![](https://forums.duke4.net/public/style_images/cgs/_custom/switch.png)
Duke 3D Voxel Pack
#2161 Posted 25 January 2021 - 12:12 AM
Note:
I only added maphacks for E4L5 (name tags). The other affected maps require expert-level hacks with pitch, roll and mdxoff/mdzoff/mdyoff commands with which I am not familiar. I have listed all pending sprites below for convenience.
Affected maps + sprite numbers:
- E3L7: Firetruck side mirrors (Atomic: #356/357, WT: #353/352) --> need to be attached to vehicle
- E4L2: Ceiling icicles near conveyor belt (Atomic: #216/231, WT: #216/230) --> need to be attached to ceiling and moved slightly backwards
- E4L6: Firetruck side mirrors (Atomic+WT: #43/44) --> need to be attached to vehicle
This post has been edited by NightFright: 25 January 2021 - 12:15 AM
#2162 Posted 25 January 2021 - 12:31 AM
Anyway I did say that this voxel pack will be done this year (props) and I am trying to keep that promise.
#2163 Posted 25 January 2021 - 12:38 AM
#2165 Posted 25 January 2021 - 02:50 AM
#2166 Posted 25 January 2021 - 08:53 AM
#2167 Posted 25 January 2021 - 08:58 AM
#2168 Posted 25 January 2021 - 10:13 AM
Please don't open issues for readme changes. It is enough to mention any readme-related stuff here.
This post has been edited by NightFright: 25 January 2021 - 10:16 AM
#2169 Posted 25 January 2021 - 11:04 AM
Dzierzan, on 25 January 2021 - 08:53 AM, said:
Where did you wrote that?
Maybe I was not clear enough with my notice... sprite 3418 (firetruck side mirror) was posted, and I noticted in my hrp-test.map that sprite 4415 (postal truck side mirror) is pretty much the same but only rotated by 90°. So my suggestion was just to rotate that voxel for 3418 and we have also a replacement for 4415.....
![:)](https://forums.duke4.net/public/style_emoticons/default/smile.gif)
#2170 Posted 25 January 2021 - 11:37 AM
NightFright, on 25 January 2021 - 08:58 AM, said:
Tried mdposxoff/mdposyoff/mdposzoff? They're not documented on the wiki, but are around in existing maphacks.
#2171 Posted 25 January 2021 - 01:01 PM
#2172 Posted 25 January 2021 - 10:48 PM
Tried mdposzoff in E4L2, doesn't do anything with the icicles, either. Also not in combination with roll or pitch. I guess mdposx/y/zoff is the same cmd as mdx/y/zoff, just abbreviated (like x/y/zoffset = xoff/yoff/zoff).
#2173 Posted 26 January 2021 - 12:54 PM
NightFright, on 25 January 2021 - 10:48 PM, said:
Tried mdposzoff in E4L2, doesn't do anything with the icicles, either. Also not in combination with roll or pitch. I guess mdposx/y/zoff is the same cmd as mdx/y/zoff, just abbreviated (like x/y/zoffset = xoff/yoff/zoff).
Should really file an issue on voidpoint.io about this. Seems these keywords do things for models, but not voxels.
#2174 Posted 26 January 2021 - 01:51 PM
#2175 Posted 26 January 2021 - 10:31 PM
I tested pitch/roll by removing the commands from the E1L1 maphacks. Checked the fence on the rooftop in the start area and the faucets in the cinema restroom. There is absolutely zero visual difference. It must be assumed these commands don't work with voxels. Right now, I can only confirm that angoff works.
This post has been edited by NightFright: 26 January 2021 - 11:01 PM
#2176 Posted 29 January 2021 - 05:34 PM
This post has been edited by Striker: 29 January 2021 - 05:35 PM
#2177 Posted 31 January 2021 - 12:12 PM
Instead, there is mdposxoff/mdposyoff/mdposzoff as pointed out earlier which DOES work with voxels. Or should at least.
Anyway, anything with pitch/roll in the maphacks does nothing for voxels and could just as well be removed from the hacks entirely.
This post has been edited by NightFright: 31 January 2021 - 12:13 PM
#2178 Posted 31 January 2021 - 12:22 PM
#2179 Posted 31 January 2021 - 12:25 PM
This post has been edited by NightFright: 31 January 2021 - 12:26 PM
#2180 Posted 31 January 2021 - 11:16 PM
#2181 Posted 31 January 2021 - 11:56 PM
#2182 Posted 01 February 2021 - 12:57 AM
Jmoc, on 31 January 2021 - 11:56 PM, said:
If maphacks can change cstat properties of a sprite/voxel, adding 32768 for these switches to the cstat value should make them invisible.
#2183 Posted 01 February 2021 - 02:47 AM
I cannot reproduce the problem in general, though. I tested a hidden computer panel switch in E4L11 (opens a secret compartment with a medkit near an elevator shaft) and the switch doesn't show.
This post has been edited by NightFright: 01 February 2021 - 02:50 AM
#2184 Posted 01 February 2021 - 03:27 AM
Aleks, on 01 February 2021 - 12:57 AM, said:
The problem is for invisible sprites in user maps.
NightFright, on 01 February 2021 - 02:47 AM, said:
I cannot reproduce the problem in general, though. I tested a hidden computer panel switch in E4L11 (opens a secret compartment with a medkit near an elevator shaft) and the switch doesn't show.
It seems that when the voxel is flipped against the wall, the voxel rear is still visible instead of being concealed. I understand that floating flipped voxels in user maps can not be fixed trivially.
#2185 Posted 01 February 2021 - 03:31 AM
#2186 Posted 04 February 2021 - 11:10 AM
It's just a metal cube. The player can spawn it to use as cover or to jump on (a new inventory item). It doesn't need to look exactly like this but this is what I've currently got:
![Posted Image](https://i.imgur.com/bPsVBEP.jpg)
It's probably best if it is 64 pixels long per side, but I'm not sure.
#2187 Posted 04 February 2021 - 02:09 PM
This post has been edited by Dzierzan: 04 February 2021 - 02:10 PM
#2188 Posted 04 February 2021 - 02:45 PM
Dzierzan, on 04 February 2021 - 02:09 PM, said:
The only assets I have are in the attached zip file, and include the md2 model and the placeholder skin I am using for it. If you want to spend more than 5 minutes and make it look better I would be honored. If it matters, the frame name on the model is idle01
Attached File(s)
-
crate1.zip (118.33K)
Number of downloads: 236
#2189 Posted 04 February 2021 - 03:09 PM
#2190 Posted 04 February 2021 - 03:11 PM
Phredreeke, on 04 February 2021 - 03:09 PM, said:
No, it needs to be a single object. I already have a clipshape for it. Spawning it in is also a lot more complicated if it is built out of multiple sprites. Moreover, that will lead to glitches such as actors getting inside of it.
Also, you may have misunderstood. It's not a prop that is statically placed in a map. It's an inventory item and the player can spawn one in at any time, facing any angle.