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Duke 3D Voxel Pack

User is offline   Dzierzan 

#2371

I didn't cause I didn't notice it to be honest. Anyway it looks like this in Classic renderer (this is the curved model of course). So Polymost does something weird. And I strongly doubt that anyone from eduke32 will fix it or even try. For one voxel? For one person? Nah.

Posted Image

This post has been edited by Dzierzan: 23 October 2021 - 11:37 AM

0

User is offline   NightFright 

  • The Truth is in here

#2372

Wouldn't be so sure about it. A lot of the issues we reported over in the Addon Compilation thread were forwarded by Doom64hunter and most of them got solved pretty quickly after that.
2

User is offline   Jimmy 

  • Let's go Brandon!

#2373

It could also have a root cause that applies to other issues.

Great work though dude. You are a hero.
1

User is offline   Striker 

  • Auramancer

#2374

View PostDzierzan, on 23 October 2021 - 11:36 AM, said:

And I strongly doubt that anyone from eduke32 will fix it or even try. For one voxel? For one person? Nah.

Voidpoint.io exists for a reason. Here: https://voidpoint.io...duke32/-/issues

Report issues there. Also, it's pretty clear it isn't just one voxel that gets cocked up in polymost, seems all flipped voxels have the issue if they aren't just one unit thick.

Bugs not getting fixed in EDuke32 isn't for lack of giving a shit, it's because a lot of people either don't report them on the issue tracker, or don't provide enough information to diagnose it.
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User is offline   Dzierzan 

#2375

Posted Image
7

User is offline   Striker 

  • Auramancer

#2376

Been putting work into improving the polymost voxel code myself.

https://voidpoint.io...uests/167/diffs

This doesn't fix the texture coordinate issue (which I will check soon), but it does fix the fact that KV6 voxels don't have nightvision and pal tints applied.
7

User is offline   NightFright 

  • The Truth is in here

#2377

Github sync done.
0

User is offline   LeoD 

  • Duke4.net topic/3513

#2378

View PostDzierzan, on 24 October 2021 - 11:58 AM, said:

Spoiler
Sorry, but no. This isn't it.
The outline is not square:
Attached Image: baustelle-lampe-25319838.jpg

Attached File(s)


1

User is offline   NightFright 

  • The Truth is in here

#2379

Yeah, it's one of those construction site warning lights. Also makes sense since its tilenum is among other construction site-related tiles, e.g. the wooden horse.
0

User is offline   Ninety-Six 

#2380

Incidentally, do they actually appear anywhere in the official levels, or was it an unused tile like the parking meters and stoplights?
0

User is offline   LeoD 

  • Duke4.net topic/3513

#2381

View PostNinety-Six, on 25 October 2021 - 09:21 AM, said:

Incidentally, do they actually appear anywhere in the official levels, or was it an unused tile like the parking meters and stoplights?
Unused (at least pal 0). Besides WorldTour E5L5, which is more like a user map in this regard.
0

User is offline   Dzierzan 

#2382

Updated:

Posted Image
8

User is offline   Striker 

  • Auramancer

#2383

View PostDzierzan, on 23 October 2021 - 11:36 AM, said:

I didn't cause I didn't notice it to be honest. Anyway it looks like this in Classic renderer (this is the curved model of course). So Polymost does something weird. And I strongly doubt that anyone from eduke32 will fix it or even try. For one voxel? For one person? Nah.

Send me the curved voxels if you can. (For cash and mail), and I'll see what I can do.
0

User is offline   Dzierzan 

#2384

Sure, check the attachement. Have fun with that.

Attached File(s)


0

User is offline   Dzierzan 

#2385

BTW I just remembered that ports support parameter `scale` for voxels. Borion made the excellent helicopter voxel, but due to size restrictions it's smaller than intended. But scaling fixes that, so here are examples:

Sprite:

Posted Image

Non scaled voxel:

Posted Image

1.50 scale:

Posted Image

Been also testing scale 2.0, which gave impression of real size copter, but it was clearly too big anyway.

So anyway, if we agree for that, NightFright just has to add scale 1.50. Example "{ scale 1.50 tile 1345 }".

This post has been edited by Dzierzan: 26 October 2021 - 02:14 AM

3

User is offline   NightFright 

  • The Truth is in here

#2386

For which tiles would this apply? 1337, 1338, 1345 and 1346?
0

User is offline   Dzierzan 

#2387

1346 is fine, as it's the falling one and the size here is correct, as it's meant to be seen from the distance (movie set map). The rest need 1.50 scale.
0

User is offline   NightFright 

  • The Truth is in here

#2388

Alright then. 1337, 1338 and 1345 have been resized. (Update for construction site warning lamp has also been applied in the meantime.)
0

User is offline   Jimmy 

  • Let's go Brandon!

#2389

You might want to check the scale of the helicopter debris used in Movie Set.

This post has been edited by Jimmy: 26 October 2021 - 02:16 PM

0

User is offline   NightFright 

  • The Truth is in here

#2390

Dimensions look OK to me at first glance.

Posted Image
4

User is offline   Dzierzan 

#2391

They are as big as sprites, so it's all correct.
1

User is offline   Dzierzan 

#2392

Alright, I've got almost finished new grey pipe voxels, however one particular one blocks me a bit. What are those sticking out parts supposed to be? Valves? Empty inside pipe connections? Any other ideas?

Posted Image
0

User is offline   0815Jack 

#2393

hmm... i would think of revision / maintenance openings

Attached Image: KG-Reinigungsrohr-DN160-DN150-KGRE-Revisionsoeffnung-Revisionsklappe-Abwasserrohr-190200-438680-13222-438680-13224-4052836226006-Ostendorf-222600-KG-Reinigungsrohr-DN160-DN150-KGRE-Revis.jpgAbwasserrohr-190200-438680-13222-438680-13224-4052836226006-Ostendorf-222600-KG-Reinigungsrohr- DN160-DN150-KGRE-Revis.jpg]
0

User is offline   NightFright 

  • The Truth is in here

#2394

They look like side views of valve handles to me.
0

User is online   Aleks 

#2395

Side view of valves was also my idea about it all the time, but now thinking about it, why would you need two valves on a single pipe? And revision openings seem to make more sense and look close enough.
0

User is offline   NightFright 

  • The Truth is in here

#2396

Yeah, valves don't make much sense if there is no opening anywhere.
0

User is offline   Dzierzan 

#2397

Pipes are ready. Man they were super tedious. Which reminds me I gotta come back to the other pipes I contributed here.
Sk24
Posted Image
Posted Image

This post has been edited by Dzierzan: 30 October 2021 - 05:46 AM

13

User is offline   Dzierzan 

#2398

New and better traffic cone:

Posted Image
Posted Image

This post has been edited by Dzierzan: 30 October 2021 - 04:01 AM

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User is offline   NightFright 

  • The Truth is in here

#2399

Github updated.
0

User is offline   Dzierzan 

#2400

BTW if anybody is interested, here's HRP-TEST map modified to have more sprites. I renamed it to VOXELS-TEST. I forgot who was the original author of that map.

Attached File(s)


1

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