Duke 3D Voxel Pack
#811 Posted 11 April 2019 - 11:50 AM
(I think LeoD's maphack pack already have the WT versions of ep1-4 but I may be wrong)
#812 Posted 11 April 2019 - 03:14 PM
#813 Posted 11 April 2019 - 03:45 PM
Photonic, on 11 April 2019 - 03:14 PM, said:
Yes, I'm working on it.
#814 Posted 14 April 2019 - 09:59 AM
Phredreeke, on 11 April 2019 - 11:50 AM, said:
I could move ep5 up on my maphack to-do list. Access to a current Voxel Pack would be appreciated, though working with the HRP for the time being should give good results, too. First I'd have to actually play through this episode, though.
#815 Posted 14 April 2019 - 11:16 AM
Attached File(s)
-
worldtour.zip (3.19K)
Number of downloads: 474
This post has been edited by Phredreeke: 14 April 2019 - 11:16 AM
#816 Posted 15 April 2019 - 11:19 PM
Borion, on 07 April 2019 - 09:20 AM, said:
Yes, most of the pack was done with that method. There weren't any tools really available when I started except Scotts SriptoVox, slab6 and photoshop. There where were still very little tools when mxrtxn and Dot3d joined the project. You can image how much time was put into modeling and animating the holoduke voxel.
This post has been edited by ReaperMan: 15 April 2019 - 11:24 PM
#817 Posted 16 April 2019 - 05:04 AM
ReaperMan, on 15 April 2019 - 11:19 PM, said:
Yes, most of the pack was done with that method. There weren't any tools really available when I started except Scotts SriptoVox, slab6 and photoshop. There where were still very little tools when mxrtxn and Dot3d joined the project. You can image how much time was put into modeling and animating the holoduke voxel.
Nice to see you join discussion, ReaperMan! I'm very grateful that you started this voxel project. Thanks for kind words.
Doing that Holoduke model had to be super hard with those tools.
Just to let you know people that Atomic Health is steadily happening, a screenshot from Qubicle. Part of one of electrons from Atomic Health:
Rest of elements - two more electrons, and "core" - are also vip. This is 16 frames model, but I animate each element separately to get clean trajectories.
That makes it 48 voxel frames that need to be drawn separately & after that re-joned. I'm about 30% done. To satisfy all purists , extra time is put into making sure this model is as close to the original as possible. In frontal view, it should be indistinguishable from original sprite.
This post has been edited by Lunick: 14 May 2019 - 08:29 PM
#818 Posted 16 April 2019 - 05:54 AM
#819 Posted 16 April 2019 - 06:17 AM
NightFright, on 16 April 2019 - 05:54 AM, said:
Thanks, I will!
#820 Posted 16 April 2019 - 09:19 AM
For some reason original level designer stretched neon sprite to be wider than space that it occupies. It isn't a problem with sprite. Walls clip it properly.
But there is clipping problem with voxel models for walls and floors. See it here:
Besides that clipping problem in that specific circumstances - that could be probably solved with maphack - it has all proper dimentions & animates fine in-game.
KVX: https://mega.nz/#!x6...cYpeU2FaM28GtDU
Lines for props.def:
// Arcade Neon (1046)
voxel "voxels/props/1046_arcadeneon.kvx" { tile 1046 }
This post has been edited by Lunick: 14 May 2019 - 08:28 PM
#821 Posted 16 April 2019 - 09:34 AM
#822 Posted 16 April 2019 - 10:17 AM
Hendricks266, on 16 April 2019 - 09:34 AM, said:
EDIT: I checked it for third time, and than I realised I messed up. I forgot to add back details on outer edge of neon tubes. I will correct it tonight/tomorrow and paste link here.
Thanks Hendricks!
In frontal view this model is 100%/pixel-perfect recreation of sprite. I tried to put in some dimension to it, by adding some little details behind what is visible from normalised front view. Like little metal supports for neon, that give shadowing variation beneath gas tubes.
It looks in editor like this:
I have to learn how to prepare better in-game demos, after all thats in-game looks that matter most
This post has been edited by Borion: 16 April 2019 - 10:25 AM
#824 Posted 17 April 2019 - 03:21 PM
Generally both models work fine in-game, IMHO. But would probably need some coding magic.
IDEA: second frame would rotate in direction of shooter. That way we would avoid situations, in which player shooting the can would not face bended side of model. Rotation would need to be quantized to 90 degrees, so we always follow 2 axis of model symmetry..I hope my description makes some sense. Please consider this idea.
I will fix first frame eventually and post finished model(s) tomorrow (hopefully:P).
Shot from editor:
EDIT:
This model also falls into I-tried-to-make-it-pixel-perfect category. I hope you find this interpretation faithful.
