Duke 3D Voxel Pack
#2041 Posted 06 December 2020 - 07:08 AM
Why did you remove the maphack I created for the Duf Beer?
Without it looks like it:
I did angoff = 0 by purpose because that way the airship will be positioned parallel to the stadion. Unless you and people think it's better as seen above.
Anyway, here's another voxel:
Some kind of air vent on ships I guess (only found in E4L9)
This post has been edited by Dzierzan: 06 December 2020 - 07:27 AM
#2042 Posted 06 December 2020 - 08:43 AM
This post has been edited by NightFright: 06 December 2020 - 08:45 AM
#2043 Posted 06 December 2020 - 09:18 AM
NightFright, on 06 December 2020 - 04:54 AM, said:
That's the entry that fixes that toilet. I can only think of two reasons why it wouldn't work: Either the maphack file isn't loaded (but then there are also other mistakes), or another file or entry counteracts the fix (e.g. sprite 89 angoff -512).
So it appears the maphack file for that particular level isn't loaded when I play through the episode normally or when I launch the episode and then skip to Freeway. When I use 'map e3l11' in the main menu, the maphack loads fine.
jkas789, on 06 December 2020 - 05:22 AM, said:
#2044 Posted 06 December 2020 - 09:45 AM
#2046 Posted 06 December 2020 - 11:53 AM
NightFright, on 03 December 2020 - 10:24 PM, said:
Its a Blimp. Zeppelins are rigid air frames.
#2047 Posted 06 December 2020 - 10:25 PM
Project is now also on ModDB. If you have a nice preview image for me to replace the rather bland one I am using now, feel free to share it here. Will gladly use it if it's showing some nice voxels.
This post has been edited by NightFright: 07 December 2020 - 01:40 AM
#2048 Posted 07 December 2020 - 03:31 AM
This post has been edited by Dzierzan: 07 December 2020 - 04:15 AM
#2049 Posted 07 December 2020 - 03:59 AM
#2050 Posted 07 December 2020 - 04:19 AM
#2051 Posted 07 December 2020 - 04:24 AM
#2052 Posted 07 December 2020 - 08:49 AM
NightFright, on 07 December 2020 - 04:24 AM, said:
Some screenshots I took that have no artistic sense whatsoever but could be useful.
Also while exploring E1L2 for photogenic places I came across some maphack errors.
#2053 Posted 07 December 2020 - 08:51 AM
When checking the '3drealms_mhk.def' file and scrolling down to the World Tour section, you can see links to maphacks that don't exist, for example "maphacks/3drealms/E1L2_polymost.mhk". There are no '_polymost' mhk-files. Simply deleting '_polymost' from every link fixes it and the maphacks load fine.
#2054 Posted 07 December 2020 - 09:51 AM
If anyone else is using WT and wants to report maphack problems: Please hold your horses until this is fixed.
*Update #1*
Done. Please get latest Github release before testing again. However, I think it's actually better to rather restore the maphacks I did not include. Atomic definitions include light definitions for Polymer. WT doesn't need those since the maps have their own lights already implemented. I will clone the Atomic maphacks and remove light defs for WT so no recent adjustments are lost.
*Update #2*
Fixed for good now. World Tour support restored in all its glory.
This post has been edited by NightFright: 07 December 2020 - 01:28 PM
#2055 Posted 07 December 2020 - 02:59 PM
I had to take some creative liberties. Originally this object is based on antennas from Very Large Array, place in New Mexico (detective work done by Jimmy). I think graphic designer that worked on this sprite tried to clean intricate structure of support beams & catwalks to make it fit low resolution. Otherwise it would be a pixel pulp. You can especially see his work on dish support beams. So I had to change some things while making it a 3D object, but tried to keep all it in spirit of real world antenna+original sprite.
