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Duke 3D Voxel Pack

User is offline   NightFright 

  • The Truth is in here

#1831

So I checked pickups.def and found three animtilerange defs, for the freezeammo, Atomic Health and Holoduke:

animtilerange 37 39 2 2
animtilerange 100 115 2 2
animtilerange 1348 1351 0 2


I tried with those lines and without. Here's what I found:
- Freezeammo: Without defs (that I just changed to have a delay of 2=1/4 of original speed) this doesn't seem to be animated at all. Electric beam on the top and the crystal window appear static. Way too fast.
- Atomic Health: Without the line, spinning animation is quite a bit faster. It looks better when slowed down the way it is right now.
- Holoduke: Speed is fine without the line (also indicated by the 0 delay value in the defs), so this one can be safely removed.

So: Yes, it works without the animdefs, no question. However, it does not look necessarily the same. See it as a hack of some sorts, if you will.

This post has been edited by NightFright: 15 October 2020 - 10:09 PM

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User is offline   jkas789 

#1832

Made a video on how the freezer ammo and holoduke look like ingame with the commit made on october 15th to the github master. Also took a look at the canon shadow issue in action:



Edit: Fixed youtube link. Thanks Jimmy.

This post has been edited by jkas789: 16 October 2020 - 12:43 AM

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User is offline   Jimmy 

  • 1776 World Wide

#1833

The YouTube media player on this forum only works with regular HTTP links, not HTTPS. Embed and YouTu.be links don't work either.

This post has been edited by Jimmy: 16 October 2020 - 12:42 AM

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User is offline   NightFright 

  • The Truth is in here

#1834

I think jkas captured the slowed-down freezer ammo quite nicely. IMHO without the animtilerange code it doesn't look the way it should. Before anybody asks me to remove it, do the edit in your voxel pack copy first and be honest afterwards.

This post has been edited by NightFright: 16 October 2020 - 08:02 AM

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User is offline   Striker 

  • Auramancer

#1835

The cannon's pivots need adjustment. They are far off-center.
http://shadowmavericks.com/files/ShareX/duke0084.png
http://shadowmavericks.com/files/ShareX/duke0085.png

This post has been edited by Striker: 18 October 2020 - 10:04 AM

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User is offline   jkas789 

#1836

View PostStriker, on 18 October 2020 - 10:04 AM, said:

The cannon's pivots need adjustment. They are far off-center.
http://shadowmavericks.com/files/ShareX/duke0084.png
http://shadowmavericks.com/files/ShareX/duke0085.png


Is that a maphack issue or an issue with the voxel itself? According to ShrinkDuke, Danarama and Tea Monster on a conversation that started on the Duke4 discord this could be corrected by making changes to the maphacks?

Here are some screens of the posts:

https://i.imgur.com/BHy4eZa.png

https://i.imgur.com/WCVp3r4.png
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User is offline   Aleks 

#1837

View Postjkas789, on 20 October 2020 - 09:42 PM, said:

Is that a maphack issue or an issue with the voxel itself? According to ShrinkDuke, Danarama and Tea Monster on a conversation that started on the Duke4 discord this could be corrected by making changes to the maphacks?


The weird thing is, all of those cannons have the "half-submerged" (cstat 128) bit on. The only difference is with hitscan turned on at the cannon which seems to be correctly displaying its shadow. You can try opening E4L4 in Mapster and pressing "H" in 3D mode on the other cannons to turn them hitscan-sensitive as well and see if the position of their shadows change somehow.

Also, if someone would consider making maphacks for those, I'd suggest pushing the cannons a bit further onto the bridge, so the shadow doesn't "stick out" in the air over the water like it does now :P
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User is offline   Striker 

  • Auramancer

#1838

View Postjkas789, on 20 October 2020 - 09:42 PM, said:

Is that a maphack issue or an issue with the voxel itself? According to ShrinkDuke, Danarama and Tea Monster on a conversation that started on the Duke4 discord this could be corrected by making changes to the maphacks?

It's an issue with the voxel itself. It doesn't align with the positioning of the original sprite.

This post has been edited by Striker: 22 October 2020 - 06:20 PM

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User is online   mxrtxn 

#1839

View PostStriker, on 22 October 2020 - 06:19 PM, said:

It's an issue with the voxel itself. It doesn't align with the positioning of the original sprite.


