Duke 3D Voxel Pack
#1411 Posted 04 February 2020 - 04:04 PM
This post has been edited by Jimmy: 04 February 2020 - 04:05 PM
#1412 Posted 04 February 2020 - 08:35 PM
I don't know if this issue was already addressed, or when it became a problem:
Started clean-up on the AA episodes for the upcoming release. Noticed that tile # 132 switch was visible on soda machines and stuff in the Caribbean addon, even though they were one sided and orientated away from the player.
Not sure if this is just an AA thing, or a universal thing with that voxel.
someone might want to double check and do any maphack adjustments necessary.
using r8603
(sorry, wrong pics attached)
Good chance that there's no issue but just a courtesy post.
The switches were fine in the last release of AA, but since then the voxel was updated and included with AA & during that time the one-sided switch became visible on both sides.
This post has been edited by Forge: 04 February 2020 - 09:18 PM
#1413 Posted 04 February 2020 - 11:04 PM
#1414 Posted 05 February 2020 - 12:02 AM
NightFright, on 04 February 2020 - 11:04 PM, said:
Are maphacks supposed to apply when a map is loaded in mapster, or only in game? I've only started paying attention to them recently and I'm not sure. I can tell you they are not being applied in mapster (at least in our project), even though mapster is loading the same duke3d.def and they are working in game.
#1415 Posted 05 February 2020 - 05:07 AM
eduke32 = maphacks loaded
but
mapster = no maphacks loaded
launching test from mapster also = no maphacks loaded - so a false positive on problems
a cursory glance at the vacation maphacks in the hrp svn show no uses of corrections to tile # 132 for vaca1.map (any version), which had issues on our end (several maps in the episode had issues)
not sure if this is the maphack that is used with voxel paks, or if the current svn is up to date
This post has been edited by Forge: 05 February 2020 - 05:21 AM
#1416 Posted 05 February 2020 - 05:28 AM
#1417 Posted 05 February 2020 - 05:42 AM
This post has been edited by NightFright: 05 February 2020 - 05:42 AM
#1418 Posted 05 February 2020 - 05:51 AM
Phredreeke, on 05 February 2020 - 05:28 AM, said:
Not in the original 4 episodes. Those are provided by the player with their grp file.
But for DC and Caribbean, yes.
We did manually go through and edit the sprites to render them invisible.
We never used the maphacks for DC and Caribbean because they were so heavily edited.
I simply dropped a courtesy note when it was noticed that the switch, which was not visible in the last AA release, was now visible with the last voxel update.
The switch was not specified in the maphack file for vaca1.map in the hrp svn. It's an assumption that it probably isn't addressed in most maphack files for the vaca maps. (& possibly DC as well, though I didn't find any issues with those on our end)
This was just a heads up, maybe check it out to see if it's okay in the voxel pak + 'vanilla' version of Caribbean
If there are no issues, then super. Disregard.
This post has been edited by Forge: 05 February 2020 - 06:11 AM
#1419 Posted 06 February 2020 - 01:02 PM
Trooper Dan, on 02 February 2020 - 05:13 PM, said:
Borion, on 03 February 2020 - 01:38 AM, said:
Radar 100 Watts, on 03 February 2020 - 08:28 AM, said:
Borion, on 03 February 2020 - 01:38 AM, said:
The Watchtower, on 04 February 2020 - 04:49 AM, said:
The Watchtower, on 04 February 2020 - 04:49 AM, said:
The Watchtower, on 04 February 2020 - 04:49 AM, said:
The Watchtower, on 04 February 2020 - 04:49 AM, said:
Forge, on 05 February 2020 - 05:07 AM, said:
eduke32 = maphacks loaded
but
mapster = no maphacks loaded
launching test from mapster also = no maphacks loaded - so a false positive on problems
The Watchtower, on 04 February 2020 - 04:49 AM, said:
not sure if this is the maphack that is used with voxel paks, or if the current svn is up to date
@Borion/@NightFright
The tile 0558 egg (user maps only) is almost identical to tile0675. (If you look veeery closely, 675 is 558 starting to crack.) I propose voxel "voxels/monsters/0675_slimeregg1.kvx" { tile 558 } as an inexpensive addition.
