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Duke 3D Voxel Pack

User is offline   Kyanos 

#1201

View PostNightFright, on 02 August 2019 - 12:18 PM, said:

Then again, I am not sure whether this specific voxel should actually be in the pack.

It does appear to have crossed the line into enemy territory, like Dan stated about vehicules it could be considered an exception, but then the recon patrol would sort of "have" to go with it. I'd bet Borion has already started it though :dukecigar:
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User is offline   NightFright 

  • The Truth is in here

#1202

Thing is, it also has parts of a voxelized Pigcop inside. Then a sprite version is coming out, and the inconsistency starts.

Don't get me wrong, it's great work, but you gotta draw the line somewhere. If this is included, there needs to be a way to turn it off. And actually it shouldn't be turned on by default.
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User is offline   Jimmy 

  • Let's go Brandon!

#1203

You can never have too many voxels. Even if they don't end up in the main pack, someone will use them. And how much space does a voxel take at most anyway? 1MB? You can include them in a "goodies" folder, even if they're not activated by default.
1

User is offline   Stripper 

#1204

Could just have the voxel tank but with a flat "window" of the pigcop inside the tank (just flat voxel face on the inside). Wouldn't be 100% accurate to the tank sprites but it might help with the disconnect of voxel to sprite?

edited for clarity

This post has been edited by Stripper: 03 August 2019 - 11:39 AM

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User is offline   mxrtxn 

#1205

This is more than a pure replacement of sprites by voxels, this is art. So f*cking beautiful..

If my time schedule ever improves I will learn to use the programs you recommended to me Borion.

Keep on voxelizing :dukecigar:
1

User is offline   Striker 

  • Auramancer

#1206

I have a challenging voxel if you want to try it Borion: The Palm Tree tops. There's already a voxel for the trunk, but none for the other half.

(BTW, I think you forgot to upload your updated BOTTLE7 sprite)
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User is offline   Borion 

#1207

View PostStriker, on 03 August 2019 - 01:33 PM, said:

I have a challenging voxel if you want to try it Borion: The Palm Tree tops. There's already a voxel for the trunk, but none for the other half.

(BTW, I think you forgot to upload your updated BOTTLE7 sprite)

I struggle with this one for a long time. I have no idea how to convert it to voxels and keep its irregular character.

I will fix & post BOTTLE7 when I will get home 1-2 days. I'm away ATM.
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User is offline   Striker 

  • Auramancer

#1208

Quote

I will fix & post BOTTLE7 when I will get home 1-2 days. I'm away ATM.

Sounds good.
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User is offline   Borion 

#1209

Fixed plant aka BOTTLE7:
https://mega.nz/#!Jj...jdJ9E7MmpPEDc4Y
1

User is offline   Borion 

#1210

Double Spotlight (1061, 1078)
Posted Image

Posted Image

both KVX:
https://mega.nz/#!Bn...lsNwhLWx0hTJ00s

voxel "voxels/props/1061_doublespotlight.kvx" { tile 1061 }
voxel "voxels/props/1078_doublespotlight.kvx" { tile 1078 }
14

User is offline   LeoD 

  • Duke4.net topic/3513

#1211

View PostBorion, on 07 August 2019 - 04:15 AM, said:

Double Spotlight (1061, 1078)
Nice work as usual. But I think they're too massive. Both that and the additional bars might look off at times, like when wall mounted. To me, the MD3 model seems closer to what's intended by the sprite.
Btw., tile0950 brokefirehydrent would be nice to have.
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User is offline   Borion 

#1212

View PostLeoD, on 07 August 2019 - 10:42 AM, said:

Nice work as usual. But I think they're too massive. Both that and the additional bars might look off at times, like when wall mounted. To me, the MD3 model seems closer to what's intended by the sprite.
Btw., tile0950 brokefirehydrent would be nice to have.

Thanks Leo, I will try to improve it based on your feedback.
About wall mounting, the pivot placement and whole back part were adjusted to account for eventual problems in such cases.
Of course I will correct all f***-ups if you guys find them in game :dukecigar:

View PostLeoD, on 07 August 2019 - 10:42 AM, said:

the additional bars might look off at times

Could you elaborate on this one?
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User is offline   LeoD 

  • Duke4.net topic/3513

#1213

View PostBorion, on 07 August 2019 - 10:51 AM, said:

Could you elaborate on this one?
Not really, because my memory didn't serve me well and I mixed up with a different wall mounted street light.

Something different:
There seems to be an issue with hidden voxel switches and Polymost. (Paul Bolduc's RCPD, right at the start)
Attached Image: rcpd-switch.jpg
1

User is offline   Jimmy 

  • Let's go Brandon!

#1214

I think the voxel looks great, but yeah maybe there should be an alternate one for flats.

As for the "hidden switch", yeah it's just a rendering error. It wasn't designed with the specific hurdles of voxels in mind. I'd think after Ion Fury is released some of these rendering errors may be alleviated in EDuke32.
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User is offline   Striker 

  • Auramancer

#1215

View PostLeoD, on 07 August 2019 - 11:17 AM, said:

Not really, because my memory didn't serve me well and I mixed up with a different wall mounted street light.

