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Duke 3D Voxel Pack

User is offline   t800 

#511

View PostHendricks266, on 10 September 2016 - 11:38 AM, said:


Yes, that is the one. Thanks. :D

While we are at it, ReaperMan, how is current progress on shrinker? I mean it is the last remaining weapon to be voxelized, so it sticks out a bit.

This post has been edited by t800: 11 September 2016 - 02:54 AM

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User is offline   ReaperMan 

#512

I've just been too busy to work on this. But i will try to get this done when i got the free time.

This post has been edited by ReaperMan: 11 September 2016 - 12:18 PM

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User is offline   HiPhish 

#513

It has been a while since I have played Duke3D. Has something changed about voxel support in the engine? I have placed the voxel pack 1.1 ZIP inside the autoload directory, but voxels don't show up, only sprites. I have tried all three renderers: classic, polymost and polymer and I'm running on OS X.
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User is offline   Kyanos 

#514

It worked on my end. Tested a clean install of the latest eduke32 revision, 5875 with a fresh download of the voxel pack from the HRP site.

log;
Spoiler

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User is offline   HiPhish 

#515

Thanks, that gave me the right idea. The settings are now stored in ~/.eduke32 instead of ~/Library/Application Support/EDuke32, even though the latter is the proper location for OS X. After I moved both the Duke 3D GRP and my autoload directory over there it worked.
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User is offline   HiPhish 

#516

Sorry for the double-post, but this is a separate question for the modellers in this thread: do you have a proper voxel editor yet or are you still using bitmap strips? I'm asking because there is a voxel editor called MagicaVoxel which seems to be working pretty well.
https://ephtracy.github.io/

Its VOX format is incompatible with the Build engine, but I have taken a look at the specs and they seem pretty simple. I could write a convert to the VOX format of SLAB6 and from there you can then save it as whatever you want that the Build Engine understands. What language would you like the converter in? Keep in mind that I don't have a Windows machine, so if I write it in C you will have to compile it yourselves. I could also write it in Python, then you will have to install the Python interpreter but you will be able to run the source code directly instead of having to compile anything. Other languages I could write it in are C# (must be compiled) or Common Lisp (can be interpreted).

Are you interested?
2

User is offline   HiPhish 

#517

Progress:

Posted Image

And just as I had finished this I see that MagicaVoxel already can export that format: File -> Export -> Slab. Well, now I feel like a complete idiot. But yeah, you can model in MagicaVoxel, export as SLAB6 voxels, open in SLAB6 and save as KVX.

You will still need the Duke Nukem 3D palette, but that is easy. It's a PNG image of a one row of pixels. Give me a day or two and I'll have it in that format.
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User is offline   HiPhish 

#518

Here is the palette, it was easier to get it than I thought.
Posted Image

Dump the image among the other palettes and then open it from inside MagicaVoxel. For anyone curious (and possibly future reference), here is the Python code for the conversion:
#!/usr/bin/env python3

# We will write the output in PPM format because it's a dead-simple image
# format. Use a converter like ImageMagick to convert it to PNG or whatever it
# is you want
f = open('PALETTE.DAT', 'rb')
g = open('palette.ppm', 'wb')

# Initialise the palette as an empty list
p = list()

# There are 256 colours in the palette
for i in range(0, 256):
    # Each colour is three bytes
    p.append(f.read(3))

# Write the PPM file header
g.write(b'P6 256 1 255 ')

# Now write the colour data
for c in p:
    # Treat every RGB value separately
    for v in c:
        # Each value needs to be scaled up by factor 4
        i = 4 * v
        g.write(i.to_bytes(1, byteorder='little', signed=False))

f.close()
g.close()

1

User is offline   Kyanos 

#519

I had played around with MagicaVoxel once before, the palette was the biggest hold up, good work.

What are some pros-cons between SLAB6 and MagicaVoxel?
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User is offline   HiPhish 

#520

View PostDrek, on 07 October 2016 - 10:59 AM, said:

...

For starters, MagicaVoxel runs on system other than Windows, that's already a big deal for me. SLAB6 does run in Wine, but if I click any of the menu items the interface gets stuck, so I have to use the keyboard instead. I also find the interface of MagicaVoxel more usable and more responsive, but that could be just my opinion. I still don't find it to be perfect, but I prefer it over SLAB6. Just give it a try, make sure you set the palette first, then drag & drop a sprite PNG image into the main view and you can start building your model from that.

This post has been edited by HiPhish: 08 October 2016 - 01:24 AM

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#521

View PostHiPhish, on 08 October 2016 - 01:23 AM, said:

For starters, MagicaVoxel runs on system other than Windows, that's already a big deal for me. SLAB6 does run in Wine, but if I click any of the menu items the interface gets stuck, so I have to use the keyboard instead. I also find the interface of MagicaVoxel more usable and more responsive, but that could be just my opinion. I still don't find it to be perfect, but I prefer it over SLAB6. Just give it a try, make sure you set the palette first, then drag & drop a sprite PNG image into the main view and you can start building your model from that.


