Duke4.net Forums: Duke 3D Voxel Pack - Duke4.net Forums

Jump to content

  • 88 Pages +
  • « First
  • 85
  • 86
  • 87
  • 88
  • You cannot start a new topic
  • You cannot reply to this topic

Duke 3D Voxel Pack

User is offline   DNS 

#2581

Not to detract from the effort put forth by any of the contributors but these are voxels not handrawn art. No one is going to be able to tell a style difference between models within the two packs without having them in a still image side by side which is unrealistic since two of the same assets will not coexist in one pack.

If cheello gave consent then what's the problem?

Combining the two packs shouldn't be that difficult. Paste the unused models from one pack into the other and then paste the file reference paths into the .def file and batch edit to match that of the new pack.

This post has been edited by DNS: 03 December 2025 - 11:17 AM

0

User is offline   0815Jack 

#2582

Quote

Combining the two packs shouldn't be that difficult. Paste the unused models from one pack into the other and then paste the file reference paths into the .def file and batch edit to match that of the new pack.


I don't want to sound arrogant, but after dealing with def files by myself I would say that job isn't done in just some hours....
0

User is offline   NightFright 

  • The Truth is in here

#2583

Another aspect to consider:

While we can be sure our pack doesn't have (almost) any monsters, Cheello surely also remade quite a few other assets we already have. I wouldn't just want to blindly overwrite those without comparing them first. While I don't doubt Cheello's qualities as an artist, simply assuming his versions are generally superior to anything our community has come up with until now would be quite presumptuous. Needless to say, it's potentially quite a time-consuming process.

And then there's the thing if just one person decides what's supposedly better and what isn't. A discussion we've already had with the HRP before, btw.

Ofc one way to handle this would be to generally say we only add what isn't in the pack already. However, this is a decision I definitely won't make all by myself. A poll for this with a decent duration would make sense. Maybe some of you are rolling their eyes now, but the way I see it, it should be like: Community project, community decision.
0

User is offline   DNS 

#2584

View Post0815Jack, on 04 December 2025 - 09:13 AM, said:

I don't want to sound arrogant, but after dealing with def files by myself I would say that job isn't done in just some hours....


Depends if the assets have the same file names in both packs. If they do you could combine them in a couple of hours simply choosing not to overwrite the existing. If not then you have to go through each image one by one which would take significantly longer.
0

User is offline   DNS 

#2585

View PostNightFright, on 04 December 2025 - 09:59 AM, said:

Another aspect to consider:

While we can be sure our pack doesn't have (almost) any monsters, Cheello surely also remade quite a few other assets we already have. I wouldn't just want to blindly overwrite those without comparing them first. While I don't doubt Cheello's qualities as an artist, simply assuming his versions are generally superior to anything our community has come up with until now would be quite presumptuous. Needless to say, it's potentially quite a time-consuming process.

And then there's the thing if just one person decides what's supposedly better and what isn't. A discussion we've already had with the HRP before, btw.

Ofc one way to handle this would be to generally say we only add what isn't in the pack already. However, this is a decision I definitely won't make all by myself. A poll for this with a decent duration would make sense. Maybe some of you are rolling their eyes now, but the way I see it, it should be like: Community project, community decision.


I would only use what doesn't already exist in the community pack but if you want to do it poll style then I guess you would need to upload every single asset that has duplicates and have each user vote A or B for each one. Creates a hell of a lot of work for what I'm guessing is a marginal difference. I haven't played with cheello's pack yet so I can't make an informed opinion presently.

I would personally prefer the HRP be finished first. Seems like you are a lot closer to completiing that project.
0

User is offline   Phredreeke 

#2586

View PostDNS, on 05 December 2025 - 03:18 AM, said:

I would personally prefer the HRP be finished first. Seems like you are a lot closer to completiing that project.

Posted Image
3

User is offline   NightFright 

  • The Truth is in here

#2587

Regarding the HRP:
I'm still planning to get the widescreen edition out this year. You may consider that to be the swan song of the project. With 99.9999...% probability. Based on how it has been going in the past few years (or rather since over a decade by now).
0

User is offline   DNS 

#2588

View PostPhredreeke, on 05 December 2025 - 06:15 AM, said:

Posted Image


Depends on what your interpretation of "finished" is. I'm simply referring to the widescreen version. There's been so much whining over HRP that it's clear some will never be content with it.

