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Duke 3D Voxel Pack

User is online   Phredreeke 

  • 418

#661

what do you need sprites of?
0

User is offline   Hendricks266 

  • Weaponized Autism
  • 6,410

  #662

Martin, if you need a copy of Duke 3D, send a PM to Yatta for a GOG code.

You can also try this: http://hendricks266...._transparent.7z
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User is online   Phredreeke 

  • 418

#663

I adapted the voxel pack for the Total Meltdown TC.

Download link
3

User is offline   Shodanbot 

  • 27

#664

Okay, I created a voxel of 4464 -- three cans of mace -- and a few preview screens in SLAB6 and in-game on the map by DavoX called "Buenos Aires Explosive Remake."

SLAB6 Screens:

Spoiler


In-game Screens:

Spoiler


And the voxel itself:

https://mega.nz/#!3R...sMtBeCdd1t4dUSo
4

User is offline   Shodanbot 

  • 27

#665

And here's a pair of voxel models of those sliding switch red/green doodads. Unfortunately, they both dip into the wall in-game, either because I screwed up or they need a map hack to adjust their position.

Spoiler


And here is the pair of them if anyone is interested in finding out if I screwed up:

https://mega.nz/#!ec...jDLBoYQhn3xl6Cg
5

User is offline   Trooper Dan 

  • Duke Plus Developer
  • 3,830

#666

Any chance that someone will make a voxel version of the rocket? I tried using poly2vox for this a while back, and results were mixed. I was able to adjust the skin before converting and used the command to make it convert at the same resolution as the sprite, so for the most part it looked fine. But there is a big flame on the model which was too large for the voxel to look good -- it would probably be fine if the model were edited.
0

User is offline   Striker 

  • Auramancer
  • 1,026

#667

View PostShodanbot, on 17 April 2018 - 04:08 PM, said:

And here's a pair of voxel models of those sliding switch red/green doodads. Unfortunately, they both dip into the wall in-game, either because I screwed up or they need a map hack to adjust their position.

Spoiler


And here is the pair of them if anyone is interested in finding out if I screwed up:

https://mega.nz/#!ec...jDLBoYQhn3xl6Cg

If they sink into the wall, that's because you didn't set up the pivots.
0

User is offline   Shodanbot 

  • 27

#668

View PostStriker, on 17 April 2018 - 11:20 PM, said:

If they sink into the wall, that's because you didn't set up the pivots.


Cheers. I'm a fool but I'm one that corrects his errors.

Attached File  0138_139_slideswitch_fixed.zip (6.73K)
Number of downloads: 85

And here are some in-game screens:

Spoiler



View PostTrooper Dan, on 17 April 2018 - 04:23 PM, said:

Any chance that someone will make a voxel version of the rocket?


I'm currently working on sci-fi flip switch 1122-1123, but would that be the RPG/Devastator rockets? It looks "easy" enough to voxel. The proportions, length, and depth of the thing are all there in the sprites, so it is just a matter of painting by number for much of it. If I do get round to it, I'll give it a go. Might cannibalize the candle voxels (by Martin?) to add a little animation to the flame.
4

User is online   Micky C 

  • Honored Donor
  • 3,772

#669

Looking good!

Polymer wishlist: Global illumination, SSAO, Bloom, reflective surfaces, adjustable specular (wetness), volumetric lighting.
Mapper of the Month December 2014.

Herbs? Tell me more!
0

User is offline   Shodanbot 

  • 27

#670

And here are both voxel models of the sci-fi flip switch 1122-1123:

Spoiler


Download:
Attached File  1122_1123_flipswitch.zip (5.82K)
Number of downloads: 93
3

User is offline   Trooper Dan 

  • Duke Plus Developer
  • 3,830

#671

View PostShodanbot, on 18 April 2018 - 04:45 AM, said:

Might cannibalize the candle voxels (by Martin?) to add a little animation to the flame.


You can't use any extra tiles that the original rocket doesn't use, though.
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User is online   Jblade 

  • 1,871

#672

Voxels can't be pitched though, so I don't think a voxel rocket would work very well unfortunately.


This post has been edited by Jblade: 18 April 2018 - 11:51 AM

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User is offline   Trooper Dan 

  • Duke Plus Developer
  • 3,830

#673

View PostJblade, on 18 April 2018 - 11:51 AM, said:

Voxels can't be pitched though, so I don't think a voxel rocket would work very well unfortunately.


