Duke 3D Voxel Pack
#871 Posted 27 April 2019 - 02:59 PM
This post has been edited by NightFright: 27 April 2019 - 03:11 PM
#872 Posted 27 April 2019 - 03:00 PM
ReaperMan, on 27 April 2019 - 02:42 PM, said:
I posted before seeng Your post ReaperMan. Thanks for proposing such flexible solution! I hope others will agree.
EDIT: changed wording for clarity
This post has been edited by Borion: 27 April 2019 - 03:10 PM
#873 Posted 28 April 2019 - 05:30 AM
Borion, on 27 April 2019 - 02:56 PM, said:
Other part of pack - lets say ENHANCED - would be easy to turn off. Everything that may be risky, but creates some new looks/possibilities would be in this part of voxel pack. That way people that are afraid that their precious 20 years old maps stop working can sleep well, and those of us that want “new candies” can get them. I propose this, because I think situations like this are unavoidable in the future. Today we talk about simple sexshop sign. I can imagine bloodshed that will happen when we will get to even simpliest of enemies...
About enemies, is there a way to do proper flipping for voxels yet?
#874 Posted 28 April 2019 - 05:55 AM
#875 Posted 28 April 2019 - 05:57 AM
This post has been edited by Photonic: 28 April 2019 - 05:59 AM
#876 Posted 28 April 2019 - 06:37 AM
include a options menu that the player can use external to the game
This post has been edited by Forge: 28 April 2019 - 06:39 AM
#877 Posted 28 April 2019 - 07:05 AM
Forge, on 28 April 2019 - 06:37 AM, said:
include a options menu that the player can use external to the game
^ This.
I've been thinking of doing an enemy pack, 1-1 no, it's not even technically possible to do a pure 1-1 from the angled sprites to 3D, some artistic liberties will be needed. I'm up for converting edited HRP model enemies to voxels, but with a much stricter artistic direction than the older pack I made. Something like a 1.5 scale across the board and doing much more changes to the models so that the voxel outputs better resemble the original sprites than the current HRP models do. I was sort of hoping for that golden beta dump to contain some original models but I'm not holding my breathe on that anymore XD... Opinions???
This post has been edited by Photonic: 28 April 2019 - 07:06 AM
#878 Posted 28 April 2019 - 07:39 AM
This is the approach I would take. Make separate DEFs, one base package (which is the kind of voxels we see in the voxel pack now) and one full package (including voxels such as the above sex shop sign), then have two BAT files (and Unix-like equivalents, bash scripts?) that launch eduke32 with respective def file loaded. Could alternatively add a small menu in the BAT file to let the user choose which package to use when launched, and this could be extended to whether or not to have rotating voxel pickups.
#879 Posted 28 April 2019 - 07:45 AM
#880 Posted 28 April 2019 - 08:33 AM
My method works if you put the mod in a subfolder and select that in the launcher.
#881 Posted 28 April 2019 - 09:22 AM
Phredreeke, on 28 April 2019 - 07:39 AM, said:
This is the approach I would take. Make separate DEFs, one base package (which is the kind of voxels we see in the voxel pack now) and one full package (including voxels such as the above sex shop sign), then have two BAT files (and Unix-like equivalents, bash scripts?) that launch eduke32 with respective def file loaded. Could alternatively add a small menu in the BAT file to let the user choose which package to use when launched, and this could be extended to whether or not to have rotating voxel pickups.
Why not both?
the current hrp has two options for installation
main thing is to get an external method of selecting which parts of the package the player wishes to use.
#882 Posted 28 April 2019 - 10:19 AM
https://installforge.net
Still we are missing some vital pickups before it can/should happen, and as long as Borion is on his voxel spree there's time to figure out which voxel pack setups would please everybody. I'd still like to have some ingame options, but I think you can't just selectively switch between different defs without restarting EDuke32 entirely.
#883 Posted 28 April 2019 - 10:48 AM
Phredreeke, on 28 April 2019 - 08:33 AM, said:
default GRP
-gamegrp GRP/ZIP
autoload GRPs
autoload ZIPs
-g GRPs/ZIPs in parameter order
-j [dir] files in parameter order
cwd files
[EDIT (4x):] priority order corrected/expanded
This post has been edited by LeoD: 28 April 2019 - 12:06 PM
#885 Posted 28 April 2019 - 11:53 AM
Phredreeke, on 28 April 2019 - 10:54 AM, said:
problem with putting the line, "include duke3d_voxel.def" in the duke3d.def file?
or can there only be one include line?
#886 Posted 28 April 2019 - 12:14 PM
Forge, on 28 April 2019 - 11:53 AM, said:
or can there only be one include line?
The same goes for EDUKE.CON -> GAME.CON -> USER.CON include hierarchies.