I'm just glad nightfright is taking this on since it's been over due for a long time. Reminds me of how he fixed Shrak which prior to his efforts was a constantly crashing mess with several major bugs that wasn't playable for more then a few minutes at a time outside of DOS. He fixed that for the community which I'm personally thankful for.

This post has been edited by DNS: 07 December 2025 - 05:44 PM

0

User is offline   Lunick 

#2589

Any reason why the Voxel Pack wouldn't work correctly between revisions?

Using RC2.0 from 2022 my game looks like this:
Posted Image

And then from Preview 1:
Posted Image

Another user on Discord pointed out the problem to me and they were having issues with it via the World Tour StopGap but this happens without as well.
0

User is offline   NightFright 

  • The Truth is in here

#2590

This specific maphack is missing, for whatever reason:
sprite   373 angoff     1024 	   // tile1007 neon3


That "preview_1" release looks to be the result of a Github autobuild script which I had completely forgotten until now. Anything with a "preview" label on it is untested in general and should be used with caution.

For now I've pulled those previews from downloads until I could take a look at them. Users should keep using RC2 for the time being, that's the last version which has been checked for sure.

Either way, I have restored the missing definition in E1L2 now, so it should be back in future releases. I guess one of these days a full review is in order. And while I'm at it, at least voxel enemies from Cheello's pack could be added.
1

User is offline   Lunick 

#2591

The user on Discord is also seeing things like this which I assume means the maphack is not loading correctly?

Posted Image

Posted Image
0

User is offline   NightFright 

  • The Truth is in here

#2592

Yeah, that's maphacks not deactivating voxels in favor of sprites. No idea why this is happening, honestly. I don't think we had any bigger changes regarding maphacks, so he's either using a flawed voxel pack or some other definitions which interfere with maphacks in general. My suspicion is they aren't loaded in this case at all, considering how many glitches he's having.

Maybe he should check his eduke32.log if maphacks show up there, like this:
 1.8612s INFO| Loading duke3d.def
 1.8636s INFO| Duke3D Widescreen Fixes v1.6
 1.9103s INFO| Duke3D Voxel Pack v2.0 RC3
 2.3882s INFO| Duke3D Maphacks r729


I have started my review of the voxel pack, adding monsters and player from the Cheello pack, but on my end these hacks work as intended. An autobuild has been created again on Github, which you MAY try since I tested it at least minimally.

Notes:
- It's not an official release candidate (yet), so use it at your own risk.
- Seems Cheello hasn't made voxels for the Protector Drone and Alien Queen from Ep.4 yet, so don't complain about those missing. There's also no World Tour stuff.
- Loading times will increase considerably (10s or more) since voxels have to be converted to 3D meshes. Cheello's stuff adds quite a lot to the process, as you can see here:
 2.9718s INFO| Generating 3D meshes from voxel model data. This may take a while...
14.0778s INFO| Generated 3D meshes for 719 voxels in 11105.47 ms.

0

User is offline   0815Jack 

#2593

View PostNightFright, on 28 December 2025 - 08:35 AM, said:

- Seems Cheello hasn't made voxels for the Sentry Drone and Alien Queen from Ep.4 yet, so don't complain about those missing. There's also no World Tour stuff.


hmm.. sentry drone 517 is done. Monsters from Ep.4 will be done later and eventually also the WT stuff.


PS: NightFright: Have you seen what I posted about the HRP?
0

User is offline   NightFright 

  • The Truth is in here

#2594

Ah, I meant the Protector Drone, then. I often confuse the two.