I know, but sprites can't be pitched either, so why would it be worse than the current sprite? The reason I want a voxel is to make it slightly more visible without increasing the sprite size -- also, it will show the angle of the rocket accurately.
0

User is offline   Striker 

  • Auramancer
  • 1,026

#674

View PostTrooper Dan, on 18 April 2018 - 12:14 PM, said:

I know, but sprites can't be pitched either, so why would it be worse than the current sprite? The reason I want a voxel is to make it slightly more visible without increasing the sprite size -- also, it will show the angle of the rocket accurately.

Sprites do pitch with your view, at least in software, and in OpenGL, the sprites are thin enough to not look hideous when shooting up and down. There was a point in history where the HRP rocket didn't pitch with aim, and it looked beyond horrible. Something like this would work better with projectiles that are uniform, like the freeze ray shot.


This post has been edited by Striker: 18 April 2018 - 01:11 PM

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User is offline   Shodanbot 

  • 27

#675

View PostTrooper Dan, on 18 April 2018 - 11:07 AM, said:

You can't use any extra tiles that the original rocket doesn't use, though.


Thanks. I noticed that. I considered doing a flicker between the small deep orange and a larger bright orange. The flame would look very dull and flat otherwise. A bit like the old polygonal flames from Quake, except no animation at all. It's a shame I can't mix the sprite of the flame with the voxel of the rocket, or at least not without CON scripting which would be a bit beyond the scope of this voxel pack. So I'll put the rocket on the to-do list, but for the time being, I'd rather focus on things the player will always be able to get a good look at. Like sprite 4954, the damaged variant of the sprite 0860 power switch.

View PostStriker, on 18 April 2018 - 01:10 PM, said:

Sprites do pitch with your view, at least in software, and in OpenGL, the sprites are thin enough to not look hideous when shooting up and down.


Zandronum has a nice feature called "sprite billboard" with its OpenGL renderer. It will pitch the sprite just like it would in software, on both the X-axis and/or Y-axis.
0

User is online   Micky C 

  • Honored Donor
  • 3,772

#676

Polymer has that option as well, however the renderer will probably remain unfinished.

Polymer wishlist: Global illumination, SSAO, Bloom, reflective surfaces, adjustable specular (wetness), volumetric lighting.
Mapper of the Month December 2014.

Herbs? Tell me more!
0

User is offline   NightFright 

  • The Truth is in here
  • 1,013

#677

Is anybody able and willing to finish the pickups? Having these completed would be great and justify a new release of the whole pack.

Missing:
- Shrinker (#25)
- Scuba gear (#56)
- Jetpack (#57)
- Atomic Health (#100-115)


This post has been edited by NightFright: 27 August 2018 - 05:15 AM

0

User is online   Mark 

  • Honored Donor
  • 2,893

#678

I forgot all about pitching in Polymer. Where is it documented? I didn't see anything in the wiki.

edit, I found it under model rotation. I got confused because earlier post mentioned sprite, not model rotation.

This post has been edited by Mark.: 27 August 2018 - 05:31 AM

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User is offline   Jmoc 

  • 9

#679

View PostNightFright, on 27 August 2018 - 04:54 AM, said:

Is anybody able and willing to finish the pickups? Having these completed would be great and justify a new release of the whole pack.

Missing:
- Shrinker (#25)
- Scuba gear (#56)
- Jetpack (#57)
- Atomic Health (#100-115)


I'd like to at least give it a try, but slab6 is not working properly on win10 (pointer is kept outside the window).
0

User is offline   ReaperMan 

  • 1,269

#680

View PostTrooper Dan, on 17 April 2018 - 04:23 PM, said:

Any chance that someone will make a voxel version of the rocket? I tried using poly2vox for this a while back, and results were mixed. I was able to adjust the skin before converting and used the command to make it convert at the same resolution as the sprite, so for the most part it looked fine. But there is a big flame on the model which was too large for the voxel to look good -- it would probably be fine if the model were edited.


I don't have much free time these days but I'll whip one up when I do, shouldn't take too long.
0

User is offline   mxrtxn 

  • 236

#681

Dear friends do you happen to have the fire extinguisher sprite of Duke Nukem?

I am planning to voxelized and to add a version for Shadow Warrior as well. Thanks in advance
0

User is offline   mxrtxn 

  • 236

#682

Nevermind, just found it.

Working in progress:

Posted Image
2

User is offline   mxrtxn 

  • 236

#683

New voxel for Duke 3d

Had to use a photo for better guidance:


Posted Image

DOWNLOAD:

https://www.mediafir...e/lamp.kvx/file
8

User is offline   Borion 

  • 427

#684

@mxrtxn
Nice lamp!