#887 Posted 28 April 2019 - 01:05 PM
#888 Posted 28 April 2019 - 04:03 PM
Photonic, on 28 April 2019 - 05:30 AM, said:
Good question, Photonic. Is this technically possible for voxel models to follow sprite FLIP X/Y parameter? In other words to mirror them horizontally or vertically?
Photonic, on 28 April 2019 - 07:05 AM, said:
I think this is great idea. Fingers crossed for you going forward with it!
I have some ideas about voxel enemies too. I was thinking for last couple of weeks about angled views problem, that you mentioned. There is a solution, but it would involve some movie post-production tricks and couple other things...it is too early to talk about it. What really makes me worried, is fact that sooner or later we will hit a wall - 255x255x255 is max volume size for KVX format.
#889 Posted 28 April 2019 - 05:19 PM
Photonic, on 28 April 2019 - 07:05 AM, said:
I'm just going to say this and I mean no offense but no converted HRP models, not the point of this project. Whole point is to make Duke 3D have voxels like Blood or Shadow warrior. I'm not against certain enemies like the egg pods and a few others but you don't really gain much from it. Besides even Shadow warrior dropped voxel enemies because they look like ass, somethings just look better as sprites.
Examples from SW beta:
Also this PigCop exists... looks terrible too.
This post has been edited by ReaperMan: 28 April 2019 - 05:28 PM
#890 Posted 28 April 2019 - 05:30 PM
#891 Posted 28 April 2019 - 08:49 PM
#892 Posted 28 April 2019 - 11:26 PM
1. Keep the voxels in the mainline pack "safe" for all uses.
2. Make a second "aggressive mode" zip that when also placed in autoload enables anything like the sign voxel.
3. Skip rotation for now. Are the maps really set up for it to work?
An installer sounds like overkill and a pain for the source port devs to wrangle.
Jimmy 100MPH, on 28 April 2019 - 08:49 PM, said:
Fox made some conversions at one point.
#893 Posted 29 April 2019 - 12:22 AM
Other than that, I guess it's a good idea to have an override zip to unlock (almost) the full voxel arsenal. Actually I have already separated the signs into a separate folder (and def) which will make the whole process much easier.
And indeed: Voxel enemies look like crap. I wouldn't consider using these, you lose way too much detail compared to the sprites.
This post has been edited by NightFright: 29 April 2019 - 12:23 AM
#894 Posted 29 April 2019 - 02:44 AM
Phredreeke, on 28 April 2019 - 01:05 PM, said:
setdefname dukeplus.def setcfgname dp.cfg setgamename Duke Plus 2.40 include DEFS.CON include USER.CON
#895 Posted 29 April 2019 - 08:01 AM
Colours look a little bit off because of GIF colour reduction.
KVX: https://mega.nz/#!Nr...kDXj3fOAowjW91k
#896 Posted 29 April 2019 - 10:38 AM
It works without scale adjustment, right?
This post has been edited by NightFright: 29 April 2019 - 10:40 AM
#897 Posted 29 April 2019 - 11:40 AM
Borion, on 28 April 2019 - 04:03 PM, said:
Looks like a hard no.
ReaperMan, on 28 April 2019 - 05:19 PM, said:
NightFright, on 29 April 2019 - 12:22 AM, said:
#898 Posted 29 April 2019 - 03:07 PM
Thank you!
Yes, default scale is fine.
On a subject of voxel enemies that ReaperMan posted. Agreed, all posted samples look weak. But IMO it is not necessarly because they are made out of voxels. I think they were converted from 3D models with some ancient program that later became Poly2Vox. They are so damn noisy, that there is no way 3DRealms voxel artist would make them like this on purpoise. There are also clearly visible strange voxels appearing all around the models, and colours are downsampled in a really ugly way. They look really similar to stuff that I tried to convert with Poly2Vox few years ago. With all respect to this project „fathers”, IMHO those materials are not absolute proof that voxel enemies suck
At the time of its creation, there were no tools & know-how necessary to them better.
But one picture is worth thousand words, so maybe I will shut-up for a time being and get back to this subject with concrete proof(s)...
ReaperMan, do you have by chance KVX frames of this Pig Cop?
#899 Posted 29 April 2019 - 03:07 PM
Hendricks266, on 28 April 2019 - 11:26 PM, said:
It would be good for multiplayer
Borion, on 29 April 2019 - 03:07 PM, said:
No, they were from the beta material of Duke 3d or DNF that the "new" 3D Realms was suppose to release before gearbox screwed everything up. I can't remember who posted the gif... I think it was Hendricks or Jimmy??? There were also these from the preview, these were done by Dirk Jones. Only thing we have of the originals is the Portable medkit because it was in Shadow Warrior.
Also not gunna brag but... my ripper and RPG are better.
This post has been edited by ReaperMan: 29 April 2019 - 03:21 PM