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Duke 3D Voxel Pack

User is offline   Jhect 

  • -111

#91

haha those balls are the best ;)
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User is offline   Scott_AW 

  • 137

#92

Very nice, too bad the was no pool cues, or those cue block things.
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User is offline   Gambini 

  • 1,394

#93

Do they rotate or are animated in any way? The original sprites are flipped all ways when moving.

My maps

eat my shorts

This post has been edited by Gambini: 10 February 2011 - 04:45 PM

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User is offline   ReaperMan 

  • 1,263

#94

View PostGambini, on Feb 10 2011, 08:45 PM, said:

Do they rotate or are animated in any way? The original sprites are flipped all ways when moving.



Same animations as the sprites.
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User is offline   Scott_AW 

  • 137

#95

You can only rotate voxels left to right, unfortunatly, otherwise you could have the balls really roll. Of course even spinning is better than sliding. Of course you would have to fiddle with the CON code for that one.
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User is offline   ReaperMan 

  • 1,263

#96

What do you guys think about the pistol and pistol ammo?

Posted Image
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User is offline   Jhect 

  • -111

#97

Ammo looks perfect!! pistols looks a little bit weird, i don't think it looks like the duke pistol ;)
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User is offline   SwissCm 

  • 36

#98

Neither did the original
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User is offline   Scott_AW 

  • 137

#99

Not only that but the pistol clip is a rediculously higher detailed sprite than most pickups.
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User is online   Hendricks266 

  • Weaponized Autism
  • 6,349

  #100

Ammo: A+
Pistol: For some reason, it doesn't look like the pickup sprite. Try posting it from an angle where we can see more, and on a background that doesn't blend in.
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User is offline   ReaperMan 

  • 1,263

#101

View PostScott_AW, on Feb 12 2011, 10:30 PM, said:

Not only that but the pistol clip is a rediculously higher detailed sprite than most pickups.


Yeah never quite understood why.

Also ill try again on the pistol, its just a really hard one to do because of the angle the sprite is at.
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User is offline   Hank 

  • 2,151

#102

I have no clue about voxels, but the original sprite sucks, could you not use another base?
http://www.heckler-koch.de/HKWebText/detai...d/1925/116/4/21

Just a thought. If you need this model in 3D, it will be done in a month ;)

Ein sarkastischer Deutscher
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User is offline   ReaperMan 

  • 1,263

#103

View PostHank, on Feb 13 2011, 04:33 AM, said:

Just a thought. If you need this model in 3D, it will be done in a month ;)


Nah i'm fine, ill do some more sprite work and see what i can come up with.
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User is offline   Jhect 

  • -111

#104

I have nothing against the original pistol sprite...
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User is offline   Scott_AW 

  • 137

#105

It makes a rare appearance anyways.
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User is offline   ReaperMan 

  • 1,263

#106

Alright I've decided to let you guys download the unfinished pack to see what you guys think keep in mind its not finished. Also give feedback!!! In need to know what to change.

here: Megaupload got raped by the feds so new version of the pack will come out soon

This post has been edited by ReaperMan: 26 January 2012 - 03:06 PM

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User is offline   Jhect 

  • -111

#107

It worked great and looked great. The only thing that looked a tiny bit weird was the balls. It looked like they weren't rolling. But all of the models looked great.
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User is offline   Hank 

  • 2,151

#108

View PostReaperMan, on Feb 20 2011, 07:55 PM, said:

Also give feedback!!! In need to know what to change.

Here is my problem: How do you use it?

Ein sarkastischer Deutscher
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User is online   Hendricks266 

  • Weaponized Autism
  • 6,349

  #109

View PostJhect, on Feb 20 2011, 08:12 PM, said:

The only thing that looked a tiny bit weird was the balls. It looked like they weren't rolling.

The originals did not roll either, and the only way to get a rolling effect would be for the original art to use 2 or more frames, for animation tiles.
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User is offline   ReaperMan 

  • 1,263

#110

View PostHank, on Feb 21 2011, 01:20 AM, said:

Here is my problem: How do you use it?


