Duke 3D Voxel Pack
#2251 Posted 19 May 2021 - 01:42 AM
#2252 Posted 19 May 2021 - 02:04 AM
Dzierzan, on 19 May 2021 - 01:42 AM, said:
Wall oriented sprites actually do appear as voxels, only floor aligned don't. Although the perfect solution would be some possibility to decide whether or not a particular sprite should appear as a voxel (e.g. I had to cut a lot of wall-aligned sprites used for shading in Submachine voxel version because they would appear as black transluscent voxels half-submerged in the walls ).
#2253 Posted 19 May 2021 - 02:23 AM
This post has been edited by Dzierzan: 19 May 2021 - 02:23 AM
#2254 Posted 19 May 2021 - 03:46 AM
can this be fixed in the future or is it a design restriction of the build engine?
#2255 Posted 20 May 2021 - 03:27 PM
#2256 Posted 20 May 2021 - 04:59 PM
This is not the first time I have seen some weird ass stuff going on in Raze and the voxel pack. Another example is this picture, where you can see the outline of the switch in the telephone.
Also, I know we all hate Nuclear winter however this looks like prime voxel material:
#2257 Posted 20 May 2021 - 09:53 PM
This post has been edited by NightFright: 20 May 2021 - 09:55 PM
#2258 Posted 19 June 2021 - 06:24 AM
And view from the bottom if anyone wonders:
This post has been edited by Dzierzan: 19 June 2021 - 06:26 AM
#2259 Posted 19 June 2021 - 02:52 PM
NightFright, on 20 May 2021 - 09:53 PM, said:
So this mean in the future we can play addons without issues? For example when I run Acropolis I encounter several graphical glitches when using voxels
#2260 Posted 19 June 2021 - 11:11 PM
This post has been edited by NightFright: 19 June 2021 - 11:42 PM
#2262 Posted 21 June 2021 - 02:12 AM
The remaining bigger ones:
- 1088 REACTOR (Can this be done with all the lightning?)
- 4570 DUKE BURGER
- 516 SATELITE
- 2491 DUKECAR
- 1352 MONK
- 1354 LUKE
- 4590 SNAKEP
- 1355 INDY
- 1356/1357 terminator
- 927 traffic light
- 4427 HOTMEAT
and of course the all the babes.....
#2263 Posted 21 June 2021 - 06:21 AM
Anyway, this is my current to do list. Some props I gave Borion as I know he started working on another camera and smaller satellite dish. It is also planned to go back and redo some old voxels, like a road cone.
#2265 Posted 21 June 2021 - 09:32 PM
This post has been edited by NightFright: 21 June 2021 - 09:32 PM
#2266 Posted 22 June 2021 - 05:05 AM
NightFright, on 21 June 2021 - 09:32 PM, said:
https://drive.google...iew?usp=sharing
#2268 Posted 22 June 2021 - 08:23 AM
#2269 Posted 22 June 2021 - 09:28 AM
Great model, everything here is really good. Although I can see that you totally changed the pole's color, it actually doesn't hurt it at all.
And you could have just zipped KVX model and upload it here as an attachment. Just for the future .
Quote
I believe it's unused in vanilla Duke.
This post has been edited by Dzierzan: 22 June 2021 - 09:31 AM
#2271 Posted 22 June 2021 - 01:35 PM
Dzierzan, on 22 June 2021 - 09:28 AM, said:
you might be right.... but there is a 3D model for it in the HRP .. so it might be used for user maps ...
This post has been edited by 0815Jack: 22 June 2021 - 01:35 PM
#2273 Posted 22 June 2021 - 11:30 PM
Dzierzan, on 19 June 2021 - 06:24 AM, said:
Great usage of the full bright purples.
#2274 Posted 25 June 2021 - 08:49 PM
https://dukenukem.fa...n_Duke_Nukem_64
#2276 Posted 09 July 2021 - 12:33 PM
This post has been edited by NightFright: 09 July 2021 - 12:40 PM
#2277 Posted 09 July 2021 - 12:42 PM
NightFright, on 09 July 2021 - 12:33 PM, said:
When I load the pictured area in E3L1, the mike voxel is perfectly still. Doesn't matter where I move or how long I wait. Possibly there is a specific eduke32 revision where it rotates, but the report doesn't say anything about what revision they are using.
#2278 Posted 09 July 2021 - 01:16 PM
#2279 Posted 09 July 2021 - 01:23 PM
NightFright, on 09 July 2021 - 01:16 PM, said:
I have the mic issue only with raze....
This post has been edited by 0815Jack: 09 July 2021 - 01:24 PM