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Duke 3D Voxel Pack

User is offline   Dzierzan 

#2341

Posted Image
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User is offline   Striker 

  • Auramancer

#2342

Been putting work into improving the polymost voxel code myself.

https://voidpoint.io...uests/167/diffs

This doesn't fix the texture coordinate issue (which I will check soon), but it does fix the fact that KV6 voxels don't have nightvision and pal tints applied.
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User is online   NightFright 

  • The Truth is in here

#2343

Github sync done.
0

User is offline   LeoD 

  • Duke4.net topic/3513

#2344

View PostDzierzan, on 24 October 2021 - 11:58 AM, said:

Spoiler
Sorry, but no. This isn't it.
The outline is not square:
Attached Image: baustelle-lampe-25319838.jpg

Attached File(s)


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User is online   NightFright 

  • The Truth is in here

#2345

Yeah, it's one of those construction site warning lights. Also makes sense since its tilenum is among other construction site-related tiles, e.g. the wooden horse.
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User is online   Ninety-Six 

#2346

Incidentally, do they actually appear anywhere in the official levels, or was it an unused tile like the parking meters and stoplights?
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User is offline   LeoD 

  • Duke4.net topic/3513

#2347

View PostNinety-Six, on 25 October 2021 - 09:21 AM, said:

Incidentally, do they actually appear anywhere in the official levels, or was it an unused tile like the parking meters and stoplights?
Unused (at least pal 0). Besides WorldTour E5L5, which is more like a user map in this regard.
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User is offline   Dzierzan 

#2348

Updated:

https://cdn.discordapp.com/attachments/579337540985946156/902258011991588915/lamp2.png
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User is offline   Striker 

  • Auramancer

#2349

View PostDzierzan, on 23 October 2021 - 11:36 AM, said:

I didn't cause I didn't notice it to be honest. Anyway it looks like this in Classic renderer (this is the curved model of course). So Polymost does something weird. And I strongly doubt that anyone from eduke32 will fix it or even try. For one voxel? For one person? Nah.

Send me the curved voxels if you can. (For cash and mail), and I'll see what I can do.
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User is offline   Dzierzan 

#2350

Sure, check the attachement. Have fun with that.

Attached File(s)


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User is offline   Dzierzan 

#2351

BTW I just remembered that ports support parameter `scale` for voxels. Borion made the excellent helicopter voxel, but due to size restrictions it's smaller than intended. But scaling fixes that, so here are examples:

Sprite:

https://cdn.discordapp.com/attachments/579337540985946156/902498168590204938/duke0003.png

Non scaled voxel:

https://cdn.discordapp.com/attachments/579337540985946156/902498170251133008/duke0004.png

1.50 scale:

https://cdn.discordapp.com/attachments/579337540985946156/902498166711156756/duke0002.png

Been also testing scale 2.0, which gave impression of real size copter, but it was clearly too big anyway.

So anyway, if we agree for that, NightFright just has to add scale 1.50. Example "{ scale 1.50 tile 1345 }".

This post has been edited by Dzierzan: 26 October 2021 - 02:14 AM

3

User is online   NightFright 

  • The Truth is in here

#2352

For which tiles would this apply? 1337, 1338, 1345 and 1346?
0

User is offline   Dzierzan 

#2353

1346 is fine, as it's the falling one and the size here is correct, as it's meant to be seen from the distance (movie set map). The rest need 1.50 scale.
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User is online   NightFright 

  • The Truth is in here

#2354

Alright then. 1337, 1338 and 1345 have been resized. (Update for construction site warning lamp has also been applied in the meantime.)
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User is offline   Jimmy 

  • Let's go Brandon!

#2355

You might want to check the scale of the helicopter debris used in Movie Set.

This post has been edited by Jimmy: 26 October 2021 - 02:16 PM

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User is online   NightFright 

  • The Truth is in here

#2356

Dimensions look OK to me at first glance.

https://i.imgur.com/fKC1uOq.jpg
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User is offline   Dzierzan 

#2357

They are as big as sprites, so it's all correct.
1

User is offline   Dzierzan 

#2358

Alright, I've got almost finished new grey pipe voxels, however one particular one blocks me a bit. What are those sticking out parts supposed to be? Valves? Empty inside pipe connections? Any other ideas?

https://cdn.discordapp.com/attachments/579337540985946156/903755136348852345/618.png
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User is offline   0815Jack 

