First of all, I’m surprised that this sign caused such passionate discussion. I think it is very good that on this occasion many differences in our expectations towards this project became VERY clear (at least from my perspective).
Micky C, on 27 April 2019 - 06:30 AM, said:
Is the can perfectly circular? It’s hard to tell from the angle. For the bin, the vertical stripes are a result of a triangular zigzag groove pattern, so there should be some depth to it if there isn’t already.
It is conscious decision, Mickey. Groove is too shallow to be represented by form, It would look like cake mold. Please take a look at similar USA 80’s trash bins. The reason they are accented so much on 2D sprite, are dictated by illustrative purposes.
The other reason for avoiding grooves, is low “depth resolution” of this object. Grooves in this particular case would heavily distort object and take away its much needed regularity (industrial made object). Trust me on that. I made couple of rough variations of this trash-can, this is optimal variant.
Micky C, on 27 April 2019 - 06:30 AM, said:
On the topic of signs, as a mapper, my vote is to not have them as voxels. In the case of things like pickup items and other decorative items, there are distinct volumes being represented as 2D images, which would benefit from being reinstated as volumes, and are treated as volumes by mappers.
Completely agreed. I just decided that this sign is something special, because damage in its corner suggests certain depth to it & it works on my imagination.
I would like to share part of my process. When I think about converting certain sprite to voxels, I try to always have three things in mind:
1. Does it fit original intentions of level & sprite designers of DN3D?
2. Does it bring anything more to our experience with this object, besides just making it “fat”/extruded sprite? In case of sign, this deep damage stimulates (my) imagination.
3. Does it create some aesthetic & structural possibilities to future mappers?
For stated reason, I test all stuff on original maps from DN3D and also my test areas. I stretch/scale/combine with other voxel models to see how they differ from flat versions and if they generally add something to experience. I’m very passionate about this voxel endeavour. I will post soon some screenshots to support my words with something of a substance.
Photonic, on 26 April 2019 - 01:18 PM, said:
What it's supposed to be and what a mapper makes it into can be very different sometimes. It's sort of a slippery slope, but I do believe there is a maphack token to make any given sprite not become a model/voxel.
Yes, as a very humble mapper myself I’m aware that sprites are often used in many crazy…ahem!…creative ways
And as you said, there are technical ways of stopping “end of a world” from happening.
Hendricks266, on 26 April 2019 - 05:02 PM, said:
I would say keep the depth minimal. Maybe 2px deep?
It is some way to solve this particular case, probably best for mappers insisting on doing things safe way. But IMO it also defeats the purpose, Hendricks
But that is just one voice among many, many others of this community.
Mark, on 26 April 2019 - 04:11 PM, said:
I'm only guessing because of how few old maps I play, but if its a choice between turning off voxels for that small handful of maps that they glitch in OR not having a voxel at all just to avoid any glitches, I'll take the first choice.
Jimmy 100MPH, on 27 April 2019 - 12:22 PM, said:
The more options the better in my opinion. Because while it could "break" maps that were not made with voxel signage in mind, conversely new maps could be made with the voxel signage actually in mind.
THIS!
I was thinking about all of this for better part of today, and I came to this conclusion. I would like to propose splitting this pack into two categories (just on technical level!!!). First one would be - lets say - CORE. So only 100% safe stuff, like pick-ups, small non-wall aligned objects, lamps …etc.
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...
Cheers fellows!