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Duke 3D Voxel Pack

User is offline   NightFright 

  • The Truth is in here

#2161

Github updated. I have also unlocked the turret (#2350) in the monster definitions. It's a stationary target, and even though it counts as a monster, it dances on the thin borderline between "aggressive prop" and enemy, so I believe we can make an exception here.

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

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User is offline   Dzierzan 

#2162

It is not that hard as long as sprite id is known (it can be got from mapster32).

Anyway I did say that this voxel pack will be done this year (props) and I am trying to keep that promise.
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User is offline   Striker 

  • Auramancer

#2163

Should consider re-doing the shading on the traffic cone (978), it's got some nasty green crap on it.
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User is offline   Dzierzan 

#2164

Yes sir. It is one of voxels I want to polish.
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User is offline   0815Jack 

#2165

just a notice: I think 4415 (side mirror of the postal truck, E4L6) is a flipped version version of the side mirror of fire truck....
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User is offline   Dzierzan 

#2166

This is why I wrote that it needs maphacks. Besides I am not sure if maphacks allow for flipping.
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User is offline   NightFright 

  • The Truth is in here

#2167

In theory you can rotate them around the x/y/z axis to accomplish flipping, but I never managed to move a voxel or model even by a single Build unit. Neither up, down nor sideways.
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User is offline   NightFright 

  • The Truth is in here

#2168

@Dzierzan:
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

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User is offline   0815Jack 

#2169

View PostDzierzan, on 25 January 2021 - 08:53 AM, said:

This is why I wrote that it needs maphacks. Besides I am not sure if maphacks allow for flipping.


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..... :) Sorry if I have caused any confusion.....
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User is offline   Striker 

  • Auramancer

#2170

View PostNightFright, on 25 January 2021 - 08:58 AM, said:

In theory you can rotate them around the x/y/z axis to accomplish flipping, but I never managed to move a voxel or model even by a single Build unit. Neither up, down nor sideways.

Tried mdposxoff/mdposyoff/mdposzoff? They're not documented on the wiki, but are around in existing maphacks.
0

User is offline   NightFright 

  • The Truth is in here

#2171

Do they require roll and/or pitch or are they standalone commands?
0

User is offline   NightFright 

  • The Truth is in here

#2172

Update:
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).
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User is offline   Striker 

  • Auramancer

#2173

View PostNightFright, on 25 January 2021 - 10:48 PM, said:

Update:
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.
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User is offline   NightFright 

  • The Truth is in here

#2174

Well... still haven't tried removing existing roll/pitch entries and check whether the corresponding voxels change alignment. However, I don't see what was done differently before compared to what I am trying now.
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User is offline   NightFright 

  • The Truth is in here

#2175

Update:
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

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User is offline   Striker 

  • Auramancer

#2176

It's quite possible the voxel drawing code is simply missing these translations, probably wouldn't be too hard to fix in polymost at least considering they're converted to models in that rendering mode.

This post has been edited by Striker: 29 January 2021 - 05:35 PM

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User is offline   NightFright 

  • The Truth is in here

#2177

So it was explained to me that mdxoff/mdyoff/mdzoff commands are deprecated and replaced with mdpivxoff/mdpivyoff/mdpivzoff. They still work, but only with roll and pitch. However, voxels are not working with this and apparently it is not planned to change that.

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

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User is offline   Dzierzan 

#2178

Don't remove them. There's always hope that one day roll/pitch will be supported for voxels.
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User is offline   NightFright 

  • The Truth is in here

#2179

Just saying the coding team is aware of the issue, so no need to open a ticket for it.

This post has been edited by NightFright: 31 January 2021 - 12:26 PM

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User is offline   NightFright 

  • The Truth is in here

#2180

Correct maphacks for E4L2 (icicles) and E3L7/E4L6 (truck side mirrors) added on Github.
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User is offline   Jmoc 

#2181

Any development on sprites that are supposed to be hidden switches but are visible as voxels? Or is it unfixable in all cases?
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User is offline   Aleks 

#2182

View PostJmoc, on 31 January 2021 - 11:56 PM, said:

Any development on sprites that are supposed to be hidden switches but are visible as voxels? Or is it unfixable in all cases?


If maphacks can change cstat properties of a sprite/voxel, adding 32768 for these switches to the cstat value should make them invisible.
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User is offline   NightFright 

  • The Truth is in here

#2183

If it was that easy, it wouldn't even be necessary to flip these hidden sprites in the first place.

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

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User is offline   Jmoc 

#2184

View PostAleks, on 01 February 2021 - 12:57 AM, said:

If maphacks can change cstat properties of a sprite/voxel, adding 32768 for these switches to the cstat value should make them invisible.


The problem is for invisible sprites in user maps.

View PostNightFright, on 01 February 2021 - 02:47 AM, said:

If it was that easy, it wouldn't even be necessary to flip these hidden sprites in the first place.

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.
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User is offline   NightFright 

  • The Truth is in here

#2185

If notmd is used, the voxel would not be rendered, which should fix the issue. If it is showing anyway, it is because a notmd maphack is missing.
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User is offline   Danukem 

  • Duke Plus Developer

#2186

Hey guys, I don't know if you do requests, but I could use a new voxel for the upcoming release of AA. Currently I'm using a model, but I would prefer a voxel so it looks consistent with the other assets and so that softwere renderer players can see the object properly.

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

It's probably best if it is 64 pixels long per side, but I'm not sure.
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User is offline   Dzierzan 

#2187

If the sprite/texture is not supposed to change and it's a pure box then it's like 5 min of work. If that's what you want, then provide assets.

This post has been edited by Dzierzan: 04 February 2021 - 02:10 PM

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User is offline   Danukem 

  • Duke Plus Developer

#2188

View PostDzierzan, on 04 February 2021 - 02:09 PM, said:

If the sprite/texture is not supposed to change and it's a pure box then it's like 5 min of work. If that's what you want, then provide assets.


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)


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User is offline   Phredreeke 

#2189

As long as it doesn't need to rotate, couldn't you use a sprite for the top and two more for the sides of the crate?
0

User is offline   Danukem 

  • Duke Plus Developer

#2190

View PostPhredreeke, on 04 February 2021 - 03:09 PM, said:

As long as it doesn't need to rotate, couldn't you use a sprite for the top and two more for the sides of the crate?


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.
1

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