#2359

hmm... i would think of revision / maintenance openings

Attached Image: KG-Reinigungsrohr-DN160-DN150-KGRE-Revisionsoeffnung-Revisionsklappe-Abwasserrohr-190200-438680-13222-438680-13224-4052836226006-Ostendorf-222600-KG-Reinigungsrohr-DN160-DN150-KGRE-Revis.jpgAbwasserrohr-190200-438680-13222-438680-13224-4052836226006-Ostendorf-222600-KG-Reinigungsrohr- DN160-DN150-KGRE-Revis.jpg]
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User is online   NightFright 

  • The Truth is in here

#2360

They look like side views of valve handles to me.
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User is offline   Aleks 

#2361

Side view of valves was also my idea about it all the time, but now thinking about it, why would you need two valves on a single pipe? And revision openings seem to make more sense and look close enough.
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User is online   NightFright 

  • The Truth is in here

#2362

Yeah, valves don't make much sense if there is no opening anywhere.
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User is offline   Dzierzan 

#2363

Pipes are ready. Man they were super tedious. Which reminds me I gotta come back to the other pipes I contributed here.
Sk24
https://cdn.discordapp.com/attachments/311884728317771777/903951120458715156/pipes1.png
https://cdn.discordapp.com/attachments/311884728317771777/903951123046600754/pipes2.png

This post has been edited by Dzierzan: 30 October 2021 - 05:46 AM

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User is offline   Dzierzan 

#2364

New and better traffic cone:

https://cdn.discordapp.com/attachments/579337540985946156/903976733777219594/con1.png
https://cdn.discordapp.com/attachments/579337540985946156/903976732149809162/con2.png

This post has been edited by Dzierzan: 30 October 2021 - 04:01 AM

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User is online   NightFright 

  • The Truth is in here

#2365

Github updated.
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User is offline   Dzierzan 

#2366

BTW if anybody is interested, here's HRP-TEST map modified to have more sprites. I renamed it to VOXELS-TEST. I forgot who was the original author of that map.

Attached File(s)


1

User is offline   0815Jack 

#2367

View PostDzierzan, on 31 October 2021 - 03:03 AM, said:

BTW if anybody is interested, here's HRP-TEST map modified to have more sprites. I renamed it to VOXELS-TEST. I forgot who was the original author of that map.


I'm the orignal author... it was created to check the HRP pack stuff.... before voxel became so popular. It's nice to see that it's still useful.. and you added sprites that I don't think about turning into voxels... :)
4

User is offline   LeoD 

  • Duke4.net topic/3513

#2368

Ion Fury maphacking started:
Attached Image: z1a1-bar-1-mapster.jpg Attached Image: z1a1-bar-2-art.jpg Attached Image: z1a1-bar-3-kvx.jpg Attached Image: z1a1-bar-4-kvx+maphack.jpg
Attached Image: z1a1-sink-1-mapster.jpg Attached Image: z1a1-sink-2-art.jpg Attached Image: z1a1-sink-3-kvx.jpg Attached Image: z1a1-sink-4-kvx+maphack.jpg

Concerning tile10422 and other fence-like structures:
Placing such KVX models "behind" the pivot is a rather unfortunate choice. They should be centred or protrude forwards. In the example below (Ionpiercer) it doesn't matter much: one of the two has to be turned around anyway.
Attached Image: 10422-art.jpg Attached Image: 10422-mapster.jpg Attached Image: 10422-kvx.jpg Attached Image: 10422-maphacked.jpg

Things change however, when an item is actually aligned to a wall as decoration. Then it may become distorted or almost invisible and may also be overlooked during maphacking.
Attached Image: 10422-backwards.jpg

When protruding forwards the maphacker can still decide do move or 'notmd' it.
Attached Image: 10422-forwards.jpg Attached Image: 10422-art-notmd.jpg

Based on my experience from HRP maphacking I suggest to make fences centred around the z-axis, even though I'd have to touch both 10422 instances in the example above.

Btw., the KVXes would be easier to browse if leading zeroes were added to their tile numbers.
1

User is offline   jkas789 

#2369

View PostLeoD, on 01 November 2021 - 04:26 PM, said:

Ion Fury maphacking started:





Memes aside, weren't there already maphacks for Ion Fury? Or am I getting my voxel packs mixed?
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User is offline   Dzierzan 

#2370

Leo, there is a thread for Ion Fury voxel pack :D. Post there that stuff. I know it is less visited than this thread, but still it is not right place for that.

@jkas there is maybe like 10 lines of code for maphacks which covers 10 sprites.

This post has been edited by Dzierzan: 01 November 2021 - 11:41 PM

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