Regarding fire extinguisher, I already did :)
Bottom is fully drawn, pivots are properly adjusted. I checked it with vanilla DN3D maps, looks/works properly.

I will post rest of my humble voxel stuff soon(ish).

EDIT:
Added some more stuff. I noticed, that GIF previews of my models are a bit desaturated. No worries, KVX files are fine - 100% based on original sprites with proper palette.

Fire Extinguisher (0916)
Posted Image

Link to KVX:
https://mega.nz/#!or...ElUK_KPdidJc1ok


Scuba Gear (0056)
Posted Image
KVX:
https://mega.nz/#!I2...-fw2m7p4-nq355M

Seenine (1247)
Posted Image
KVX:
https://mega.nz/#!t7...CxW3ARBVdnTuZ1g


This post has been edited by Lunick: 14 May 2019 - 08:46 PM

13

User is offline   RPD Guy 

  • 34

#685

This thread is so damn' hot!!!

"Hey, I'm not going anywhere. I'm the only cop left alive in this building community!"
0

User is offline   NightFright 

  • The Truth is in here
  • 1,013

#686

OK, that scuba gear you came up with - that's some BEAUTIFUL sh*t right there! The rest is also great, ofc.

Now if you (or anybody else) manages to get the other three pickups (shrinker, jetpack, atomic health) done, I'd actually prepare a new release for everybody.


This post has been edited by NightFright: 02 April 2019 - 04:35 AM

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User is offline   Borion 

  • 427

#687

View PostRPD Guy, on 02 April 2019 - 04:01 AM, said:

This thread is so damn' hot!!!

That was my thought too in the moment I found it, ha!

View PostNightFright, on 02 April 2019 - 04:22 AM, said:

OK, that scuba gear you got - that's some HOT sh*t right there! The rest is also great, ofc.


Wow, thanks! :)

Quote

Now if you (or anybody else) manages to get the other three pickups (shrinker, jetpack, atomic health) done, I'd actually prepare a new release for everybody.


I will do Jetpacktoday/tomorrow. Shrinker - I don't have experience with weapons. I will try to do this one, if others are not interested.
Atomic health - IMHO this is hardest of all pickups in terms of animation. Ten frames, multiple axis rotation...well, sounds like a challenge :D


Wet floor sign (4495):
Posted Image
KVX
https://mega.nz/#!hu...GE2MrADGtT5AImg


This post has been edited by Lunick: 14 May 2019 - 08:47 PM

6

User is online   Phredreeke 

  • 418

#688

Will the Life's a Beach pickups get some Voxel love? :P
0

User is offline   Borion 

  • 427

#689

Rest of stuff that I've finished so far:
Exit Sign (0961)
Posted Image
KVX: https://mega.nz/#!kn...AI-YnnMwdvWoHK0

Framed Painting 1 (1075)
Posted Image
KVX: https://mega.nz/#!Nj...iivvDiLYiRBu59A

Framed Painting 2 (1076)
Posted Image
KVX: https://mega.nz/#!9n...k0TWaXMu--0atqw

Ceramic Mug (4438) - Looks terrible on preview, but fine in-game.
Posted Image
KVX: https://mega.nz/#!8u...cFzyn5OjLwGe9FE

Driving Wheel (4885)
Posted Image
KVX: https://mega.nz/#!46...EKUINu9eaafsXlU

Broken Switch 1 & 2 (4483 & 4954) These two are based on voxel models of two functional switches, that are already part of voxel pack. To be exact, voxel model of sprite 860 by DotK3D and voxel model of sprite no. 164 by ReaperMan.
Posted Image
KVX of first one: https://mega.nz/#!Mr...AeQJRlwUaTzY-Co
KVX of second one: https://mega.nz/#!k7...7EfZPMTgZIRpe38


This post has been edited by Lunick: 14 May 2019 - 09:00 PM

8

User is offline   Borion 

  • 427

#690

View PostPhredreeke, on 02 April 2019 - 06:30 AM, said:

Will the Life's a Beach pickups get some Voxel love? :P

Voxel love will eventually spread everywhere. To all DLC's, all MODs...voxels will even make it to flat realms of automap & sound setup. This is the way of true Voxel Love.

On more serious note, those health restoring bananas in LIAB look like a nice thing to do some day. If I will do some voxels for LIAB, I will definitely try to make some pickups :)

Cheers


This post has been edited by Borion: 02 April 2019 - 08:19 AM

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