Duke 3D Voxel Pack
#901 Posted 29 April 2019 - 03:16 PM
I will focus on rest of pickups.
This post has been edited by Borion: 29 April 2019 - 03:16 PM
#902 Posted 30 April 2019 - 01:33 AM
ReaperMan, on 29 April 2019 - 03:07 PM, said:
True.
#904 Posted 10 May 2019 - 08:53 PM
I'm not sure if the orb is supposed to bob up and down like that. Is there a problem with the voxels not matching the sprites' xoffset and yoffset?
#905 Posted 10 May 2019 - 10:57 PM
You are right that it bobs too strong. Original sprite also bobs, but very delicately (1-2 pixels on Y axis). I tried to “synchronize” pivot point (x/y offset) in all frames via markers. I put in some additional vivid voxels on edges to force all frames to have same X/Y/Z size, adjusted pivot to center in all frames, and after that remove markers. SLAB6 seem to not mess up pivot positions in the process of removing markers, like Ken knew exactly that it can happen with varying voxel frames sizes...
Anyway, the only way to load all frames and see them in motion is via EDuke32. But it seems that there is something more going on behind the scenes, that I’m not aware off.
I suspect there are some offset values hardcoded per frame in EDuke32 gamecode. The sure way to check, would be creating a separate dummy object from scratch, load all 16 KVX frames into it and see if it bobs. What do you think Hendricks, what is right sollution?
#906 Posted 11 May 2019 - 12:56 AM
It might be that the tiles have different measures and there is indeed some internal adjustment going on. Dunno how they solved it with the HRP model, but maybe it's worth taking a look.
This post has been edited by NightFright: 11 May 2019 - 01:07 AM
#907 Posted 11 May 2019 - 01:08 AM
EDIT: I missed that part "That Atomic Health is indeed amazing and easily one of your best creations yet. Thumbs up!" - wow, thanks man!
This post has been edited by Borion: 11 May 2019 - 04:16 AM
#908 Posted 11 May 2019 - 08:32 AM
I had the same problem with synchronizing pivots once. Eventually I gave up, made a video of it and calculated offsets from there, frame by frame.
Not the best solution, but it's good as a last resort.
#909 Posted 11 May 2019 - 09:58 AM
fgsfds, on 11 May 2019 - 08:32 AM, said:
You are right, I f***ed-up my reference gif for some reason.
Well, I would bet my life that atomic health bobed in game for last 23 years, so I haven't noticed...its good I did not bet my life on that - I would be dead now
Thanks for correction, Fgsfds!
fgsfds, on 11 May 2019 - 08:32 AM, said:
Not the best solution, but it's good as a last resort.
Brilliant idea! I'll do that.
#910 Posted 11 May 2019 - 03:13 PM
Is this maybe an issue of the offsets not altering each individual frame like the sprite??
#911 Posted 11 May 2019 - 05:29 PM
Photonic, on 11 May 2019 - 03:13 PM, said:
Yep, this is correct.
#912 Posted 12 May 2019 - 08:02 PM
#913 Posted 12 May 2019 - 09:27 PM
I spent a few minutes and aligned the atomic health
This post has been edited by Rellik: 12 May 2019 - 09:30 PM
#914 Posted 13 May 2019 - 12:46 AM
Jimmy 100MPH, on 12 May 2019 - 08:02 PM, said:
That would be great, I second that idea. Adjusting offsets for KVX sequences in SLAB6 is major PITA and generally huge waste of time. This time could be used on some creative stuff and real problems solving.
The only reason those variable offsets exists, is because sprites needed to be cropped on frame basis to be as small as possible back in 1996. We don't need such optimisations nowadays, I'm sure no one will ever play EDuke32 on 386 with 4 mb of ram. So flag for ignoring hardcoded per frame offset would be best.
Developers, please consider this feature request.
Rellik, on 12 May 2019 - 09:27 PM, said:
I spent a few minutes and aligned the atomic health
Thanks Rellik, but true problem here is in regard to KVX voxel models. The only method to adjust those is by using old & clunky SLAB6, and it doesn't support animation.
There is support for multi object editing & KVX import/export in Goxel, but pivot adjustment is impossible. Goxel is opensource, so if anyone is cabable & willing to look into that, please do.
#915 Posted 13 May 2019 - 04:53 AM
Can you post the files? It would make it easier to diagnose the issue if I could see exactly what your voxel pivots are compared to sprite offsets.
Do you use BAFED, Build ART files editor? It will display animations with offsets from sprites/art files.
#916 Posted 13 May 2019 - 05:23 AM
Photonic, on 13 May 2019 - 04:53 AM, said:
Can you post the files? It would make it easier to diagnose the issue if I could see exactly what your voxel pivots are compared to sprite offsets.