Like Striker proposed it, using the same model(-rotation) for both chair1/2 (no arms btw ) is the way to go IMO. Same goes for chair3 (680-684). Many thousand chairs have been taken care of under this assumption so far.
In order to get the most (well, everything) out of existing *.mhk we should urge the devs to make pitch, roll, and md[x|y|z]off work for voxels, too. NBlood has provided some new maphack commands recently, which allow for moving voxmodels. Those were probably easier to implement, but they're less powerful and less intuitive (from my maphacker's point of view) than EDuke32's as well. And they aren't compatible to existing *.mhk contents.
This post has been edited by LeoD: 06 February 2020 - 01:08 PM
#1420 Posted 06 February 2020 - 01:51 PM
LeoD, on 06 February 2020 - 01:02 PM, said:
Sure it is. Ideally, the maphacks should have been designed correctly from the very beginning. That way, artists could have a trustworthy set of maphacks that will work with any properly designed model or voxel. But obviously with the HRP that wasn't the case because the HRP was filled with crap that would never be fixed. This is an opportunity to do it right. I even mentioned a few pages ago that I can help with the effort, but nobody acknowledged it. Which sprites need to be adjusted for having different orientation/pivots than their HRP counterpart?
This post has been edited by Radar 100 Watts: 06 February 2020 - 04:13 PM
#1421 Posted 06 February 2020 - 04:35 PM
Shit like this is exactly why I hate the HRP.
#1422 Posted 06 February 2020 - 05:48 PM
Radar 100 Watts, on 06 February 2020 - 01:51 PM, said:
Radar 100 Watts, on 06 February 2020 - 01:51 PM, said:
Radar 100 Watts, on 06 February 2020 - 01:51 PM, said:
Radar 100 Watts, on 06 February 2020 - 01:51 PM, said:
Radar 100 Watts, on 06 February 2020 - 01:51 PM, said:
Additional reading - slightly edited excerpt from hrp_todo.txt:
Is it possible to run Mapster32 in batch mode on a bunch of *.maps, and write out all used sprites/tilenums to corresponding files?
That might be a first step on a feasible path towards patching angles in the existing *.mhks with reasonable effort and number of errors.
#1423 Posted 06 February 2020 - 06:10 PM
#1424 Posted 06 February 2020 - 06:20 PM
LeoD, on 06 February 2020 - 05:48 PM, said:
>implying whoever is making maphacks is working on the renderer
Why don't you fix Polymer instead of arguing on the internet then?
#1425 Posted 06 February 2020 - 06:40 PM
LeoD, on 06 February 2020 - 05:48 PM, said:
Yes, I've done this (except my m32 script was different, dumptiles is the function in a.m32 iirc...)
1) custom mapster32.exe that forces save/quit on "esc"
2) m32autoexec to call the script
3) edit the script to do it's thing then call "esc"
4) batch file to autorename between mapster runs
You may be able to do it with a vanilla m32 if you don't need to save the maps. It's just a matter of getting the .m32 script to close mapster. I'm not sure, when I did it I was processing maps, I knew .m32 script wasn't going to let me save & quit.
This post has been edited by Photonic: 06 February 2020 - 06:48 PM
#1426 Posted 06 February 2020 - 07:16 PM
LeoD, on 06 February 2020 - 05:48 PM, said:
That might be a first step on a feasible path towards patching angles in the existing *.mhks with reasonable effort and number of errors.
gamevar variable 0 0 defstate list_sprites for variable allsprites { addlogvar variable addlogvar sprite[variable].picnum } ends onevent EVENT_KEYS2D ifeitherctrl { ifhitkey KEY_W { state list_sprites } } endevent
I'm thinking of re-doing E1L1 just to see how feasible it is.
