Duke 3D Voxel Pack
#721 Posted 06 April 2019 - 09:15 PM
is those things you run in command prompt
type some text like -dosomething -delete something genre
#722 Posted 06 April 2019 - 09:39 PM
Despite the sprite is 0 and -2
Example I did
poly2vox 0517_fuelpod.md3 (to the fuel pod)
Extracted it,
Used Slab or w/e to make it compatible
but the thing is up
normal size of fuelpod is 49 x 64
Can the size of voxel effect?
First time to use poly2vox
Result pic
look how way "off" upward is the tank.
PS I meant Y not Z
This post has been edited by Zaxtor: 06 April 2019 - 09:41 PM
#723 Posted 06 April 2019 - 10:47 PM
#724 Posted 07 April 2019 - 01:18 AM
#725 Posted 07 April 2019 - 02:36 AM
#726 Posted 07 April 2019 - 02:50 AM
This post has been edited by NightFright: 07 April 2019 - 02:51 AM
#727 Posted 07 April 2019 - 03:20 AM
#728 Posted 07 April 2019 - 08:21 AM
Metal barrel #1238
http://www.mediafire...barrel.kvx/file
Lamp (retouched colors) #4370
http://www.mediafire...2/lamp.kvx/file
Visor #0584
https://www.mediafir.../visor.kvx/file
Enjoy!
This post has been edited by Lunick: 14 May 2019 - 08:34 PM
#729 Posted 07 April 2019 - 08:53 AM
I'm not a big fan of way 3D models look after automatic conversion to voxels, but thats just my personal view.
By the way, not long ago author of Goxel was so kind, that he implemented KVX export and support for Build Engine palettes/look-up tables (very nice dude). Now Goxel exports proper KVX files, but there is some problem with colour palette arrangement. I still have to use ancient & barely working SLAB6 to reimport Goxel KVX files to fix palette & adjust pivot. If any of you have knowledge on how to improve KVX export, or want to do some voxel editing, hit this place:
Goxel GitHub
#730 Posted 07 April 2019 - 08:55 AM
Borion, on 07 April 2019 - 08:53 AM, said:
I'm not a big fan of way 3D models look after automatic conversion to voxels, but thats just my personal view.
By the way, not long ago author of Goxel was so kind, that he implemented KVX export and support for Build Engine palettes/look-up tables (very nice dude). Now Goxel exports proper KVX files, but there is some problem with colour palette arrangement. I still have to use ancient & barely working SLAB6 to reimport Goxel KVX files to fix palette & adjust pivot. If any of you have knowledge on how to improve KVX export, or want to do some voxel editing, hit this place:
Goxel GitHub
Cool I didn´t know those programs I mainly use slab6, strip2voxel and magicavoxel...
#731 Posted 07 April 2019 - 09:14 AM
Micky C, on 07 April 2019 - 03:20 AM, said:
The Shrinker voxel is made using strip to voxel by Scott AW a member here. I edit using slab6 and photoshop in tandem, can also flip rotate export new strips using a combo of magica voxel and vox2png. eg I have my current source files in a sideview strip, but have flipped it once or twice to a top view to edit from that angle easier.
Here is my current source strip. Still wip. run strip2vox it is 99 wide, 30 high, 14 layers, mirrored. It's been trimmed down to 28 wide final size now.
#732 Posted 07 April 2019 - 09:15 AM
mxrtxn, on 07 April 2019 - 08:21 AM, said:
Metal barrel #1238
http://www.mediafire...barrel.kvx/file
Lamp (retouched colors) #4370
http://www.mediafire...2/lamp.kvx/file
Visor #0584
https://www.mediafir.../visor.kvx/file
Enjoy!
Voxel fest indeed, great texturing work on these models!
mxrtxn, on 07 April 2019 - 08:55 AM, said:
MagicaVoxel is great in so many ways, crazy good tool. It just happens that those other two work for me best.
I imagine it is hard to use SLAB and strip2voxel, you still prefer it over full MagicaVoxel workflow? Just curious
#733 Posted 07 April 2019 - 09:20 AM
Photonic, on 07 April 2019 - 09:14 AM, said:
Here is my current source strip. Still wip. run strip2vox it is 99 wide, 30 high, 14 layers, mirrored. It's been trimmed down to 28 wide final size now.
s-24.png
True old-school way. Wow, you have to stitch all together in your head when you work with strips...well, much respect.
#734 Posted 07 April 2019 - 09:45 AM
Borion, on 07 April 2019 - 09:15 AM, said:
MagicaVoxel is great in so many ways, crazy good tool. It just happens that those other two work for me best.
I imagine it is hard to use SLAB and strip2voxel, you still prefer it over full MagicaVoxel workflow? Just curious
If they are smaller like 3 layers of voxels wide (thick) like switches, I would use paint (to create the strip) then strip2voxel, cilinder shape like objects like the barrel I would have o use magica voxel then retouch on slab6, same with bigger objects.
