? I usually load it that way and I have never had any problems at all with the freezer sprites. I say this as autoload usually glitches out on me eventually.
I could be wrong though but it is worth checking out. Maybe also try using the current master instead of the release.
#1823 Posted 10 October 2020 - 03:42 PM
It should be added soon to the Github, but if you're impatient, you can download it from my branch https://github.com/N...oxelpack/pull/4
#1824 Posted 10 October 2020 - 03:46 PM
#1825 Posted 10 October 2020 - 04:22 PM
Dzierzan, on 10 October 2020 - 03:42 PM, said:
It should be added soon to the Github, but if you're impatient, you can download it from my branch https://github.com/N...oxelpack/pull/4
Thanks! I'm impatient because once the weekend is over I won't have much time, and the game releases mid-week.
#1826 Posted 10 October 2020 - 04:57 PM
Jamesfff, on 10 October 2020 - 03:46 PM, said:
It does work. I have been playing with it and other mods since I discovered it was a thing that way. The mod comes with def fules and everything.
I suppose that Nightfright and co added that so that end users who don’t know anything about Duke modding don’t potentially eff up sonething.
This post has been edited by jkas789: 10 October 2020 - 04:58 PM
#1827 Posted 10 October 2020 - 05:55 PM
#1828 Posted 10 October 2020 - 07:07 PM
Jamesfff, on 10 October 2020 - 05:55 PM, said:
Here is how I do things:
Step 1: Go to Duke 3D Voxel Pack Github and download the current master by clicking on the green button that says "Code" then selecting "Download ZIP".
Step 2: Create a folder on your eduke32 folder. Call it whatever you want. For this mini guide I'm using the name "VOXEL MOD"
Step 3: Unpack the contents of the zip archive you just downloaded into its own folder and then move them to the folder you just created in your eduke32 folder (eg "VOXEL MOD").
Step 4: Run eduke32 executable, select the GRP you are playing with and then click on the content folder drop window. Select the mod content folder you just created (again, in this case "VOXEL MOD"). Finally press start.
Step 5: Marvel at the beauty of voxels the community has created.
Cry at the fact that Randy Pitchford is a piece of shit and the Duke Nukem franchise is effectively dead.
Extra steps if you are playing Duke Caribbean expansion:
Step 6: Open the content folder we created ("VOXEL MOD").
Open the file "duke3d_voxels.def" in the text editor of your choice.
Step 7: Look for the line " // include voxels/vacation.def ".
Remove the // so that it reads " include voxels/vacation.def ". Save and exit.
Step 8. Run the game. Enjoy Caribbean voxels. Keep in mind that if you want to play Duke Nukem 3D and the other expansions you should add the " // " so that the lines reads again " // include voxels/vacation.def ".
ALSO COULD SOMEONE PLEASE TELL ME HOW TO ADD IMAGES TO A POST LIKE THE REST OF THE COOL KIDS DO!!!! For the life of me I can't figure out how.
This post has been edited by Danukem: 10 October 2020 - 07:42 PM
#1829 Posted 10 October 2020 - 07:41 PM
jkas789, on 10 October 2020 - 07:07 PM, said:
You copy a direct link to the image file (right clicking on the image gives the option in most browsers), then paste that link inside of [img] [/img] tags. I took the liberty with your post.