#1427 Posted 08 February 2020 - 03:23 AM
LeoD, on 06 February 2020 - 01:02 PM, said:
The tile 0558 egg (user maps only) is almost identical to tile0675. (If you look veeery closely, 675 is 558 starting to crack.) I propose voxel "voxels/monsters/0675_slimeregg1.kvx" { tile 558 } as an inexpensive addition.
Like Striker proposed it, using the same model(-rotation) for both chair1/2 (no arms btw ) is the way to go IMO. Same goes for chair3 (680-684). Many thousand chairs have been taken care of under this assumption so far.
In order to get the most (well, everything) out of existing *.mhk we should urge the devs to make pitch, roll, and md[x|y|z]off work for voxels, too. NBlood has provided some new maphack commands recently, which allow for moving voxmodels. Those were probably easier to implement, but they're less powerful and less intuitive (from my maphacker's point of view) than EDuke32's as well. And they aren't compatible to existing *.mhk contents.
Slimer Egg - I will look into that, thanks for pointing that out. Will post sth soon.
Please don't change pivots/rotations of KVX files to adjust them to HRP, guys. It will make those files HRP compatible only. They will be broken for other engines or mods. I think assets should be always kept "neutral". Voxel Pack contents got to be easy to use in other projects, am I wrong?
Can we at least consider alternatives? Thanks in adv
@pitch, roll, and md[x|y|z]off work for voxels - yes, would be so damn nice to have these working.
EDIT:
Almost all missing glass objects are done.
This post has been edited by Borion: 08 February 2020 - 03:32 AM
#1428 Posted 08 February 2020 - 05:38 AM
If they don't match the HRP then we'll end up needing a separate set of maphacks, when right now the voxel pack gets it for free from the HRP.
However I think one compromise solution would be if voxel definitions would allow adjusting pivot and rotation the same way maphacks does. Then Borion could ship voxels in a neutral state, they get adjusted to match HRP in the def file, and then the existing maphacks could be used.
#1429 Posted 08 February 2020 - 08:47 AM
#1430 Posted 08 February 2020 - 10:33 AM
Commando Nukem, on 08 February 2020 - 08:47 AM, said:
#1431 Posted 08 February 2020 - 06:56 PM
Rather than pleasing some hard core forum nerds, it has usually been my goal to act in favour of the actual (and casual) players of Duke Nukem 3D, and to keep things in a usable state. Starting from Polymost HRP reanimation (while Polymer seemed the real deal), over DukePlus NixFix to autoload-friendly episodes, etc..
A Voxels for Maphacks Pack is inevitable for the time being. Don't bother, anyone, I'll do it myself.
#1433 Posted 08 February 2020 - 07:26 PM
LeoD, on 08 February 2020 - 06:56 PM, said:
I checked in SLAB6 and many voxels are currently facing the wrong orientation to accommodate for the HRP maphacks. I would highly recommend you ensure the voxels are fixed before editing the maphacks.
Again dude, let me know if you need any help.
#1434 Posted 09 February 2020 - 02:06 AM
#1435 Posted 09 February 2020 - 08:38 AM
One of them:
bottle11 (1158)
After uploading the gif I noticed some strange grey horizontal line over one of handles. That will be fixed before model upload.
#1436 Posted 09 February 2020 - 08:57 AM
In terms of real life, looks like both types are common:
#1437 Posted 09 February 2020 - 09:16 AM
Fox, on 09 February 2020 - 08:57 AM, said:
In terms of real life, looks like both types are common
Exactly, Fox. Was thinking which one is right for a long time. I chose more practical variant.
This post has been edited by Borion: 09 February 2020 - 11:06 AM
#1439 Posted 09 February 2020 - 11:27 AM
#1440 Posted 09 February 2020 - 11:52 AM
Striker, on 09 February 2020 - 11:27 AM, said:
Maybe yes, maybe not. This sprite is like Mona Lisa, you can't be sure what hides behind those pixels... ;D