Duke 3D Voxel Pack
#2461 Posted 16 March 2022 - 05:23 AM
BTW I've got a mistery to solve, what the heck is that? Tile 1225:
I tried to voxelize that, but I can't tell which shape is more correct:
I am also not sure if that thing is rotated 45 degrees towards right or it's really facing right.
EDIT:
Alright, mistery solved, it's stripper's destroyed bar. Apparently it was indended to be left if you kill her but it was must have been scrapped.
This post has been edited by Dzierzan: 16 March 2022 - 06:01 AM
#2462 Posted 16 March 2022 - 12:16 PM
#2463 Posted 21 May 2022 - 03:32 PM
#2464 Posted 22 May 2022 - 12:11 AM
Dzierzan, on 16 March 2022 - 05:23 AM, said:
BTW I've got a mistery to solve, what the heck is that? Tile 1225:
It looks like a mic stand?
#2465 Posted 22 May 2022 - 01:23 AM
jkas789, on 22 May 2022 - 12:11 AM, said:
It looks like a showerhead for me.
#2466 Posted 22 May 2022 - 01:39 AM
Dzierzan, on 21 May 2022 - 03:32 PM, said:
You might be able to override the animation speed in the art file with the DEF animtilerange command.
#2467 Posted 22 May 2022 - 01:52 AM
@brullov
@jkas789
I already explained it's stripper's bar but destroyed.
This post has been edited by Dzierzan: 22 May 2022 - 01:53 AM
#2468 Posted 22 May 2022 - 02:10 AM
Danukem, on 22 May 2022 - 01:39 AM, said:
I actually used it twice in the pack, for the Freezer ammo and HoloDuke. However, it may not work here since it's basically one voxel that always looks the same in every frame, and it's not about animation interpolation, but rotation. You would have to create voxels with modified angles for each frame, then you could probably mess around with it more.
This post has been edited by NightFright: 22 May 2022 - 02:20 AM
#2469 Posted 22 May 2022 - 02:37 AM
Dzierzan, on 22 May 2022 - 01:52 AM, said:
@brullov
@jkas789
I already explained it's stripper's bar but destroyed.
I know, it's just fun to share ideas for unidentified pixel object
#2470 Posted 22 May 2022 - 03:07 AM
brullov, on 22 May 2022 - 02:37 AM, said:
Though used by mappers as tap, faucet, meat hook, etc, instead.
#2471 Posted 22 May 2022 - 04:43 AM
LeoD, on 22 May 2022 - 03:07 AM, said:
Though used by mappers as tap, faucet, meat hook, etc, instead.
I mean "unidentified" by its look, there are many sprites in Duke which can be interpreted in different ways. And for mappers it is great!
#2472 Posted 22 May 2022 - 08:05 AM
Dzierzan, on 22 May 2022 - 01:52 AM, said:
@jkas789
I already explained it's stripper's bar but destroyed.
Huh, I wouldn't have thought it was unless you pointed it out but now I can see it.
#2473 Posted 22 May 2022 - 08:06 AM
Dzierzan, on 22 May 2022 - 01:52 AM, said:
@jkas789
I already explained it's stripper's bar but destroyed.
Huh, I wouldn't have thought it was unless you pointed it out but now I can see it.
#2476 Posted 23 August 2022 - 10:12 AM
Are voxels made for everything in the game (start to finish) or is this still being completed?
#2477 Posted 23 August 2022 - 01:02 PM
If you came here hoping for a 100% pack like the one Chillo released for Doom recently, I'm afraid this isn't it (without the intent to speak ill about the incredible work provided by the numerous artists involved in this humble project, ofc). Even though it seems voxel enemies ARE possible after all, it would probably take Chillo himself to pull that off over here as well (considering the required effort). Unless a small miracle happens, that is.
This post has been edited by NightFright: 23 August 2022 - 01:03 PM
#2478 Posted 29 August 2022 - 04:51 AM
#2479 Posted 29 August 2022 - 05:01 AM
NightFright, on 23 August 2022 - 01:02 PM, said:
If you came here hoping for a 100% pack like the one Chillo released for Doom recently, I'm afraid this isn't it (without the intent to speak ill about the incredible work provided by the numerous artists involved in this humble project, ofc). Even though it seems voxel enemies ARE possible after all, it would probably take Chillo himself to pull that off over here as well (considering the required effort). Unless a small miracle happens, that is.
Voxelized monsters in Duke are a real challenge for just one reason: they miss vertical tilt poses. Doom have way less verticality in the design of its levels and therefore does not suffer from this limitation. Sprites are coded to always face the player.
#2480 Posted 29 August 2022 - 07:59 AM
Jmoc, on 29 August 2022 - 05:01 AM, said:
Duke's sprites are also bigger in size, so it will take a lot more time to produce.
#2482 Posted 31 August 2022 - 09:58 AM
FakeOff, on 29 August 2022 - 04:51 AM, said:
There's no real list. Just see what's done and what's not. Borion is supposed to make 686 (camera) and 516 (sattelite dish), so I wouldn't touch them.
If your art is good, then I see no problem adding more voxels.
This post has been edited by Dzierzan: 31 August 2022 - 09:59 AM
#2484 Posted 30 October 2022 - 09:42 AM
brullov, on 30 October 2022 - 07:22 AM, said:
Awesome, love how buffed he looks there and how intimidating the jaw looks with all the fangs seen in 3D. Only weird thing is how his right knee is kinda... missing?
#2485 Posted 30 October 2022 - 10:46 AM
Aleks, on 30 October 2022 - 09:42 AM, said:
Thanks! Knee will be fixed as other problems I can see only after I post something. The big problem is that a lot of model parts are misaligned in sprites, they don't match at all.
#2486 Posted 30 October 2022 - 12:06 PM
Quote
Yeah, I get ya. When I post my GIFs, somehow I also notice issues which I couldn't see before.
This post has been edited by Dzierzan: 30 October 2022 - 12:06 PM
#2487 Posted 31 October 2022 - 04:04 AM
Dzierzan, on 30 October 2022 - 12:06 PM, said:
I got the same thing with maps, often I notice some small nasty stuff only when taking/posting screenshots. And actually did the exact same thing at work a moment ago, finished a task then only while taking pictures, realised there were a few spots where I made mistakes.
#2488 Posted 31 October 2022 - 04:12 AM
Aleks, on 31 October 2022 - 04:04 AM, said:
I too get that so much, but it's normal. Once something crystallizes into picture form, it starts existing as nothing but the picture (or .gif) for even the author to look at, instead of an entire pseudo-3D world or I'd assume some ensemble of frames that would require a whole different level of focus and consideration. And as such, we have a 'fixated' product to look at and inspect in ways we wouldn't think of otherwise in the usual settings. What's funny is how commonly such realizations happen post-public post. Everyone thinks their thing is done and presentable until they do present it and then realize maybe it isn't.
This post has been edited by ck3D: 31 October 2022 - 04:15 AM