This post has been edited by mxrtxn: 07 April 2019 - 10:29 AM
#736 Posted 07 April 2019 - 03:52 PM
mxrtxn, on 07 April 2019 - 03:13 PM, said:
#738 Posted 07 April 2019 - 05:44 PM
#740 Posted 07 April 2019 - 09:43 PM
#741 Posted 07 April 2019 - 10:14 PM
Example those pipe the blue line was all messed up (darker blue to brighter blue(
had to play with the model's jpeg colors
Ketchups, Mustards had color errors
Had to use VoxelShop to correct bad pixels
Donuts had few dark-red spots,
Removed them etc
So only software I know I use to turn models into vox is poly2voxel
I use magicavoxel to creat stuff from scratch.
#743 Posted 08 April 2019 - 07:20 AM
fgsfds, on 08 April 2019 - 03:45 AM, said:
In Qubicle there is a feature of rendering full turntable image sequence with arbitrary number of frames (I use 16 frames for full rotation). MagicaVoxel got this feature too since version 0.99.3 (Turntable Mode)
With that sequence of PNG files, you can make GIFs in PS:
import all frames to PS as layers of one image,
open Timeline panel
click button 'Create Video Timeline'
in left bottom corner of Timeline panel click frames icon (Convert to frame animation)
select all layers in Layers Panel
in right top corner of Timeline panel panel click icon with horizontal lines, in menu choose 'Convert layers to frames'
All layers should appear in timeline as frames. If for some reason there are any unnecessary ones, remove them.
Select all frames in Timeline panel by holding shift and clicking on first and last of them, set their time to i.e. 0,1 or 0,2 (it is 100 miliseconds per frame or 200 miliseconds per frame)
All frames should have same time value
Now go to File>Export>Save for Web (Legacy)
Panel will appear, on right side there is 'Preset' menu. Choose i.e. "GIF 128 No Dither". Adjust colour settings if necessary.
Make sure that 'Looping Options' in bottom left corner of panel is set to 'Forever'
Click 'Save...' in bottom part of panel to save file as GIF in desired folder.
This post has been edited by Borion: 08 April 2019 - 07:30 AM
#744 Posted 08 April 2019 - 01:29 PM
EDIT:
One more thing. I have tried this script in switches.def:
// Nuke Button (142-145)
voxel "voxels/props/nukebutton_frame01.kvx" { scale 1 tile 142 }
voxel "voxels/props/nukebutton_frame02.kvx" { scale 1 tile 143 }
voxel "voxels/props/nukebutton_frame03.kvx" { scale 1 tile 144 }
voxel "voxels/props/nukebutton_frame04.kvx" { scale 1 tile 145 }
I hoped that with all frames provided it will work, but it doesn't. Any ideas?
This post has been edited by Lunick: 14 May 2019 - 08:36 PM
#745 Posted 08 April 2019 - 02:22 PM
#746 Posted 08 April 2019 - 02:44 PM
Photonic, on 08 April 2019 - 02:22 PM, said:
I'll try it, thanks.
#747 Posted 08 April 2019 - 03:52 PM
Photonic, on 08 April 2019 - 02:22 PM, said:
I recall changing the voxel code so ART animations like the freezer should work without any CON code. (Or maybe that was only models...) The nukebutton doesn't use ART animations so I'm not sure why it's not working. Maybe the concept needs to be extended to tsprpicnum?
#748 Posted 08 April 2019 - 04:05 PM
And as I thought about this I realized that the nukebutton isn't a normal con coded actor IIRC, any fix from that end would need to rewrite the actor from the source code into con, nasty but possible I think.
This post has been edited by Photonic: 08 April 2019 - 04:05 PM
#749 Posted 08 April 2019 - 09:37 PM
Regarding the nukebutton: Maybe animtilerange is needed?
Could be like:
animtilerange 142 145 ? 2 voxel "voxels/props/nukebutton_frame01.kvx" { scale 1 tile 142 } voxel "voxels/props/nukebutton_frame02.kvx" { scale 1 tile 143 } voxel "voxels/props/nukebutton_frame03.kvx" { scale 1 tile 144 } voxel "voxels/props/nukebutton_frame04.kvx" { scale 1 tile 145 }
[? = Animation speed (not sure which value to put here - can be 0-15, with 0 being the fastest)]
This post has been edited by NightFright: 08 April 2019 - 11:29 PM
#750 Posted 09 April 2019 - 02:17 AM
About the Shrinker: I completely agree on the roundness of the item, all the modeled renditions are very blocky for such an alien weapon. Also agree on the caged brain shrinker concept.
As for the jetpack I have some doubts about the brown details and overall details. The in-game sprite was rather small compared to other pick-ups. I prefer the first voxelized version (with second version exhausts)!
The atomic health should be fantastic to see in all its voxelized glory.