It really sounds like fun to make these. Duke 3d was the first game I ever modded. Back when it came out I made a few deathmatch levels and played with some folks over modem. Now I have Photoshop and 3ds Max skills learned from modding rfactor, but that became a way too time consuming and I had to put it away, however, I want to continue modding in some respect.

Making a voxel or two sounds like it could be pretty fun for me. I got renewed interest in some of the classic FPS games since I recently got a 144hz monitor. Duke 3d never felt better!

This post has been edited by DukeLover90s: 13 October 2016 - 07:09 PM

1

User is offline   HiPhish 

#522

After working in MagicaVoxel for a while I have basically two complaints: 1) it is impossible to make a selection and move the voxels around and 2) there is no easy way of applying pixels from an image to the model.

Number 1 makes correcting mistakes really hard and number 2 means that in oder to properly map the pixels of the sprite 1:1 to the voxels I have to turn the raw pixel sprites of the tile into numbers displayed as text and then for every voxel manually pick the colour based on the pixel and paint every voxel manually. Here for example is the hydrant sprite:
                                                        131 139 133                                                     
                                                132 136 139 138 135 132 130                                             
                                            133 138 140 141 139 135 133 132 131                                         
                                        133 137 139 141 141 137 134 132 133 133 131                                     
                                    131 136 139 140 140 138 136 133 132 132 134 133 131                                 
                                131 133 136 137 138 137 137 134 133 133 131 132 132 132 130                             
                            133 135 137 140 144 141 140 138 136 135 134 133 133 133 133 131 130                         
                            133 136 138 140 142 141 140 138 136 135 133 134 133 132 131 131 130                         
                                130 131 132 133 134 135 135 134 133 132 132 131 130 129  34                             
                                    131 133 134 136 138 140 137 136 135 134 133 131 130                                 
                                    131 133 135 138 141 143 140 138 136 135 133 132 130                                 
                                    131 133 136 139 140 141 140 139 138 135 134 133 130                                 
            133 134 133 130         131 133 137 139 140 142 141 138 137 135 134 133 130         131 133 131             
        134 138 136 132 130 130 130 131 133  40 141 143 144 143 140 136 134 135 133 131 130 131 133 135 133 130         
        140 139 136 131 131 130 131 132  40 143 142 140 140 140 140 140 137 133 133 132 133 133 134 140 134 131         
    134 141 141 135 131 131 130 131 134 143 141 139 140 140 140 139 138 138 135 133 133 135 135 135 144 136 132 133     
134 137 144 140 133 130 132 131 133 139 142 139 139 139 140 139 139 138 138 138 132 131 133 133 136 141 137 132 134 132 
141 135 141 137 131 130 131 130 132 142 140 139 139 141 143 139 136 138 138 139 133 131 132 132 134 139 136 131 139 134 
134 132 138 134 130 130  35 130 131 142 139 139 137 138 140 136 134 137 138 138 133 130 130 131 132 138 134 130 133 135 
130 133 135 132  34 130  35  34 130 137 139 138 135 132  35  37 135 137 138 137 132  33  33 131 131 137 133 130 132 131 
    130 133 130  33  34 161  34 129 132 138 138 136 133 132 133 136 137 137 134 131  33 130 130 131 135 132 131 131     
        131  34  34 132  34  33 129  35 134 137 137 135  40 136 137 137 133  35  33 129 130 131 131 133 132 130         
        130 161 132 132 130  34 130 131 130 132 135 136  37  39 134 132 130  33 130 131 132 131 130 131 131 129         
            131 134 132 129          35 131 131 130 130 129 129 129 130  35 131  34 129     129 130 130  34             
                                     35 132 133 132 131 131 131  36 132 132  35  34 129                                 
                                    131  38 135 134 134 133 133 134 133  37 131  35 129                                 
                                    131  37  39 136  39 135 135 136 133 132  35 130 129                                 
                                     36  38 135  38 135 136 137 135 133 131  35  34 129                                 
                            130 133  41 138 141 143 141  47 139 138  42 136  39  37  35 130 129                         
                            130  36  39  43 139 140 141 140 138 137 136  40 134  37  35 130 129                         

At least with blocky models I could have extruded parts of the image, but the hydrant is round and it was easier to sculpt it first and then colour it later. I have only painted one side yet however.

EDIT: This thing is the sort of reason why programs should have an interface for plugins. The basic shape is there in the tile, so "pushing" it agains the model where the first voxel of every layer picks up that colour should be simple enough. I can't type much these due to an injury, but it would be worth investigating if it is possible to apply that sort of modification to the voxel file.

