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Duke 3D Voxel Pack

#2221

It never ceases to amaze me what voxels can bring to the Build engine.
0

User is offline   jkas789 

#2222

So I was trying out the Duke Nukem 3D Fixes mod on a Raze clean install + the voxel mod (prepping up the future perfect loadout) when I came across this naughty little voxel on Alien World Order, level 1:

Attached Image: Duke_0012.png

Attached Image: Duke_0013.png

This is not the first time I have seen some weird ass stuff going on in Raze and the voxel pack. Another example is this picture, where you can see the outline of the switch in the telephone.

Attached Image: Duke_0015.png


Also, I know we all hate Nuclear winter however this looks like prime voxel material:

Attached Image: Duke_0014.png
0

User is offline   NightFright 

  • The Truth is in here

#2223

Now we just need content filters in EDuke32 for addons. You can't have users fiddle around with defs just to get some bonus voxels working. But if you have problems with Raze, you better head over to the ZDoom forums.

This post has been edited by NightFright: 20 May 2021 - 09:55 PM

2

User is offline   Dzierzan 

#2224

Some kind of generator... Looks like a remnant from Lame Duke. According to GViewer it's unused. Maybe usermaps use that prop.

https://cdn.discordapp.com/attachments/311884728317771777/855814643472662558/betagenerator.gif

And view from the bottom if anyone wonders:

https://cdn.discordapp.com/attachments/579337540985946156/855815790417936384/123.png

This post has been edited by Dzierzan: 19 June 2021 - 06:26 AM

5

#2225

View PostNightFright, on 20 May 2021 - 09:53 PM, said:

Now we just need content filters in EDuke32 for addons. You can't have users fiddle around with defs just to get some bonus voxels working. But if you have problems with Raze, you better head over to the ZDoom forums.


So this mean in the future we can play addons without issues? For example when I run Acropolis I encounter several graphical glitches when using voxels
0

User is offline   NightFright 

  • The Truth is in here

#2226

No, it doesn't mean that. I was only referring to official addons, not custom-made ones. I dunno which "glitches" you are talking about, but most likely that would be stuff you need to fix with maphacks for each addon individually. A behemoth task, to say the least. Also, addons like Acropolis have modified sprites, so you would need new voxels as well. You should only use the voxel pack with original content or addons that don't modify tiles. Otherwise your gameplay experience will be affected since modified art is (most likely) overridden.

This post has been edited by NightFright: 19 June 2021 - 11:42 PM

0

User is offline   NightFright 

  • The Truth is in here

#2227

Generator (#620) now on Github.
0

User is offline   0815Jack 

#2228

I was going thru my test map and it really looks like that about 90% is done by now :)

The remaining bigger ones:

- 1088 REACTOR (Can this be done with all the lightning?)
- 4570 DUKE BURGER
- 516 SATELITE
- 2491 DUKECAR
- 1352 MONK
- 1354 LUKE
- 4590 SNAKEP
- 1355 INDY
- 1356/1357 terminator
- 927 traffic light
- 4427 HOTMEAT

and of course the all the babes.....
0

User is offline   Dzierzan 

#2229

1088 is doable, every sprite is doable. It all matters how good you are. Although I remember that one has baked in lightning effect... Maybe something can be done about it.

Anyway, this is my current to do list. Some props I gave Borion as I know he started working on another camera and smaller satellite dish. It is also planned to go back and redo some old voxels, like a road cone.

https://cdn.discordapp.com/attachments/579337540985946156/856533501146562600/unknown.png
0

User is offline   DJP 

#2230

https://s6.gifyu.com/images/trafficlight_render.gif

https://drive.google...iew?usp=sharing
7

User is offline   NightFright 

  • The Truth is in here

#2231

That share requires access. Can you upload it somewhere else maybe?

This post has been edited by NightFright: 21 June 2021 - 09:32 PM

0

User is offline   DJP 

#2232

View PostNightFright, on 21 June 2021 - 09:32 PM, said:

That share requires access. Can you upload it somewhere else maybe?


https://drive.google...iew?usp=sharing
0

User is offline   NightFright 

  • The Truth is in here

#2233

Great! Added to Github now.
0

User is offline   0815Jack 

#2234

Does anyone knows where the traffic light is used... grp viewer stopped working for me...
0

User is offline   Dzierzan 

#2235

@DJP

Great model, everything here is really good. Although I can see that you totally changed the pole's color, it actually doesn't hurt it at all.