Do you use BAFED, Build ART files editor? It will display animations with offsets from sprites/art files.
I used BAFED couple of times in the past, long time ago. Looking at those offset values is a nice shortcut - thanks, Photonic!
Quote
I don't want to sound hostile, but why it is wrong? Making life of moders easier is wrong? IMHO it's better to think beyond the scope of this project, to let people do more than just visually enhance DN3D experience. It is easy for .def scripting gurus, but dumbasses like me would rather not fight design decisions from more than twenty years ago Otherwise it's better to use GZDoom or Unity to realise personal ideas - there you don't have to fight the tools.
Like Jimmy suggested, it could be just flag in .def file. Nothing destructive to original game code. Flexibility is way of progress, my friend
This post has been edited by Borion: 13 May 2019 - 05:25 AM
#917 Posted 13 May 2019 - 07:08 AM
Borion, on 13 May 2019 - 05:23 AM, said:
I guess what I meant was it's wrong that the engine forces a hack like that. As an option I'm all for a flag to ignore the original sprite offsets it seems likely to be a handy tool, but in this case if you made each frame the same as each sprite like it looks to me then the engine should be doing this offset for you to match the settings from the .art file or .def file if applicable.
#919 Posted 14 May 2019 - 10:17 AM
Urinal 0571 & 0573:
zipped KVX files: https://mega.nz/#!xm...I6pAIW6sVjG_uas
Lines for props.def:
voxel "voxels/props/0571_urinal.kvx" { tile 571 }
voxel "voxels/props/0573_brokenurinal.kvx" { tile 573 }
#921 Posted 14 May 2019 - 10:26 AM
NightFright, on 14 May 2019 - 10:21 AM, said:
Hahahah, thanks!
#922 Posted 14 May 2019 - 10:35 AM
This post has been edited by Phredreeke: 14 May 2019 - 10:35 AM
#923 Posted 14 May 2019 - 10:47 AM
Phredreeke, on 14 May 2019 - 10:35 AM, said:
Thanks!
Phredreeke, on 14 May 2019 - 10:35 AM, said:
Yeah, just please attribute this Voxel Pack project & my nickname. I need to promote my humble person a little bit more
EDIT: By the way, "Toilets of Build" - it is so damn funny
This post has been edited by Borion: 14 May 2019 - 10:52 AM
#924 Posted 14 May 2019 - 04:44 PM
KVX: https://mega.nz/#!k7...OFVq7042i1BQGsA
props.def line:
voxel "voxels/props/0685_stagelamp.kvx" { tile 685 }
#925 Posted 15 May 2019 - 04:21 AM
The atomic health looks really good. It looks better than the original sprite. The sprite looks weird because the electrons aren't centered in their orbit around the nucleus, but your voxel looks very refined. Is it an original work, or is it based off the hrp version?
This post has been edited by Radar: 15 May 2019 - 04:22 AM
#926 Posted 15 May 2019 - 05:14 AM
This post has been edited by Fox: 15 May 2019 - 05:14 AM
#927 Posted 15 May 2019 - 05:18 AM
This post has been edited by Radar: 15 May 2019 - 05:20 AM
#928 Posted 15 May 2019 - 06:03 AM
Radar, on 15 May 2019 - 04:21 AM, said:
Thanks man! I work as motion design freelancer & I have fine arts degree, so yeah. But "artist" is a word that has a lot of baggage...I prefer "pro visual enthusiast" ;D
I hope to move to game dev in near future, because I'm fed up doing things that burry me alive...retro gaming & 16-bit(ish) stuff were always part of my true passions.
Radar, on 15 May 2019 - 04:21 AM, said:
Like Fox said, it's original stuff. HRP Atomic Health is more loose interpretation of original (and really good one!!!).
You have a good eye, those electrons were indeed flying on "wrong" orbits, but good enough for flattened perspective.
First all flat parts needed to be separated and all missing pixels redrawn in Aseprite (2D animation program). After that I could throw this stuff into 'voxel realm'.
I had to work out few tricks to not fall into madness, like those red trajectories that you can see on screenshot reposted by Fox.
Here are some further screenshots that I prepared to illustrate process. I knew I might need them as a proof that its not some quick & dirty Poly2Vox conversion
Stage at witch all electrons were finished. Screenshot from Qubicle:
Separate(d) elements of roughly animated core before being painted by hand in Goxel:
Integration stage in Goxel, when slight adjustments of all objects were needed:
This post has been edited by Lunick: 15 May 2019 - 04:10 PM
#929 Posted 15 May 2019 - 06:06 AM
This post has been edited by NightFright: 15 May 2019 - 06:07 AM
#930 Posted 15 May 2019 - 06:18 AM
NightFright, on 15 May 2019 - 06:06 AM, said:
I hope there is not