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Duke 3D Voxel Pack
#361 Posted 09 September 2012 - 11:11 AM
#362 Posted 09 September 2012 - 12:00 PM
Hendricks266, on 09 September 2012 - 11:11 AM, said:
I remember using it because I prefered the blocky voxel look to the blocky polygon look, and performance was good.
#363 Posted 09 September 2012 - 07:13 PM
Mateos, on 09 September 2012 - 03:19 AM, said:
Edit:
Found this, kind of strange, wondering if it's your website?
http://moreplease.fr...xelscreens.html
Nope, real life stuff is getting in the way. It would be nice if i had people helping with the voxels though, many take a long time to complete due to bad angles of spites and Duke 3d's sloppy sprite work.
Also not my website, but i was aware of it. BTW, i think converting models to voxels is cheating.
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#364 Posted 09 September 2012 - 07:26 PM
#365 Posted 13 September 2012 - 01:47 PM
Hendricks266, on 09 September 2012 - 11:11 AM, said:
http://forums.3dreal...ead.php?t=24456
http://forums.3dreal...ead.php?t=35298
#366 Posted 14 September 2012 - 02:25 AM
LeoD, on 13 September 2012 - 01:47 PM, said:
Increasing the cache size wouldn't really solve anything. In fact, it has even been at 24 MiB for some time. A cache is there to hold frequently-used data for a limited amount of time after all, not to dump all of it there. For getting the pack to run, it's best to uncomment the following in build/src/cache1d.c:
//#define DEBUG_ALLOCACHE_AS_MALLOC
which will effectively get rid of Ken's cache mechanism and allocate memory directly. Plenty of physical memory and running on a 64-bit OS is recommended -- when I tested it on x86 Linux, it exhausted the max 2 gigs allowed for a single process.
#367 Posted 21 March 2013 - 08:02 AM
#368 Posted 21 March 2013 - 08:14 AM
Quote
#369 Posted 21 March 2013 - 12:47 PM
Mateos, on 21 March 2013 - 08:14 AM, said:
Guess that settles it
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This post has been edited by Jottle: 21 March 2013 - 12:47 PM
#370 Posted 21 March 2013 - 01:42 PM
#371 Posted 21 March 2013 - 04:49 PM
This post has been edited by ReaperMan: 21 March 2013 - 04:49 PM
#372 Posted 24 March 2013 - 04:22 AM
ReaperMan, on 21 March 2013 - 04:49 PM, said:
#375 Posted 10 August 2013 - 05:08 PM
#379 Posted 18 September 2013 - 04:27 AM
i really like your voxel pack, it does a great job of keeping the classic aesthetics while updating the tech to something more modern. I was wondering if I could try to create some of the the simpler models, such as the fire extinguisher, so I'd like to ask what software you're using. Are there any special techniques to keep in mind or do you have a link to a tutorial at hand? I don't know if I'll be able to produce something good, but I can at least give it a try and if you like it it can be added to the voxel pack.
This post has been edited by HiPhish: 18 September 2013 - 04:28 AM
#380 Posted 23 September 2013 - 07:16 PM
Anyway, feel free to make voxels for the pack, anyone is allowed to add stuff that hasn't been made yet. If it's added to the pack you will get full credit, but keep in mind that i will only add something if its of good quality.
As for software... i use slab6, strip2voxel, ms paint and gimp. There are unfortunately no tutorials for making voxels, but if you have any questions about how to use anything PM me, or ask about it on this thread. There are a few people on this forum who know how to make them.
#381 Posted 23 September 2013 - 11:54 PM
ReaperMan, on 23 September 2013 - 07:16 PM, said:
Don't worry, I'll only do the simple things for starters, so the quality should be alright, I'm not going to voxelize enemies. I have already found slab, sadly it's a Windows application, as is strip2voxel, so I have to run it through Wine, but it gets the job done. Is there any way to get the original sprites viewable as PNG or something, because my idea is to create the sprite as a flat voxel model in slab, and then add depth to it layer by layer. Or is there a better workflow?
(for anyone in the future, here is the link to strip2voxel: http://host-a.net/u/scott_aw/; it was not easy to find)
#382 Posted 24 September 2013 - 06:27 PM
Also a few tips.
-Make sure you remove all the black from the sprites or strip2vox will think its a blank space. (just use a really dark grey that looks almost black)
-No black around the edges, it makes the voxels look like crap.
