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Duke 3D Voxel Pack

User is offline   LeoD 

  • Duke4.net topic/3513

#2371

View PostDzierzan, on 01 November 2021 - 11:06 PM, said:

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.
Dang, Posted while half asleep.
Moderators, please move.
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User is offline   Dzierzan 

#2372

Back to the topic:

E4M11 has some double sided sprites for shading purposes. It works nicely for sprites, but badly for voxels as it renders two voxels, so they overlap. Now I see two solutions, use `notmd` in order to disable at least one side, let's say darker one or move the dark one into the ground (mdposzoff 99999).

Moving a sprite into the ground appears to be a better solution, but there's one slight issue... It works all fine in Polymost renderer but in Classic one, one side is rendered, but the other one is not.

This is how it looks like it Classic.

https://cdn.discordapp.com/attachments/579337540985946156/905176964334227456/duke0005.png
https://cdn.discordapp.com/attachments/579337540985946156/905176966938890320/duke0006.png

Personally I never use Classic renderer and I wouldn't be suprised if majority of people use Polymost anyway.
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#2373

I use mostly classic rendering. Polymost only if I play the Steam version.
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User is offline   Jimmy 

  • Let's go Brandon!

#2374

I never use polymost.
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User is offline   Dzierzan 

#2375

Then I dunno, no matter the solution, one group will be hurt.
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User is offline   jkas789 

#2376

I use Polymost myself. What is the issue here? One voxel sign not showing up as voxel either on polymost or classic?

EDIT: Never mind, I'm retarded.

This post has been edited by jkas789: 03 November 2021 - 04:55 PM

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User is online   Phredreeke 

#2377

View PostDzierzan, on 03 November 2021 - 01:07 PM, said:

Then I dunno, no matter the solution, one group will be hurt.


The solution would be to update one of the renderers so it matches the behavior of the other.

Also, doesn't notmd merely make the sprite remain drawn as a sprite?
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User is offline   Dzierzan 

#2378

If you use "notmd", you will see both sprite and voxel in Polymost. And in Classic renderer, one side will be rendered as sprite, the other as voxel.
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User is offline   Ninety-Six 

#2379

Attached Image: duke0282.png

what
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User is offline   NightFright 

  • The Truth is in here

#2380

That looks like DUKEDC3 "Nuked Files", right?
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#2381

View PostNightFright, on 12 November 2021 - 03:15 AM, said:

That looks like DUKEDC3 "Nuked Files", right?


It is indeed.
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User is offline   Ninety-Six 

#2382

View PostNightFright, on 12 November 2021 - 03:15 AM, said:

That looks like DUKEDC3 "Nuked Files", right?

yes

that wasn't the only one either:

Attached Image: duke0281.png


In fact the whole level seemed...unright. Besides the paintings having an angle separate from the wall (i dont even know how thats possible), the chair directions seemed raw, models sort of clipped into the wall at certain points, weapon pickup orientations were off...

That was the only level in DC that was like that though. The others were normal.

EDIT: Actually, thinking on it, Brown Water seemed a bit off, too. Not anywhere near as much, but the main control console (the one that controls the shutter and has the security camera to the yellow key) stuck out to me as odd with the way the chairs were arranged, plus the donut box facing the monitors, rear end sort of hovering above the console.

This post has been edited by Ninety-Six: 12 November 2021 - 05:25 AM

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User is online   Phredreeke 

#2383

I wonder if the maphacks were made for the Megaton version of the map but applied to the vanilla map (as found in the GRP file) or the other way around.

Edit: Those sprites are angled correctly in the ERP for me, and also correctly when I tested with maphacks disabled in GDX.

This post has been edited by Phredreeke: 12 November 2021 - 07:22 AM

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User is offline   Ninety-Six 

#2384

View PostPhredreeke, on 12 November 2021 - 06:38 AM, said:

I wonder if the maphacks were made for the Megaton version of the map but applied to the vanilla map (as found in the GRP file) or the other way around.

Edit: Those sprites are angled correctly in the ERP for me, and also correctly when I tested with maphacks disabled in GDX.


I don't know what to offer. I just installed the voxel pack from github.
0

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