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Duke 3D Voxel Pack

User is offline   DotK3D 

#2281

Hello all. I still read the forum from time to time, always amazed by the very nice work posted on this topic, and on others of course.
I wonder, for the earth under the dome, if it could be possible to to just add the white reflections, and possibly a bit of jagged white lining at the junction of the dome and the grey part, to just suggest it's a glass dome ? Like the window sprite. IIRC, it's just white reflections on this sprite.
It's just an idea, I don't know what it would look like.

This post has been edited by DotK3D: 13 October 2021 - 10:11 AM

2

User is online   Striker 

  • Auramancer

#2282

View PostDzierzan, on 13 October 2021 - 04:00 AM, said:

None of that will work. Define "thin" cause it will always cover the Earth inside. And no, it cannot be damaged as no such sprite exits.

And voxels can be transparent in Build, in Polymost renderer. In theory you could have transparent dome, but that means having two voxels placed on the same spot. I tested that once in Blood and it works... only in Polymost renderer and if you of course place two seperate objects.

Anyway, I'll remove the glass dome. The sacrifise must be made.

This makes me ponder if it would be possible to implement multi-voxel models in DEF. Like, specify two voxels for one sprite, and set attributes like transparency for each one.
1

#2283

Wowow these KICK ASS!! i had to sign up just to give some appreciation for all u modders hard work!!
1

User is offline   Dzierzan 

#2284

So..... as I wrote, I made two versions and I am pull requesting both on github. Up to you people which one you wanna use:

https://cdn.discordapp.com/attachments/311884728317771777/899332420959096883/dome1.png
https://cdn.discordapp.com/attachments/311884728317771777/899332419335884850/dome2.png
https://cdn.discordapp.com/attachments/311884728317771777/899332465909432350/duke0004.png
https://cdn.discordapp.com/attachments/311884728317771777/899332467947896873/duke0005.png
11

User is offline   0815Jack 

#2285

maybe its too late for suggestions, but what about a partially open dome?

something like this https://www.pinteres...72850833635536/ but less complex...... sorry couldn't find anything better right now...

otherwise I would opt for the without dome version....
0

User is offline   Dzierzan 

#2286

Posted Image
https://cdn.discordapp.com/attachments/311884728317771777/899394383986716694/Duke_0000.png
7

User is offline   LeoD 

  • Duke4.net topic/3513

#2287

I'd choose the visible Earth. It makes more sense in the original context, and I wouldn't expect it to look displaced in user maps either.
0

User is online   NightFright 

  • The Truth is in here

#2288

Github updated. Regarding #542, the version with visible Earth globe is loaded by default. Definition for the alternate version is available in props.def.

This post has been edited by NightFright: 17 October 2021 - 10:10 PM

0

User is offline   Dzierzan 

#2289

Some kind of lights, apparently only used here.

https://user-images.githubusercontent.com/17529329/137723665-ac3c9128-fcfa-4313-bf84-811969806d00.png
4

User is offline   jkas789 

#2290

Looks like a laser or electrical current is coming out of them.
1

User is online   NightFright 

  • The Truth is in here

#2291

#658/659 added on Github.
0

#2292

View PostDzierzan, on 18 October 2021 - 03:41 AM, said:

Some kind of lights, apparently only used here.

https://user-images.githubusercontent.com/17529329/137723665-ac3c9128-fcfa-4313-bf84-811969806d00.png

Is it a game map? I've always wondered where that thing is used.
0

User is online   NightFright 

  • The Truth is in here

#2293

Used in E4L11 "Area 51" on the conveyor belt before entering the teleporter to the alien spacecraft. See this video around time index 14:47.

This post has been edited by NightFright: 20 October 2021 - 01:07 AM

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User is offline   Dzierzan 

#2294

All sushi plates:

https://cdn.discordapp.com/attachments/311884728317771777/900468957654425650/plates.gif
9

User is offline   Dzierzan 

#2295

So... here's another glassed object, some kind of alien or fetus.

https://cdn.discordapp.com/attachments/579337540985946156/900478594499903498/1358.png https://cdn.discordapp.com/attachments/579337540985946156/900478595930157096/1359.png

It's not really possible to voxelize it... so I am willing to remove the fetus. Any objections?
1

User is online   NightFright 

  • The Truth is in here

#2296

Well, that's going to suck in L.A. Rumble since there's that alien abortion clinic there, and with that detail on the voxel missing, it's kinda taking away quite a bit from that scene. It was possible to get around the problem with that Earth dome, but not quite so here.

It might look like shit, but in this case I'd rather opt for putting the fetus as a skin on the outside of the jar. That or actually not voxelizing this at all.

As sad as it is: Not every single sprite in the game should or needs to be turned into a voxel at all costs if it can't replicate the character of the original.

