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Duke 3D Voxel Pack

User is offline   Dzierzan 

#2611

I think the best approch would be eduke32 team supporting that flag. Because as you wrote, Dukeburger will have the same issue. Imagine doing voxels for each facings, madness.

This post has been edited by Dzierzan: 30 December 2025 - 10:21 AM

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User is offline   NightFright 

  • The Truth is in here

#2612

I concur it's stupid to use the same voxel multiple times just to change its rotation. Cheello did it with the Emperor hologram, but like this you needlessly increase the amount of voxels and therefore loading/startup times.

At least I got the mine working without glitches by defining the same voxel for all five frames. It's not rotating, either, but right now that's as good as it'll get.
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User is offline   0815Jack 

#2613

If you mean with dukeburger sprite 4570, then its aleady done by Cheello and it works flawlessy with this line of ocde

voxel "voxels/props/4570_DUKEBURGER.kvx" { tile 4570 rotate }
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User is offline   Dzierzan 

#2614

Then it should work with any voxel. I tried to do the same for RPG pickup, it didn't work. I tested it with the build eduke32_win64_20251111-10652-39967d866.


But then again... I do remember it used to work fine since I've been always testing that in eduke32 port.
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User is offline   0815Jack 

#2615

View PostDzierzan, on 30 December 2025 - 11:47 AM, said:

Then it should work with any voxel. I tried to do the same for RPG pickup, it didn't work. I tested it with the build eduke32_win64_20251111-10652-39967d866.


But then again... I do remember it used to work fine since I've been always testing that in eduke32 port.


Ok did some investigation and replaced the dukeburger with the mine in E4L2 ... and guess what ...it spins :)

Attached Image: duke0023.jpg

So I checked the map for clues and found a sprite called "rotation pivot" nearby. I guess the voxel needs it for rotation , but someone with deeper knowledge has to confirm. The mines in E1L4 doesn't have the sprite.
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User is offline   Dzierzan 

#2616

So it's a map thing. It doesn't solve anything :D.
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User is offline   NightFright 

  • The Truth is in here

#2617

IIRC that Dukeburger statue is placed on top of a tiny rotating sector. Technically it's not an animation, just a static sprite with different viewing angles defined.

Either way, the mine works differently because it is an animation sequence. At least in EDuke32 you need voxels for each frame of the animation to make it work. In other ports like BuildGDX it's enough to have the first voxel and then use the rotate flag, provided the prop itself remains unchanged throughout the entire sequence.

Cheello didn't bother to create rotations for his version of the mine. For some reason he copied the first voxel four times instead, which is not the best way to do it.
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User is offline   0815Jack 

#2618

View PostNightFright, on 30 December 2025 - 01:50 PM, said:

Cheello didn't bother to create rotations for his version of the mine. For some reason he copied the first voxel four times instead, which is not the best way to do it.


I can asked Cheello to do it like he did with the emperor holo.... but like you said earlier it has an impact on loading times... Luckily Hendricks increased MAXVOXELS to 2048 a couple a months ago... otherwise my testmap won't load anymore :lol:
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User is offline   NightFright 

  • The Truth is in here

#2619

Some areas of your test map are not tall enough, btw. The Emperor voxel doesn't show up because it clips too much through the walls, it seems. You might need to resize that particular area. In general it's a very useful thing to have for quick testing, though.
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User is offline   DNS 

#2620

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:


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


And just as I predicted, this is already turning into a pissing contest of hair splitting. None of the marginal differences in these two sets of voxels would be noticeable during actual gameplay. Instead we have side by side still image comparisons that will significantly delay progress with bureaucracy for what's ultimately pedantic ego stroking.

Since nightfright is the one putting this project together I say he just make an executive decision to get it done. The pedantry can continue to be argued about after the fact.

And for what it's worth my vote actually goes to cheellos voxels in both cases of this comparison. Not that it ultimately makes any difference but under a microscope they are slightly more detailed, at least the mine is.

This post has been edited by DNS: 31 December 2025 - 12:53 AM

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User is offline   NightFright 

  • The Truth is in here

#2621

Dzierzan updated his cannon voxel in the meantime with improved shading, for what it's worth. In general however, I will avoid removing existing content from our own pack unless Cheello's versions are clearly superior. With the mine and cannon that was obviously not the case, so the removal was not necessary.

Regaring how to proceed:
For now we have Cheello's monsters, player and NCPs in there and it already makes a big difference. Whether smaller props should be added needs to be seen. I'd like to avoid turning this into a "Cheello Lite" variant with just some deviations in it, otherwise it loses its reason to exist.
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#2622

Not sure if this is the place to ask for this: I am not able to use the voxels pack on eDuke (on Debian Linux). I followed the instructions but it seems as I'm not able to locate the "autoload" directory. Reading the eDuke documentation didn't help.
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