EDIT2:
More screenshots. Yes, I really like this rubber bin
This post has been edited by Lunick: 14 May 2019 - 08:26 PM
#825 Posted 17 April 2019 - 06:01 PM
CON code to make it face the player would do more harm than good, because the top part is not radially symmetrical and it would look weird to spin when hit.
#826 Posted 17 April 2019 - 06:06 PM
make it several pieces so if the player kicks it, bump will be toward the player.. and player has to face the sprite it to prevent from all pieces being kicked all at once.
Example you split in 4 pieces.
Front, side, behind, other side.
when the can is smash all the 4 pieces dies at the same time.
Probably would have to involve lotag and vars etc
This post has been edited by Zaxtor: 17 April 2019 - 06:07 PM
#827 Posted 17 April 2019 - 06:17 PM
#828 Posted 17 April 2019 - 07:06 PM
as mentioned - most of the time these are in a corner or against a wall - leave it up to the mapper to face it "out", & maphacks for the episodes
This post has been edited by Forge: 17 April 2019 - 07:08 PM
#829 Posted 18 April 2019 - 05:05 AM
Hendricks266, on 17 April 2019 - 06:01 PM, said:
Hendricks266, on 17 April 2019 - 06:17 PM, said:
Hendricks, I tried to considere all of this while making this model and tried to address it. This is why this models is two axis symmetrical, X & Z (a cross, looking from the top).
Texturing/lightning variation on each side of model is just slight - so it's not repetitive - but at the same time it is fine for such animation trick.
There is no problem with rotations, until we do them in 90 degrees. Colours represent four ranges of directions that object can be shot from, and cause appropriate rotation. Angled shots are not a problem with this method.
This is how it looks like on mockup. Just two models. Bend one is being rotated 90 degrees.
Just ideas, don't want to sound like an ass
This post has been edited by Lunick: 14 May 2019 - 08:25 PM
#832 Posted 18 April 2019 - 06:37 AM
Palette fixed.
Rubber Can (1062-1063)
Lines for props.def:
// Rubber Can (1062-1063)
voxel "voxels/props/1062_rubbercan.kvx" { tile 1062 }
voxel "voxels/props/1063_rubbercan_bend.kvx" { tile 1063 }
KVX: https://mega.nz/#!hm...dk9WLmoMmsffODo
#834 Posted 18 April 2019 - 12:32 PM
Hendricks266, on 18 April 2019 - 09:32 AM, said:
Woohoo, glad to hear that Hendricks!
#836 Posted 18 April 2019 - 06:09 PM
Borion, on 18 April 2019 - 06:37 AM, said:
Palette fixed.
Rubber Can (1062-1063)
Lines for props.def:
// Rubber Can (1062-1063)
voxel "voxels/props/1062_rubbercan.kvx" { tile 1062 }
voxel "voxels/props/1063_rubbercan_bend.kvx" { tile 1063 }
KVX: https://mega.nz/#!hm...dk9WLmoMmsffODo
This is top professional work.
I am curious about qubicle. Are you using the demo or a paid version?
Is it better than magica voxel?
I ask because I am also working on the voxel pack for Shadow Warrior. Any tool that helps speed things up are more than welcomed.
Thanks for you work and dedication
Mxrtxn
This post has been edited by mxrtxn: 18 April 2019 - 06:13 PM
#837 Posted 18 April 2019 - 11:11 PM
magicaVoxels limits you of 126 per 126 per 126
I might use qubicle
qubicle looks better than MagicaVoxels
Alternatives if you don't plan to pay for qubicle (full version) since is ranging 75 to 175$
There also VoxelShop too, Duke pal can be added in it so the colors don't horrify
I think with VoxelShop (another free one) you can make larger, yes you can.
Cus I used that to fix little errors in models larger than 126 126 126 size.
VoxelShop is little weird but is easy to learn.
I learned how to mostly use all features in under 1 hr
Without reading instructions
This post has been edited by Zaxtor: 18 April 2019 - 11:12 PM
#838 Posted 18 April 2019 - 11:15 PM
I got couple of useful things/methods that I’ll be glad to share with You.
At a moment I’m travelling, but will get in touch with you tomorrow.
Have a good day!
#839 Posted 18 April 2019 - 11:29 PM
Basic version is about 20$ (at least in Europe ), not 75$.
You are right about MagicaVoxel limitation (126x126x126) per matrix, but you can combine multiple such matrixes for bigger models via world editor.
Cheers
#840 Posted 18 April 2019 - 11:52 PM
I must assume is USD
most of these site are from USA
Probably ur version is cheaper
If you're from Uk or others.
Euro and British pound are higher than USD and CAD
This post has been edited by Zaxtor: 18 April 2019 - 11:53 PM