Photos of antennas from V.L.A. for comparison:
Here current state of antena dish:
EDIT: just to make it clear, graphic in left upper corner of preview is original sprite
This post has been edited by Borion: 07 December 2020 - 03:09 PM
#2056 Posted 08 December 2020 - 12:17 AM
#2057 Posted 08 December 2020 - 11:12 AM
Dzierzan, on 08 December 2020 - 12:17 AM, said:
Thats a pitty that we don't make mod for Mindcraft, these would come in handy Thanks for kind words, man!
About antenna, still have some work on correcting stuff that were f.. up by rotating parts of model. Again I need to compromise on few things Those steel beams under dish are thin & irregular, so are very sensitive to rotation even on "friendly" angles like 45 or 30 degrees. You rotate stuff on two axis and part of model starts to be heavly distorted, you get holes, colour mismatches...who cares if angles are perfect if model looks like shit, right? I might have to settle on pitching dish but don't rotate it 30 degrees on Z angle like sprite suggest. So we can rotate it later with maphacks. Still one mistake remains - I made basis as on sprite, but top part has neutral angle, damn.
This post has been edited by Borion: 08 December 2020 - 11:20 AM
#2059 Posted 09 December 2020 - 08:32 AM
There is one technical issue left. In game there are little holes(?) or broken geometry (flipped normals?) near dish edge. In SLAB6 all is correct, so something goes bad when game converts KVX files to meshes (theory). Only solution that comes to my mind, is manually smoothing surface of dish, so mesh is simpler and less likely to f...k up.
EDIT: this holes are not going through the whole model. They only appear on bottom part of dish, letting you see upper part of dish from the inside.
EDIT2: "Manualy smoothing surface" - of course I mean voxel model
This post has been edited by Borion: 09 December 2020 - 09:08 AM
#2060 Posted 09 December 2020 - 04:22 PM
Borion, on 09 December 2020 - 08:32 AM, said:
How many voxels thick is the dish there. If its only one that may be the issue.
#2061 Posted 09 December 2020 - 08:26 PM
Borion, on 09 December 2020 - 08:32 AM, said:
There is one technical issue left. In game there are little holes(?) or broken geometry (flipped normals?) near dish edge. In SLAB6 all is correct, so something goes bad when game converts KVX files to meshes (theory). Only solution that comes to my mind, is manually smoothing surface of dish, so mesh is simpler and less likely to f...k up.
EDIT: this holes are not going through the whole model. They only appear on bottom part of dish, letting you see upper part of dish from the inside.
EDIT2: "Manualy smoothing surface" - of course I mean voxel model
If the classic mode looks well, the culprit might be the mesh conversion or Z-buffering issues. I guess the dish is too thin causing the back voxels to pop out. If the glitch depends on sprite's scale or distance, that's the case.
Otherwise this looks magnificent, I love the attention to detail and overall style coherence. Can't imagine the amount of effort it takes to identify the exact source of every game object and accurately reproduce each sprite in 3D by hand. You guys are the best!
One question: does the devastator ammo lack the mips for a reason, or that was done by mistake and should be corrected?
This post has been edited by Jan Satcitananda: 09 December 2020 - 08:27 PM
#2062 Posted 14 December 2020 - 07:59 AM
You though you were being sneaky and we would not notice that you posted the Duke Nukem 3D Voxel Pack on Moddb huh?
Well I noticed.
Congrats on the Moddb release. Hope it gets a lot of attention and downloads! All you guys deserve it for the awesome work.
#2063 Posted 14 December 2020 - 08:14 AM
(On a side note: The Authentic Quake model project was placed on ModDB on the same day.)
This post has been edited by NightFright: 14 December 2020 - 08:15 AM
#2064 Posted 14 December 2020 - 12:53 PM
#2065 Posted 14 December 2020 - 01:42 PM
#2066 Posted 14 December 2020 - 04:07 PM
NightFright, on 14 December 2020 - 08:14 AM, said:
Off-topic but I'm a huge fan of that project
#2067 Posted 17 December 2020 - 05:15 AM
#2068 Posted 17 December 2020 - 05:33 AM
This post has been edited by NightFright: 17 December 2020 - 06:33 AM