BTW: It was a bit of an effort, but our pack has at least three things Cheello's pack currently doesn't:
- CRC-based definitions. That means if a mod overrides any of the original sprites, vanilla voxel replacements won't be used. You will always see the art as intended. We've already done this before, so it's nothing new, ofc. Just pointing out this wasn't a mere copy-paste job.
- Cheello made a mistake with defining Duke's death frame (defined as 1516, should be 1518). I fixed that. I pointed it out to Cheello on ModDB.
- For WT we also have the voxelized Incinerator and its ammo since a while.
1

User is offline   Krakama 

#2595

View PostNightFright, on 28 December 2025 - 08:35 AM, said:

Yeah, that's maphacks not deactivating voxels in favor of sprites. No idea why this is happening, honestly. I don't think we had any bigger changes regarding maphacks, so he's either using a flawed voxel pack or some other definitions which interfere with maphacks in general. My suspicion is they aren't loaded in this case at all, considering how many glitches he's having.

Maybe he should check his eduke32.log if maphacks show up there, like this:
 1.8612s INFO| Loading duke3d.def
 1.8636s INFO| Duke3D Widescreen Fixes v1.6
 1.9103s INFO| Duke3D Voxel Pack v2.0 RC3
 2.3882s INFO| Duke3D Maphacks r729


I have started my review of the voxel pack, adding monsters and player from the Cheello pack, but on my end these hacks work as intended. An autobuild has been created again on Github, which you MAY try since I tested it at least minimally.

Notes:
- It's not an official release candidate (yet), so use it at your own risk.
- Seems Cheello hasn't made voxels for the Protector Drone and Alien Queen from Ep.4 yet, so don't complain about those missing. There's also no World Tour stuff.
- Loading times will increase considerably (10s or more) since voxels have to be converted to 3D meshes. Cheello's stuff adds quite a lot to the process, as you can see here:
 2.9718s INFO| Generating 3D meshes from voxel model data. This may take a while...
14.0778s INFO| Generated 3D meshes for 719 voxels in 11105.47 ms.



Hello! I'm the aforementioned "user on Discord." I'm currently using this pack in a mod combo. The other mods it's combined with are PS1 soundtrack, savable babes, and 64 pistol sprites. This combo worked perfectly with Atomic Edition, but since I started using the World Tour stopgap, I've been running into this minor issue. I checked the log, and noticed this in the log for the stopgap def. I'd be shocked if it wasn't related.

Attached thumbnail(s)

  • Attached Image: image.png


This post has been edited by Krakama: 28 December 2025 - 02:45 PM

0

User is offline   NightFright 

  • The Truth is in here

#2596

Well, that looks like a typo, right there. In the WT stopgap, however, NOT in the voxel pack.
0

User is offline   Krakama 

#2597

View PostNightFright, on 28 December 2025 - 02:45 PM, said:

Well, that looks like a typo, right there. In the WT stopgap, however, NOT in the voxel pack.


That'll do it lol. Love having dyslexia.
0

User is offline   NightFright 

  • The Truth is in here

#2598

At least that clearly explains why none of the maphacks were working for you at all. :) Anyway, you hadn't been wrong about the NEON3 sign in E1L2. Somehow this hack got lost and I wouldn't know how.
0

User is offline   Krakama 

#2599

View PostKrakama, on 28 December 2025 - 02:48 PM, said:

That'll do it lol. Love having dyslexia.


So much trouble shooting from multiple people, just for it to be the result of a typo lmao

Attached thumbnail(s)

  • Attached Image: duke0005.png
  • Attached Image: duke0006.png
  • Attached Image: duke0007.png

0

User is offline   Dzierzan 

#2600

I see you added Cheello's voxels, cool. But I have one concern, why did you replace my cannon? No doubt, I have some bad shading in some spots which I can easily improve.

Or maybe let's vote which one the community wants to have:


Posted Image
Left - Cheello, Right - Dzierzan

Posted Image
Left - Dzierzan, Right - Cheello

Similar story with the mine:
Cheello's
Posted Image

Dzierzan's:
Posted Image

This post has been edited by Dzierzan: 29 December 2025 - 05:32 AM

0

User is offline   0815Jack 

#2601

hmm .. I thought only the missing ones were included from Cheello's Pack... :unsure:


Both versions of the cannon / mine are on the same artistic level. Tweaking old voxels to make them look better is always welcome. I would only replace voxels that are quality wiese much worser than Chello's ones, but I doubt that there many in the current pack.
0

User is offline   Dzierzan 

#2602

Well, I'd argue. Take a look at the mine. My version is more true to the sprite, while Cheello's one has bigger spikes and shading is softer.
1

User is offline   NightFright 

  • The Truth is in here

#2603

For now I used Cheello's entire monsters folder for consistency reasons and convenience. Note that this isn't a final RC, but merely a momentary snapshot. I didn't compile this - the autobuild script did. At this point, any change I make is a new build, regardless how small or questionable it is. If you want to wait for a final, clean version, wait until it's ready.

