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Duke 3D Voxel Pack

User is offline   jkas789 

#1771

My body is ready for the new voxels.
0

User is offline   mxrtxn 

#1772

View Postjkas789, on 03 October 2020 - 09:01 PM, said:



Your wish is my comand:

Posted Image

DOWNLOAD LINK:

http://www.mediafire...l_Pack.rar/file


P.S. Dear community a user noticed that some non item voxels are kind of floating like the cooler and the radio, I checked the pivots in slab6 and found no issue. Let me know how it is working for you guys. BTW I dunno how to properly replace the non-item voxels (in shadow warrior is extremely easy using the voxfil file), I just replaced the names with the voxel names of the normal duke voxel pack (which unfortunalely also replaces the voxels for the normal duke nukem).

Any help of how to properly replace all the voxel for this partcular addon will be appreciated and also included in a readme file in future updates for the rest of fans.

THANKS


This post has been edited by mxrtxn: 04 October 2020 - 07:10 AM

6

User is offline   NightFright 

  • The Truth is in here

#1773

I have already created a subdir for the Caribbean voxels on Github and will rename them appropriately to reflect any changed item name. And I am sure Hendricks will find a way to load addon-specific contents automatically in some way.
3

#1774

Love the new art!
0

User is offline   NightFright 

  • The Truth is in here

#1775

New voxels have been added to Github.
2

User is offline   Borion 

#1776

Hi again fellas!

You keep this thread very busy lately. Great to see such insistence on pushing things forward :)
@Martin - Those models kicks ass, man!

I restarted work on DN64 pickups & weapons. Hope to post some stuff soon.
Cheers
1

User is offline   Dzierzan 

#1777

Quote

I restarted work on DN64 pickups & weapons. Hope to post some stuff soon.


Heh, I wanted to voxelize N64 SMG pickup, but I guess I'll let you do it. I better stay with Blood and Dark Forces voxels ^^.
0

User is offline   Borion 

#1778

View PostDzierzan, on 05 October 2020 - 06:38 AM, said:

Heh, I wanted to voxelize N64 SMG pickup, but I guess I'll let you do it. I better stay with Blood and Dark Forces voxels ^^.

Do it if You want, Dzierzan. There is no competition or some kind of exclusivity :) More fellow voxel makers the better.

@Dark Forces - sounds tasty, really good game with some great assets.
Incredible how little this game is known comparing to other FPS "juggernauts" of the era.
0

User is offline   Phredreeke 

#1779

I'd say Dark Forces is pretty well known, it even got a PS1 port. Maybe nu-Star Wars fans want to sweep it under the rug as it contradicts Rogue One...
1

User is offline   NightFright 

  • The Truth is in here

#1780

Plot twist: It weren't the right plans, but they didn't tell Katarn since otherwise he would have never worked for the Alliance ever again. :)
1

User is offline   Dzierzan 

#1781

N64 Shotgun:

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11

User is offline   Dzierzan 

#1782

More!

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Also, shotty and SMG voxels are in the attachment (vox format).

Attached File(s)


11

User is offline   jkas789 

#1783

DN64 voxels? Oh that is interesting interesting! I assume if they were implemented they would work on the DN64 mod not on the renukem "version" right?
0

User is offline   Dzierzan 

#1784

Quote

I assume if they were implemented they would work on the DN64 mod not on the renukem "version" right?


Well, maybe for DN64 mod or RedNukem. I just made them for fun and you all are free to use them as you want.

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Attached File(s)



This post has been edited by Dzierzan: 05 October 2020 - 12:36 PM

10

User is offline   Dzierzan 

#1785

Grenade Launcher

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Attached File(s)


11

User is offline   Dzierzan 

#1786

RPG

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Attached File(s)


8

User is offline   Borion 

#1787

First Martin, now you Dzierzan...what got into you guys?! :) Good stuff.
1

User is offline   Dzierzan 

#1788

Detronizing you! Nah, it's ok, I'll let you voxelize Shrinker/Expander ^^.
1

User is offline   Phredreeke 

#1789

Time to bug NukeYKT to add voxels to Rednukem's DN64 renderer? :)
1

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#1790

View PostDzierzan, on 06 October 2020 - 03:53 AM, said:

Posted Image

That could be used to make a better widescreen sprite

It would be helpful if you could move it to align with this image

Posted Image

This post has been edited by Fox: 06 October 2020 - 05:26 AM

0

User is offline   Borion 

#1791

View PostDzierzan, on 06 October 2020 - 05:05 AM, said:

Detronizing you! Nah, it's ok, I'll let you voxelize Shrinker/Expander ^^.

Yes, I felt disturbance in the force. Rebel scum! (see, I got Twitter too:P)

View PostPhredreeke, on 06 October 2020 - 05:10 AM, said:

Time to bug NukeYKT to add voxels to Rednukem's DN64 renderer? :)

Word!
1

User is offline   Dzierzan 

#1792

Is there some kind of list for Duke Nukem 3D voxels? You know, done and not done.
1

User is offline   NightFright 

  • The Truth is in here

#1793

Well, you can see what is done by looking at the Github file structure. Pickups are done, which was the most important part. Now it's "only" about props.
1

User is offline   Dzierzan 

#1794

Cool, let me check all the stuff, maybe I'll do a few voxels for Duke Nukem 3D.
2

User is offline   Jimmy 

  • Let's go Brandon!

#1795

We love all you voxel artists out there.
3

User is offline   Dzierzan 

#1796

Posted Image

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9

User is offline   Borion 

#1797

View PostDzierzan, on 07 October 2020 - 08:06 AM, said:

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I don't want to be rude, but those models are not lit on the sides, Dzierzan. Subject of lighting was discussed more than once on this thread.
Please keep that in mind. Otherwise its just making flat sprites fat... :)
0

User is offline   Dzierzan 

#1798

Isn't that the goal of voxelization? Keep as many pixels true to the original as possible? I know sides are not looking that good, but I am not that good brighting them up.
0

User is offline   Jimmy 

  • Let's go Brandon!

#1799

Considering they're most often used directly next to walls in both the original maps and most usermaps, I think the lighting looks fine.
2

User is offline   Aleks 

#1800

Agree with what Jimmy said - I'm actually a complete voxel ignorant, but as a mapper I think it would be more useful to have them already with some shade at the voxel stage - people can just rotate them accordingly to the lightsource in Mapster.
2

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