-keep in mind that you will most likely have to edit the sprites so they look good in voxel form.
Also you might find this useful.....Its a tutorial on sprite dithering.Which is used a lot in Duke 3D's sprites.
http://www.spritelan...ng-tutorial.htm
This post has been edited by ReaperMan: 24 September 2013 - 06:35 PM
#383 Posted 25 September 2013 - 04:03 AM
- Should the models be hollow or filled? meaning, does it make a difference in performance and memory if there is nothing inside the models or should I just do what#s more convenient to me?
- What about resolution? Should one pixel be translated to one voxel or do I need to up- or downscale models?
- What about sprites that are larger than the things they represent? Specifically, if you loot at a photo of a bar stool the pixel height of the seat is more than the physicl height due to perspective. The stool appears taller than it is. Since voxel models are in 3D the actual object would be shorter, so should i apply that correction or should i make the object height fit the sprite height and make it taller than it should be in reality?
I have picked one-legged the bar stool as my first object, I have take measurements, done the math and I'm writing a design document. Based on that I then draw the layers one by one.
#384 Posted 25 September 2013 - 04:43 AM
- 1 pixel = 1 voxel.
- You need to make it a flat side image.
BTW, I would start with something simpler like a key or something to start out with, a stool is kind of complicated to make, as i requires you to make a cylinder out of voxels.
This post has been edited by ReaperMan: 25 September 2013 - 04:54 AM
#385 Posted 25 September 2013 - 07:17 AM
Also, regarding colouring, what should I do about gloss? The stool's sprite has some nice lighting and shading drawn onto it, should I replicate that as well? On one hand it might not fit with the actual lights in the level, on the other hnd neither does the sprite. Plus, a stool without any gloss or shading would look pretty boring and bland.
ReaperMan, on 25 September 2013 - 04:43 AM, said:
I already got the shape layed out in 3D. It's quite simple actually, the formula for a cirle is x^2 + y^2 = r^2, so first of all I get the radius, which is 11 for the stool, and since the stool is round I need 2 * 11 + 1 = 23 layers. Then I use the formular to calculate the width on a given layer and finally I do some interpolation to make it look nice and symmetrical. It is all explained in the design document:
(it ha to be read in a monosace font for the "images" to look properly)
This post has been edited by HiPhish: 25 September 2013 - 08:31 AM
#386 Posted 26 September 2013 - 01:08 PM
HiPhish, on 25 September 2013 - 07:17 AM, said:
You have to do it by hand. I would of lined them all up before you edited each layer, it makes it easier.....
-Anyway here is how to do it, lets say you sprite is 25x30 pixels at its biggest and you want the voxel 9 layers deep.
-First make sure the sprite fits in a 30x30 square.
-then multiply the 30 pixels by 9 .... that gives you 270 which is the length of your strip.
-Now just place your 9 30x30 squares in that and you have your strip for strip2voxel.
HiPhish, on 25 September 2013 - 07:17 AM, said:
Keep the shading, no gloss.
I made a wood stool a long time ago you can take a look if you are interested. As well as some old stuff.
http://www.mediafire...rott_voxels.zip
This post has been edited by ReaperMan: 26 September 2013 - 01:08 PM
#387 Posted 26 September 2013 - 02:23 PM
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The pivot point of the model is in one of the corners instead of the centr of the X-Z plane. I tried it with the sample chest images and the same thing happened. Is there a way to "trim" the model somehow after it is built? Your models and the models from Slab are fine, it's just the ones I built with strip2voxel. Once i get the workflow down I will start colouring the model.
(It looks like Slab has a problem with hollow models, those holes shouldn't be there. I guess I'll have to fill it up. Making hollow models is less work in Sproxel than filled models)
This post has been edited by HiPhish: 26 September 2013 - 02:24 PM
#388 Posted 26 September 2013 - 02:38 PM
You can also hollow fill the model.
This post has been edited by ReaperMan: 26 September 2013 - 02:39 PM
#389 Posted 05 October 2013 - 11:50 AM
Hope you´ll find them useful
Cheers
This post has been edited by mxrtxn: 09 October 2013 - 06:28 PM
#390 Posted 19 December 2013 - 09:54 AM
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Here´s the download link:
http://www.gigasize....get/dr7zkrrqgvb
Hope you´ll find it useful
This post has been edited by mxrtxn: 19 December 2013 - 09:54 AM