In general the idea is still to focus on filling gaps - where it makes sense regarding effort and expected effect. NPCs (babes, statues etc) will probably be next.
0

User is offline   0815Jack 

#2604

View PostDzierzan, on 29 December 2025 - 07:54 AM, said:

Well, I'd argue. Take a look at the mine. My version is more true to the sprite, while Cheello's one has bigger spikes and shading is softer.


I agree.. that's why I said to keep your version in the pack ;) Cheello's interpretation of the sprite is different than yours, but you both delivered a high quality asset.

During the creation process of Cheello's Pack I often made comments to certain voxels that I thought the doesn't match with the sprite and he made adjustments, but you cannot be picky with every voxel....
0

User is offline   NightFright 

  • The Truth is in here

#2605

We have a good quality level of voxels in general. Mine and cannon are rather "side enemies", so if we revert to the previous versions, I don't have problems with it. Sadly the mine won't rotate in EDuke32, regardless what I'm trying (the rotation script doesn't work with this one).
0

User is offline   Aleks 

#2606

View PostDzierzan, on 29 December 2025 - 05:27 AM, said:

I see you added Cheello's voxels, cool. But I have one concern, why did you replace my cannon? No doubt, I have some bad shading in some spots which I can easily improve.

Or maybe let's vote which one the community wants to have:


I definitely like your mine better, agree it looks truer to the sprite and the spikes look more pointy - the other one with several pixels at the tips looks kinda like a toy.

With cannon I prefer Cheello's just looking at the voxels, but would need to take a look at the original sprite.
0

User is offline   NightFright 

  • The Truth is in here

#2607

New commit is up.
- Added Cheello's NPCs
- Reverted 940 (Mine) and 1810 (Cannon) back to Dzierzan's versions
1

User is offline   NightFright 

  • The Truth is in here

#2608

@Dzierzan:
Is it possible to also provide properly rotated voxels for the other mine frames (941-944)? The rotate command doesn't work in EDuke32 and otherwise I have to define 940 for all frames, leaving this voxel without animation.
0

User is offline   Dzierzan 

#2609

Well... what's the gain here? The reason why I did not make other voxels for the mine is... because it spins/rotates anyway. So with extra voxels, you'd end with blocky rotation animation.


Didn't it use to work in eduke32?

[voxel "voxels/props/0940_mine.kvx" { tile0 940 tile1 944 rotate }



Ok, I checked that in eduke32 just now, it doesn't work... but I have a memory it used to work just fine. What happened? Wasn't there even a check for rotating pickup weapons?
0

User is offline   NightFright 

  • The Truth is in here

#2610

I can't remember that this ever worked. For single voxels that are supposed to rotate, a con script is needed (I am using it for pickups) and for animated sprites, voxels have to be made for each frame. At least for EDuke32. (The rotate flag is a BuildGDX thing IIRC.) Maybe an appeal can be made to the EDuke32 team to support the flag, but until then a more conventional approach is needed.

Without each frame defined, the mine would alternate between voxel and sprite mode, especially when using tilerange (tile0 940 tile1 944). I already tested all possible variations.

Right now only the mine is affected. Other problematic candidates would be the Cycloid Emperor and Dukeburger holograms. The first has properly rotated voxels for each frame while the latter hasn't been made yet.
0

Share this topic:


  • 88 Pages +
  • « First
  • 85
  • 86
  • 87
  • 88
  • You cannot start a new topic
  • You cannot reply to this topic


All copyrights and trademarks not owned by Voidpoint, LLC are the sole property of their respective owners. Play Ion Fury! ;) © Voidpoint, LLC

Enter your sign in name and password


Sign in options