Striker, just curious. Could you add the voxels I made to you your mod (railgun, double-barreled shotgun etc)

I would to see how they look inside your mod.

Mxrtxn
2

User is offline   Striker 

  • Auramancer

#1840

View Postmxrtxn, on 23 October 2020 - 03:24 AM, said:

Striker, just curious. Could you add the voxels I made to you your mod (railgun, double-barreled shotgun etc)

I would to see how they look inside your mod.

Mxrtxn

I already did, long ago. It's just it's not released yet.
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User is offline   Striker 

  • Auramancer

#1841

Fixed the cannon's pivots myself.

http://shadowmaveric...1810_cannon.kvx

http://shadowmavericks.com/files/ShareX/duke0087.png
http://shadowmavericks.com/files/ShareX/duke0088.png
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User is online   mxrtxn 

#1842

It is time to kidnap this thread again...

https://i.imgur.com/nBiEcEy.png

Someone updated his Shadow Warrior Voxel Pack:

https://forums.duke4...ior-voxel-pack/

BTW: Would you like a modified version of the ninja girl for Duke Nukem Caribbean (or the normal Duke since they use the same palette file)???

More cool stuff coming soon ;)

This post has been edited by mxrtxn: 24 October 2020 - 06:13 PM

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User is online   Phredreeke 

#1843

Are you making voxels of enemies? 🤔
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User is offline   jkas789 

#1844

AFAIK he made voxels of the enemy corpse sprites, not the alive enemy sprites. He has made voxel models for the phantom thingy that springs out of the kamikaze enemies and the ninjas (again AFAIK).
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User is online   mxrtxn 

#1845

View PostPhredreeke, on 24 October 2020 - 06:15 PM, said:

Are you making voxels of enemies? 🤔


Just the corpses so far (ninja girl and coolie ghost as the transition when they die is not too odd to the viewer unlike the regular ninja). The best candidate for full voxelization timewise is the coolie ghost...
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User is online   Phredreeke 

#1846

I think a coolie ghost voxel might be useful for filling in bad sections of my upscale (the hands)
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User is offline   Tea Monster 

  • Polymancer

#1847

The main points of what I was talking about on the Discord thread was:

1. Existing map hacks for HRP models might mess up the positioning of your voxel models. Best to turn them off while testing.

2. It's always best to make sure your models are made with the correct orientation in your creation app. Make sure that they import to EDuke in the correct direction without map hacks.

You can fix stuff afterwards with map hacks, but the models won't work properly with user maps and it's generally a lot more wasted effort all around.
1

User is offline   NightFright 

  • The Truth is in here

#1848

Cannon pivot fix has been added on Github.
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User is offline   jkas789 

#1849

View PostNightFright, on 26 October 2020 - 06:47 AM, said:

Cannon pivot fix has been added on Github.


Something weird is going on, as initially it seems both cannons are fixed however after a few moments their pivot(?) changes? I have a theory this happens when they get hit from one of the explosions of the canonballs.

Anyways I'm using the latest master. Also I'm attaching the photos to the post as imgur is bugging out on me.

Attached thumbnail(s)

  • Attached Image: duke0002_result.jpg
  • Attached Image: duke0003_result.jpg

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User is offline   Striker 

  • Auramancer

#1850

The cannons rotating when getting hit is normal behaviour, they aim at their damage source. The rotation of the cannons has nothing to do with the voxel pivot. The actual actor angle is changing. You can change the angle in which a cannon shoots, by shooting it. It'll aim right at you.

This post has been edited by Striker: 26 October 2020 - 11:50 AM

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User is offline   NightFright 

  • The Truth is in here

#1851

The cannon kinda reacts to you. If you attack it, it will target you. That's why we had the debate to put the cannon into the monsters folder. However, you would then have to activate all monster voxels and we didnt want that.
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User is offline   Danukem 

  • Duke Plus Developer

#1852

The cannon is defined as "useractor enemy" in the CON file. That is why it exhibits the hardcoded behavior of turning to face you when hit. It also fires automatically, is counted as an enemy in stats and does get counted as an enemy kill if you destroy it. In other words, it is an enemy. This seems like a strange choice, but perhaps they did it to make it cast a shadow. I don't think there was any other way to make new actors cast shadows back then without changing the source code.
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