This post has been edited by HiPhish: 14 October 2016 - 11:38 AM

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User is offline   Jimmy 

  • Let's go Brandon!

#523

Don't know if this will help you or anybody else, but originally the hydrant was supposed to be a 2 frame 3D object. The second frame was available in one of the public betas/pre-release sharewares. You can use these frames to make a perfect translation of the originally intended object.

Posted Image
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User is offline   HiPhish 

#524

I don't think that's useful. Notice how the highlight is on two different spots along the hydrant: first it is right on the valve (or whatever you call that thing where the water comes out), and then between two of them. It's like the light is coming out of the observer's eyes. I was thinking of painting the front of the hydrant to be exactly like the sprite, the back a mirror of it and then make up the rest. I still won't make sense to have two highlight on opposite sides, but it's better than having to highlights at a 45° angle between them.
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User is offline   Jimmy 

  • Let's go Brandon!

#525

You'd have to convert it to a four frame, or even 8 frame, rotation to get it exactly like the original intention I think. Duke follows "top left lighting" just like most 2.5D games and classical paintings in general. I think you'll get the idea, trying to arrange the 3D-ness in my head is confusing. I think ReaperMan could probably see what I'm getting at.

Posted Image - Posted Image

This post has been edited by Jimmy Gnosis: 15 October 2016 - 04:23 PM

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User is offline   HiPhish 

#526

So you mean having more than one model (with same shape but different colour) and change it based on the angle Duke is looking at it? Sounds like too much work and I think it would be jarring to have the highlight jump all of the sudden while you are looking at a 3D object. But when I'm done someone else can continue from there if they want to.
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User is offline   Jimmy 

  • Let's go Brandon!

#527

You can use 3D frames to make voxels with the program Strip2Vox.
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User is offline   ReaperMan 

#528

I get what your getting at Jimmy. Also as far as I'm concerned i do most of my construction for voxels with Photoshop and Strip2Vox. Although its limited and not exactly what a want. I wish there was a tool that did what Strip2Vox did but with more options as well. Like I could take a square image and then like a circle and tell the program to just make me a cylinder or sphere with these materials. Its just a pain to do by hand.
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User is offline   Tea Monster 

  • Polymancer

#529



Also, have you looked at that magicavoxel thing that HiPhish posted earlier?

This post has been edited by Tea Monster: 30 November 2016 - 01:22 AM

0

#530

I can feel the voxelness crushing throw my vains ;) :P

This post has been edited by Duke Fan - Kobi Shapiro: 08 March 2017 - 07:30 AM

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User is offline   Striker 

  • Auramancer

#531

Made a voxel of the Table (Tile #1037)
https://drive.google...MXd4aHZZZGtkNTA

Posted Image
12

User is online   Mark 

#532

In the last year or 2 I have seen posts from a few people and their voxel projects. Are these all making their way into the vanilla game or do they remain user addon packs?

This post has been edited by Mark.: 08 June 2017 - 03:35 AM

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User is offline   Striker 

  • Auramancer

#533

I released the individual KVX in this case so it can be merged with the pack in the OP at some point.

The pic above is of StrikerDM, a project of my own, which will be using voxels.
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User is offline   fgsfds 

#534

Is there any way to turn a voxel into an image strip? Just like strip2voxel but vice versa?
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User is offline   Gambini 

#535

hey I already made a table, and i think it?s more suitable for the game except for the foot, which in yours looks more like the original.

But that bench is yours? or it?s been added to the pack before and i never realized?
0

#536

I remember using this voxel pack in Duke a while ago, it's really great! I hope this project keeps going. It's one of the small but significant things to get Duke to the same graphical level of SW and Blood.
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User is offline   Striker 

  • Auramancer

#537

View PostGambini, on 10 June 2017 - 10:59 AM, said:

hey I already made a table, and i think it?s more suitable for the game except for the foot, which in yours looks more like the original.

But that bench is yours? or it?s been added to the pack before and i never realized?

What bench? You mean the bar stools? Those were already in the pack. I made the table. The table was made directly from the original sprite.
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User is offline   Gambini 

#538

But the table should be there, i did it for DNF 2013 in.. 2013 and Reaperman added it.

I don?t mean to act compettive or anything but the one i did was better, at least the top.

Look:
Posted Image

Attached File(s)

  • Attached File  TABLE.zip (6.21K)
    Number of downloads: 435


This post has been edited by Gambini: 10 June 2017 - 01:09 PM

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User is offline   TerminX 

  • el fundador

  #539

Combine them for the ULTIMATE TABLE VOXEL!!!!1
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User is offline   Micky C 

  • Honored Donor

#540

I second the merging motion.


View PostGambini, on 10 June 2017 - 10:59 AM, said:

But that bench is yours?


Don't you start with the benches again Posted Image
2

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