Duke 3D Voxel Pack
#2191 Posted 04 February 2021 - 08:49 PM
#2192 Posted 04 February 2021 - 10:40 PM
Micky C, on 04 February 2021 - 08:49 PM, said:
Look, I just slapped a shitty texture onto an old cube model as a placeholder, I was hoping for a voxel to look a bit better than that and I thought the experts might be able to come up with something. Dzierzan cranks out better voxels in his sleep than anything the command line tool would make.
EDIT: I will do that as a last resort, though.
#2194 Posted 18 February 2021 - 08:54 AM
As far as Borion is concerned, he is taking a creative break. Can't blame him for that. It's not like I expected this output level to be maintained indefinitely.
#2195 Posted 20 February 2021 - 02:53 PM
0815Jack, on 18 February 2021 - 06:18 AM, said:
Fine! Here's a lousy WT voxel:
This post has been edited by Dzierzan: 20 February 2021 - 02:53 PM
#2196 Posted 21 February 2021 - 02:45 AM
Dzierzan, on 20 February 2021 - 02:53 PM, said:
thx Dzierzan ... I didn't mean to push anyone... was just wondering and your new voxel isn't lousy ...
This post has been edited by 0815Jack: 21 February 2021 - 02:46 AM
#2197 Posted 21 February 2021 - 03:47 AM
This post has been edited by NightFright: 21 February 2021 - 03:48 AM
#2198 Posted 21 February 2021 - 05:53 PM
#2200 Posted 24 February 2021 - 10:45 AM
#2201 Posted 24 February 2021 - 02:41 PM
I tested with the atomic edition and it works fine.
#2202 Posted 24 February 2021 - 02:54 PM
#2203 Posted 24 February 2021 - 02:58 PM
NightFright, on 24 February 2021 - 02:54 PM, said:
Yes I am, so that's the problem, but is there any way to play world tour without the stopgap? Because I saw some people using the voxels while playing world tour
#2204 Posted 24 February 2021 - 03:41 PM
include duke3d_maphacks.def
include duke3d_voxels.def
to e32wt.def to get it to work?
#2205 Posted 24 February 2021 - 03:48 PM
Lunick, on 24 February 2021 - 03:41 PM, said:
include duke3d_maphacks.def
include duke3d_voxels.def
to e32wt.def to get it to work?
This is the answer. I use the Voxel pack with the eduke32 stopgap fingers crossed for it someday getting integrated into eduke32 properly
#2208 Posted 25 February 2021 - 03:02 AM
#2210 Posted 25 February 2021 - 06:04 AM
#2211 Posted 25 February 2021 - 02:20 PM
#2214 Posted 28 February 2021 - 09:46 AM
#2215 Posted 03 March 2021 - 07:21 PM
#2216 Posted 03 March 2021 - 10:20 PM
#2217 Posted 03 March 2021 - 10:49 PM
NightFright, on 03 March 2021 - 10:20 PM, said:
Well that's why I was asking if it was possible to detect if the sprite was being rendered flat before applying the voxel to it. I'm talking more in the context of user maps, where probably every single sprite has been used as a decal at least once, including ammo pickups and the like.
Let's use the radio tower antennae thing as an example. In normal Duke 3D, when you see it on top of a building or whatever, the sprite will always turn to face you because it's supposed to "exist in the world." But then in a user map, say someone used a bunch of sprites to build a fake photograph on the wall. When it's used like this, the sprite is set to not always face you, because it's intended to be flat.
I'm asking if whatever code that must already exist to render that sprite as flat in the first place could be intercepted and read by the voxel code so it knows to not apply the model to it.
I might be explaining this poorly...
#2218 Posted 04 March 2021 - 03:27 AM
#2219 Posted 04 March 2021 - 07:17 AM
Dzierzan, on 04 March 2021 - 03:27 AM, said:
Yeah.
Oh well. Figured I'd ask. It's still an excellent pack all the same. Maybe this particular aspect is something for the eduke devs to tackle.