This post has been edited by NightFright: 20 October 2021 - 01:07 PM

0

User is online   Jimmy 

  • Let's go Brandon!

#2297

In reality eDuke32 just needs functionality added for multi-voxel defs, supporting transparency.

I say go ahead and just make the empty jar, you would have to do that anyway if such functionality was added.

This post has been edited by Jimmy: 20 October 2021 - 01:08 PM

1

User is online   NightFright 

  • The Truth is in here

#2298

Well, if there's any time for a feature request, guess it's now. Without any doubt there'll be more cases where this particular issue will lead to discussions.

In general we shouldn't need to talk about which visual feature to sacrifice on a voxel due to technical limitations.
0

User is online   Phredreeke 

#2299

This is one occasion where I would leave the voxel off by default, at least until we figure out a way to layer multiple voxels together.

Those plate sprites look great btw. I believe the skull used on the plate is used as a gib in ROTT so if there ever is a voxel pack for that game then that's one voxel (just about) already done.
0

User is online   Jimmy 

  • Let's go Brandon!

#2300

I think most of them are edited jibs from ROTT.
0

User is offline   Ninety-Six 

#2301

I apologize for this being unrelated to the topic at hand, but:

Attached Image: duke0215.png

What's going on here, and why is this only a problem in polymost? In classic this voxel works as intended. The Cinema sign in Hollywood Holocaust does the same thing but the maphack seems to address it fine enough.

This post has been edited by Ninety-Six: 20 October 2021 - 01:41 PM

0

User is online   NightFright 

  • The Truth is in here

#2302

That E1L2 neon sign looks more like a rendering problem in Polymost. If it looks fine in Classic, it shouldn't change when switching the renderer. Anyway, I guess we can flip one of the two neon sides (probably sprite #373 since that's the one you don't see right away) if there's no other solution. Doesn't look too nice from one side, but at least the sign is legible, then.

E1L2 maphacks updated and Sushi plates added on Github.

This post has been edited by NightFright: 20 October 2021 - 09:50 PM

1

User is offline   Micky C 

  • Honored Donor

#2303

Are the eduke devs aware of the problem? The ideal solution would be to fix polymost so that it renders the same way as classic.
0

User is online   NightFright 

  • The Truth is in here

#2304

Can't find any related issue here. Maybe someone with an account can create one for this, then?
0

User is offline   Dzierzan 

#2305

Posted Image
6

User is online   NightFright 

  • The Truth is in here

#2306

Added on Github.

(Note: These camera/movie rolls are often used in different ways in user maps, e.g. for stoves, so they won't look right there and would need maphacks to deactivate them.)
0

User is offline   Aleks 

#2307

View PostNightFright, on 21 October 2021 - 06:42 AM, said:

Added on Github.

(Note: These camera/movie rolls are often used in different ways in user maps, e.g. for stoves, so they won't look right there and would need maphacks to deactivate them.)


I think it's mostly the 2nd frame of the animation (static one) that's used in user maps for other purposes, which I assume doesn't get voxelized - so shouldn't be much of a problem :) (Also using it as e.g. stoves would probably require applying the sprite floor aligned, which doesn't voxelize by definition).

This post has been edited by Aleks: 21 October 2021 - 07:42 AM

0

User is online   Phredreeke 

#2308

Isn't the animation using both frames? It would look weird if it alternated between voxel and sprite I'd think
0

User is offline   Dzierzan 

#2309

Quote

I think it's mostly the 2nd frame of the animation (static one) that's used in user maps for other purposes, which I assume doesn't get voxelized - so shouldn't be much of a problem :) (Also using it as e.g. stoves would probably require applying the sprite floor aligned, which doesn't voxelize by definition).


Both are voxelized

Quote

(Note: These camera/movie rolls are often used in different ways in user maps, e.g. for stoves, so they won't look right there and would need maphacks to deactivate them.)


Stoves? Oven stoves? If it's a flat surface on the "floor" then those are not voxelized in Build Engine. I've seen that mxrtxn managed to have floor oriented sprites being rendered as voxels but I never understood how he did that.
0

User is offline   LeoD 

  • Duke4.net topic/3513

#2310

View PostDzierzan, on 21 October 2021 - 08:19 AM, said:

Stoves? Oven stoves? If it's a flat surface on the "floor" then those are not voxelized in Build Engine.
I'd really like to have an 'unflatten' feature for floor-aligned voxels. That would include a 90° backward tilt, which may or may not be difficult to implement.
Attached Image: unflatten.jpg

View PostDzierzan, on 21 October 2021 - 08:19 AM, said:

I've seen that mxrtxn managed to have floor oriented sprites being rendered as voxels but I never understood how he did that.
mxrtxn, how did you do that?
1

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