Make a folder called autoload, then stick the zip file in it (don't unzip it). Run eduke32 click enable "autoload" folder. Thats it. :D

This post has been edited by ReaperMan: 21 February 2011 - 10:23 AM

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User is offline   t800 

  • 153

#111

It works fine. New voxel of pistol looks exactly as it should.
Is it possible to make maphacks for voxel models (similiar way as they are done in HRP)?
BTW new folder for this file should be named autoload without "-"

AMC TC Walktrough < On hold indefinitely :(
You one ugly motherf*cker, say "Hasta la vista" to my little friend!
Download here new fixed version of SWP made by Hendricks266 (latest build: Beta 3)
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User is offline   Jhect 

  • -111

#112

Hmm i thought the originals rolled a lot faster... :D

You don't have to make new animations, you could just make the 2 pictures switch faster.

What you do to get this work is that you extract all the files but the duke3d.def into the duke folder. Instead of extracting the duke3d.def you simply copy the text in it and paste it into your orignal duke3d.def. There should already be some text in it.

Now you have two lines. The first allows HRP. The second allows VOXELS. To ignore one of them simply put // before the text.

This post has been edited by Jhect: 21 February 2011 - 05:01 AM

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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...
  • 1,235

#113

View PostJhect, on Feb 22 2011, 01:59 AM, said:

What you do to get this work is that you extract all the files but the duke3d.def into the duke folder. Instead of extracting the duke3d.def you simply copy the text in it and paste it into your orignal duke3d.def. There should already be some text in it.

Jhect, do you even read before you post?

View PostReaperMan, on Feb 21 2011, 05:46 PM, said:

Make a folder called autoload, then stick the zip file in it (don't unzip it). Run eduke32 click enable "autoload" folder. Thats it. :D

Your method Jhect makes no sense and wastes space. (stupid)

Posted Image
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User is offline   ReaperMan 

  • 1,263

#114

View Postt800, on Feb 21 2011, 07:46 AM, said:

It works fine. New voxel of pistol looks exactly as it should.

I'm actually still not done with that yet, I've got to fix the x y and z axis on the voxel and fix some of the shading on it.

View Postt800, on Feb 21 2011, 07:46 AM, said:

Is it possible to make maphacks for voxel models (similiar way as they are done in HRP)?

It could be done , but i'm going to focus on actually making the voxels first.

View Postt800, on Feb 21 2011, 07:46 AM, said:

BTW new folder for this file should be named autoload without "-"

My bad your correct.

This post has been edited by ReaperMan: 21 February 2011 - 10:30 AM

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User is offline   Jhect 

  • -111

#115

Remember to fix the balls now that you have the option. They look like they glide.

Do i see troll commander?

This post has been edited by Jhect: 21 February 2011 - 10:34 AM

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User is offline   ReaperMan 

  • 1,263

#116

View PostJhect, on Feb 21 2011, 03:32 PM, said:

Do i see troll commander?

Thats not trolling, its the truth. It is a waste of space.

This post has been edited by ReaperMan: 21 February 2011 - 10:35 AM

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User is offline   Jhect 

  • -111

#117

It's a choice that might not be the best, but whatever. Did you take the advice on the rolling balls?
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User is offline   ReaperMan 

  • 1,263

#118

View PostJhect, on Feb 21 2011, 02:39 PM, said:

It's a choice that might not be the best, but whatever. Did you take the advice on the rolling balls?

I'll see what i can do.

This post has been edited by ReaperMan: 21 February 2011 - 10:40 AM

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User is offline   Scott_AW 

  • 137

#119

Looking good, can't wait to see what else you make.

I'm almost tempted to give the propane tanks a try.
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User is offline   ReaperMan 

  • 1,263

#120

View PostScott_AW, on Feb 21 2011, 05:32 PM, said:

Looking good, can't wait to see what else you make.

I'm almost tempted to give the propane tanks a try.


If you want you could, i could always use the help :D
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