Something different:
There seems to be an issue with hidden voxel switches and Polymost. (Paul Bolduc's RCPD, right at the start)
Attachment rcpd-switch.jpg

This can be fixed by rotating the switch the opposite way. Voxels stop rendering from behind if they are one-sided. Maphack could potentially solve this as well.

View PostBorion, on 07 August 2019 - 10:51 AM, said:

Thanks Leo, I will try to improve it based on your feedback.
About wall mounting, the pivot placement and whole back part were adjusted to account for eventual problems in such cases.
Of course I will correct all f***-ups if you guys find them in game :dukecigar:


Could you elaborate on this one?

To be honest, I think it looks fine. More realistic to what those kinds of lamps look.

This post has been edited by Striker: 07 August 2019 - 08:03 PM

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User is offline   Borion 

#1216

View PostStriker, on 07 August 2019 - 08:01 PM, said:

To be honest, I think it looks fine. More realistic to what those kinds of lamps look.

Ok, thanks!
I already made some improvements to double spotlight. Will post it when I'm done.
Below rest of billboards. If I omitted any, please let me know.

Cheers

Posted Image
KVX: https://mega.nz/#!ty...039POUkjPCJyTzo
voxel "voxels/signs/4891_westore.kvx" { tile 4891 }


Posted Image
KVX: https://mega.nz/#!w2...5nV35uUsz_lK-1Q
voxel "voxels/signs/4956_funnyb.kvx" { tile 4956 }
8

User is offline   Borion 

#1217

Double Spotlight (1061, 1078) v2

Posted Image

But there is a problem with clipping, so I will probably have to change pivot placement or remove part of model. Damn.
Posted Image



both KVX:
https://mega.nz/#!gn...8FTsfACrrGbqALQ

This post has been edited by Borion: 09 August 2019 - 06:18 AM

7

User is offline   Jimmy 

  • Let's go Brandon!

#1218

I think it looks fine like that honestly.
0

User is offline   Borion 

#1219

Its not very good screenshot, doesn't show what is bad in obvious way, BlitZ. Anyway, glad you like the model.

I think I will just cut part of that cylinder that holds lamp, this small part that clips into the wall. I don't expect voxel clipping will be fixed anytime soon (maybe its even unfixable?), so it's better to just cut the model. It wont look as good while placed on a street pole, but won't be terrible.

Voxel sentry drone is almost done. I'm wondering if it will work. This enemy tend to stick to doors and elevators as close as possible and this may cause many issues. I guess we will find out soon :dukecigar:

EDIT: I just noticed some serious mistake in my drone.

This post has been edited by Borion: 10 August 2019 - 04:09 AM

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User is offline   Borion 

#1220

Almost finished
Posted Image

This post has been edited by Borion: 10 August 2019 - 07:01 AM

12

User is offline   LeoD 

  • Duke4.net topic/3513

#1221

View PostBorion, on 10 August 2019 - 07:00 AM, said:

Almost finished
:dukecigar: Next: gun turret (2350-2364)? :lol:
1

User is offline   Kyanos 

#1222

View PostLeoD, on 10 August 2019 - 07:21 AM, said:

:dukecigar: Next: gun turret (2350-2364)? :lol:

Seconded!
0

User is offline   Borion 

#1223

View PostLeoD, on 10 August 2019 - 07:21 AM, said:

:dukecigar: Next: gun turret (2350-2364)? :P

View PostPhotonic, on 10 August 2019 - 07:26 AM, said:

Seconded!

I'm not sure if it will look fine, on side view barrels are quite long. Model might look off at times.
But ok, I will try to make this one :lol:

This post has been edited by Borion: 10 August 2019 - 07:40 AM

1

User is offline   Striker 

  • Auramancer

#1224

Posted Image

Pivots looks fine to me, keep them as they are.
1

User is offline   MusicallyInspired 

  • The Sarien Encounter

#1225

You know, since there are no transparent sprites in Build 2, this pack would do wonders in converting Duke3D maps into Build 2 maps. Doing Hollywood Holocaust would be neat....once the game logic is all re-programmed in Evaldraw from scratch of course, which is certainly job and a half.

This post has been edited by MusicallyInspired: 11 August 2019 - 12:15 PM

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User is offline   Mark 

#1226

Do voxels take on a clipshape for blocking or do they replicate the original 2d sprite blocking?

If clipshapes, I wonder if previous maps might have blocking issues using voxels.

This post has been edited by Mark: 11 August 2019 - 02:14 PM

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User is offline   Danukem 

  • Duke Plus Developer

#1227

Nothing is going to have a clipshape unless you give it one.
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User is offline   Striker 

  • Auramancer

#1228

Voxels have no effect on collision detection. Everything goes by the original sprite's rules, the voxel is only visual.

This post has been edited by Striker: 11 August 2019 - 02:33 PM

0

User is offline   Mark 

#1229

OK. thanks for the info.
0

User is offline   pacman 

#1230

if we get all sprites done it will be the equivalent on man going to mars
0

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