And you could have just zipped KVX model and upload it here as an attachment. Just for the future ;).

Quote

Does anyone knows where the traffic light is used... grp viewer stopped working for me...


I believe it's unused in vanilla Duke.

This post has been edited by Dzierzan: 22 June 2021 - 09:31 AM

0

User is offline   Dzierzan 

#2236

Posted Image
3

User is offline   0815Jack 

#2237

View PostDzierzan, on 22 June 2021 - 09:28 AM, said:

I believe it's unused in vanilla Duke.


you might be right.... but there is a 3D model for it in the HRP .. so it might be used for user maps ...

This post has been edited by 0815Jack: 22 June 2021 - 01:35 PM

0

User is offline   NightFright 

  • The Truth is in here

#2238

Voxel #4463 added on Github.
0

User is offline   Jimmy 

  • 1776 World Wide

#2239

View PostDzierzan, on 19 June 2021 - 06:24 AM, said:

Some kind of generator... Looks like a remnant from Lame Duke. According to GViewer it's unused. Maybe usermaps use that prop.

Great usage of the full bright purples.
0

User is offline   Danukem 

  • Duke Plus Developer

#2240

Do voxels exist for the Duke 64 weapons? I'm genuinely wondering if they were done already and I missed it.

https://dukenukem.fa...n_Duke_Nukem_64
0

User is offline   Dzierzan 

#2241

Yes, I created most of them. Go a few pages back.
1

User is offline   NightFright 

  • The Truth is in here

#2242

Has anybody experienced this issue with a spinning mic voxel? I tested with E3L1 and most recent EDuke32 snapshot didn't see anything wrong.

This post has been edited by NightFright: 09 July 2021 - 12:40 PM

0

User is offline   Danukem 

  • Duke Plus Developer

#2243

View PostNightFright, on 09 July 2021 - 12:33 PM, said:

Has anybody experienced this issue with a spinning mic voxel? I tested with E3L1 and most recent EDuke32 snapshot didn't see anything wrong.


When I load the pictured area in E3L1, the mike voxel is perfectly still. Doesn't matter where I move or how long I wait. Possibly there is a specific eduke32 revision where it rotates, but the report doesn't say anything about what revision they are using.
0

User is offline   NightFright 

  • The Truth is in here

#2244

Same here. Well, I am asking the guy for specifics now, but my guess is he's either using an older EDuke32 version or not even EDuke32 at all. Raze also supports that EDuke32-style HUD.
0

User is offline   0815Jack 

#2245

View PostNightFright, on 09 July 2021 - 01:16 PM, said:

Same here. Well, I am asking the guy for specifics now, but my guess is he's either using an older EDuke32 version or not even EDuke32 at all. Raze also supports that EDuke32-style HUD.


I have the mic issue only with raze....

This post has been edited by 0815Jack: 09 July 2021 - 01:24 PM

0

User is offline   Danukem 

  • Duke Plus Developer

#2246

It's a raze bug, then. I'm guessing it would happen to any sprite put on that sector, but it's only noticeable with a 3D object.
0

#2247

Heads up, loading maphacks through saves is currently broken, and has been for a long time:

https://voidpoint.io...32/-/issues/173
1

User is offline   jkas789 

#2248

View PostDoom64hunter, on 19 July 2021 - 12:19 PM, said:

Heads up, loading maphacks through saves is currently broken, and has been for a long time:

https://voidpoint.io...32/-/issues/173


So as an end user, does this break current DN3D voxel pack maphack implementation?
0

User is offline   Phredreeke 

#2249

Alright, I have a fix for Life's a Beach

The file vacavoxels.def can be put in a zip file in the autoload folder but vacation.grpinfo must be put either in the same folder as eduke32 or in one of the game folders that are parsed by eduke32 (Steam installs...) - I did not add include duke3d.def to vacavoxels.zip because then you would load the standard voxels including those for sprites that does not have voxels for their vaca counterparts

This could also be used for conditionally loading the skyboxes

Now have fun finding all the spots in Vaca that need maphacks :lol:

Attached File(s)


1

User is offline   NightFright 

  • The Truth is in here

#2250

I am sure there can be more elegant solutions than using external files. But we depend on the coding team for that.
0

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