Duke 3D Voxel Pack
#2071 Posted 19 December 2020 - 02:25 PM
#2072 Posted 20 December 2020 - 06:36 AM
And here's my prisonball voxel:
#2073 Posted 20 December 2020 - 09:45 AM
This post has been edited by NightFright: 20 December 2020 - 10:00 AM
#2075 Posted 20 December 2020 - 01:33 PM
And that's how the target looks on the other side:
#2076 Posted 20 December 2020 - 01:34 PM
Use it for yourself if you like it. I still use it today.
Attached File(s)
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email.wav (558.2K)
Number of downloads: 189
This post has been edited by Mark: 20 December 2020 - 01:36 PM
#2078 Posted 20 December 2020 - 02:04 PM
The reason why I added depth to the ducks is that I dunno all custom maps for Duke, so maybe somebody used them as bathducks or ducks on the lake. You get the idea.
EDIT: Exactly the same issue I had with Blood's duck and I also chose thicker duck as some mappers used those ducks as bathducks.
This post has been edited by Dzierzan: 20 December 2020 - 02:07 PM
#2079 Posted 20 December 2020 - 03:41 PM
#2080 Posted 20 December 2020 - 04:50 PM
#2081 Posted 20 December 2020 - 05:54 PM
Directly quoted from our convo:
Quote
#2082 Posted 20 December 2020 - 10:16 PM
AFAIK it's only possible to disable models/voxels so that only sprites are shown. It is not possible to turn off sprites entirely. You could only make its offset so high that it's outside of the map, I guess...
To me they look just fine without maphacks when checking ingame now, though.
Otherwise, all of Dzierzan's latest additions are on Github now.
This post has been edited by NightFright: 20 December 2020 - 10:36 PM
#2083 Posted 21 December 2020 - 01:12 AM
This might cause problems on custom maps. Unless I again made a mistake just like I did for the cannon.
BTW here's a knife voxel:
This post has been edited by Dzierzan: 21 December 2020 - 01:55 AM
#2084 Posted 21 December 2020 - 01:46 AM
This post has been edited by Dzierzan: 21 December 2020 - 01:47 AM
#2085 Posted 21 December 2020 - 01:49 AM
#2086 Posted 21 December 2020 - 01:53 AM
This post has been edited by Dzierzan: 21 December 2020 - 01:54 AM
#2087 Posted 21 December 2020 - 02:24 AM
I shouldn't really take the credit for that, as I only rotated the "normal" one and fixed issues caused by the rotation. I didn't even care to compare it to the original sprites too much, as I think it's better if standing one and on side one are the same, so it's consistent.
#2088 Posted 21 December 2020 - 03:28 AM
Both Dzierzan and DotK3D (who made the original wooden horse) will be credited for #1026.
#2089 Posted 21 December 2020 - 04:02 AM
Keep it on, it's a real pleasure to see your works.
Bravo à tous !
#2090 Posted 29 December 2020 - 03:35 AM
DotK3D, on 21 December 2020 - 04:02 AM, said:
Keep it on, it's a real pleasure to see your works.
Bravo à tous !
Thanks, DotK3D! Your mapping masterpieces never go unnoticed, even when I forget to click green plus (shame on me! )
Here is preview of latest object. As you can see folks, some gray tones are flickering. I did all I could to limit SLAB6 tendency to fuck-up palette. But with amount of colours & volume size of this object, most of my past workarounds don't work. It is definitely caused by SLAB6 colour palette sorting bug, I'm 100% sure - I spent like 6 hours making sure every single voxel is fitting palette and total amount of colours is smaller than half of DN3D palette (it used to be enough to deal with POS Slab6 palette handling^^)
Well, at least in this case we can imagine this flickering is caused by propeller being reflected by metallic surface of helicopter. I really can't do anything about it
I also had hard time setting right pivots. Original sprites don't have any offsets, so centering pivots should be fine - it wasn't. Might be caused by maphacks.
I think 1345 (non-animated static state of helicopter) is still off by few voxels.
I will post KVX frames as soon as helicopter falling from the sky will be finished (sprite 1346).
EDIT: To fit this model in KVX size limit, I had to shrink it about 15%. We may have to make up for it with voxel model scaling in .def file.
This post has been edited by Borion: 29 December 2020 - 03:47 AM
#2092 Posted 29 December 2020 - 08:10 AM
As You can see I changed couple of things. Like fifth blade of back propeller that is only present on sprite 1346 (inconsistency) or red circles on back propeller - not sure if author left them on purpose, they look like helping guides left by mistake/lack of time. There were also couple modifications needed to fit it in KVX limits, so no "pixel perfect" conversion this time
Models already send to cpt. NightFright, waiting for his "Aye!".
Voxel models
1345:
1337-1338:
1346:
This post has been edited by Borion: 29 December 2020 - 08:12 AM
#2093 Posted 29 December 2020 - 09:02 AM
Considering this is Duke's 2nd ride, I am thinking if voxelization of Duke's first ride is a good idea since you only see it in E1L1 for a brief moment.
EDIT: My space shuttle is not pixel perfect either, so no problem.
This post has been edited by Dzierzan: 29 December 2020 - 09:10 AM
#2094 Posted 29 December 2020 - 10:39 AM
#2095 Posted 29 December 2020 - 11:52 AM
#2096 Posted 30 December 2020 - 12:52 AM
Borion, on 29 December 2020 - 03:35 AM, said:
It's very nice but I think there is a confusion here (perhaps you thinking of ck3D) ?, I had never posts anything else than a few voxels (and perhaps 2-3 sprites). Certainly not maps ! (but maybe one day... , if I start mapping !)
Nice helicopter, though.
Happy new year in advance to all Duke's community !
#2097 Posted 30 December 2020 - 03:49 AM
DotK3D, on 30 December 2020 - 12:52 AM, said:
Nice helicopter, though.
Happy new year in advance to all Duke's community !
Yes, I confused You with ck3D - how intelligent
Still, thanks for kind input & happy new year, man!
#2098 Posted 30 December 2020 - 09:01 AM
1344 - propeller of wrecked heli
#2100 Posted 31 December 2020 - 01:03 PM
Borion, on 30 December 2020 - 09:01 AM, said:
Cool! Do we have 1340-1343 yet? Those do get used in maps and they don't seem to be on Nightfright's site.