Duke 3D Voxel Pack
#61 Posted 30 January 2011 - 10:25 AM
#62 Posted 30 January 2011 - 11:14 AM
Scott_AW, on Jan 30 2011, 11:19 AM, said:
As I said elsewhere, you could import the MD3 models into a 3D application, light them like the original sprite and then make a voxel out of them. That might give you something closer to what you are after.
Scott_AW, on Jan 30 2011, 11:19 AM, said:
Mr. Flibble is right, the RPG and jetpack are separate items within the Duke MD3 model. Those objects share the uv map with the actual jetpack and RPG models, and thus use their textures.
#63 Posted 30 January 2011 - 11:41 AM
Also, I seem to remember that 3DR was planning a 1.7 patch. (Don't know what 1.6 was.) It would have just been some bug fixes + voxels (and possibly some more effects, like ROR.) I think the idea was to release it shortly after Shadow Warrior, so that it'd be comparable to Blood and SW. I think they scrapped it because DNF was going to be released "shortly." I think the Medkit voxel came from either regular SW or the beta.
#64 Posted 30 January 2011 - 12:08 PM
Captain Awesome, on Jan 30 2011, 01:41 PM, said:
Both.
This post has been edited by Hendricks266: 30 January 2011 - 12:08 PM
#65 Posted 30 January 2011 - 12:21 PM
Captain Awesome, on Jan 30 2011, 03:41 PM, said:
I wasn't planing on using any of the assets from the HRP, the whole point of the voxel pack is to keep the voxels looking as closely as possible to the original sprites.
Also, i now have Hendricks266 helping me put the pack together.
#67 Posted 30 January 2011 - 04:32 PM
I mean, have most HRP textures and sprites, then have the enemies being in voxel? That might look at bit weird.
This post has been edited by Jhect: 30 January 2011 - 04:32 PM
#68 Posted 30 January 2011 - 05:22 PM
Jhect, on Jan 30 2011, 04:32 PM, said:
I mean, have most HRP textures and sprites, then have the enemies being in voxel? That might look at bit weird.
The future of the HRP lies with Polymer, and Polymer does not support voxels. So you figure it out.
#69 Posted 30 January 2011 - 07:13 PM
DeeperThought, on Jan 30 2011, 07:22 PM, said:
...yet? One can hope.
#70 Posted 31 January 2011 - 03:04 AM
#71 Posted 31 January 2011 - 08:47 AM
If there´s any reason of this voxel idea existence´s is to conserve the classic look and stay away from models and "hires" textures. Making voxels out of HRP models is idiotic. It´s downgrading the same models we already dislike*.
Why don´t people mentally challenged stop giving ideas of how to screw up this awesome mod?
@Reaperman: Stay strong, don´t listen to them! It´s better if you release a pack of 15 good voxels than a pile of shit badly ripped from everywhere, just to fill the basket. I would not lose time with enemies, those already have the 8 angles rotation, which is enough.
*I don´t hate the HRP, but it has nothing to do with this thing.
This post has been edited by Gambini: 31 January 2011 - 08:48 AM
#72 Posted 31 January 2011 - 09:44 AM
Gambini, on Jan 31 2011, 08:47 AM, said:
I don't see anyone doing that. Even Jhect wasn't suggesting a merger, he was just wondering if he could use enemy voxels instead of models because he doesn't like the HRP enemy models, but he likes the models for health kits, etc. One person wanting to mix resources in his own private folder doesn't warrant this kind of response.
Some people got confused because Scott posted the screenshot showing lots of player voxels based on the HRP player model. That post was mainly about the effects of detailed voxels on performance.
This post has been edited by DeeperThought: 31 January 2011 - 09:49 AM
#73 Posted 31 January 2011 - 10:20 AM
The one provided with slab6 I'm guessing is from the original models used to make the sprites. So if you had those models, voxel conversion would probably come out nicer.
Now if I had the time, I could downgrade/modify the textures, because its the textures that aren't converting well, the models themselves are fine. However a decor/item only voxel conversion is fine in itself.
If I do feel like attempting to make decent voxel conversions in the future, I'll provide them. Its no problem to have separate def files for different conversion.
#74 Posted 31 January 2011 - 10:48 AM
I wont waste time reading the whole thread again and quoting every single evidence. but there are at least three people implying either converting hrp models to voxels, including these voxels with the hrp or using that ugly pack of voxels that were ripped from the hrp. In short, you see posts about polymer and the hrp and their relation with this, more than feedback and worthwhile suggestions.
#75 Posted 31 January 2011 - 01:39 PM
DeeperThought, on Jan 31 2011, 02:22 AM, said:
Yea the HRP with polymer is the future. I just hope someone is able to make good looking enemy models. That's the only weak point of the HRP as i see it, the rest is just perfect xD and i don't even use polymer
#76 Posted 31 January 2011 - 01:49 PM
At first I want to congratulate for your great work and encourage you in this great project I have been waiting so long time. Previous voxel projects were ugly and poor. Converting 3d models from HRP to voxels is really bad idea.
But I am a bit confused. Do you want to convert every sprite of object to voxel (chairs, bins, etc) or only pickup items (medkits, weapons, ammo) and switches as it is in Shadow Warrior? I prefer the second option.
#77 Posted 31 January 2011 - 02:05 PM
#78 Posted 31 January 2011 - 08:53 PM
ReaperMan, on Jan 31 2011, 03:05 PM, said:
im really looking forward to this, thank you : )
#79 Posted 02 February 2011 - 06:01 AM
Scott_AW, on Jan 28 2011, 10:58 PM, said:
voxel "frame1.kvx" { scale 1 tile 100 }
voxel "frame2.kvx" { scale 1 tile 101 }
voxel "frame3.kvx" { scale 1 tile 102 }
voxel "frame4.kvx" { scale 1 tile 103 }
It doesn't work. Just shows a first frame.
#80 Posted 02 February 2011 - 07:52 AM
You could make the actor animate using an action command in GAME.CON, however. Find the line that says "actor ATOMICHEALTH" and replace it with:
action ATOMICFRAMES 0 16 1 1 2 actor ATOMICHEALTH ATOMICFRAMES
If the animation is the wrong speed, change the 2 to a higher (slower) or lower (faster) number.
This post has been edited by DeeperThought: 02 February 2011 - 07:56 AM
#81 Posted 02 February 2011 - 09:23 AM
DeeperThought, on Feb 2 2011, 09:52 AM, said:
animtilerange
animtilerange 100 115 2 2
#82 Posted 02 February 2011 - 09:47 AM
#83 Posted 02 February 2011 - 12:36 PM
#84 Posted 02 February 2011 - 02:45 PM
I'm almost finished with the armor pickup and i finished the steroids pick up. Also i finished the key-card pickup but the yellow one doesn't have the correct colors so i think i'm going to have to redo that one.
This post has been edited by ReaperMan: 02 February 2011 - 02:45 PM
#86 Posted 05 February 2011 - 10:07 PM
#87 Posted 05 February 2011 - 10:12 PM
DeeperThought, on Feb 6 2011, 02:07 AM, said:
That is the based off the actual sprite, it looks great when side by side with the other voxels don't worry.
#88 Posted 05 February 2011 - 10:23 PM
#89 Posted 05 February 2011 - 10:26 PM
Hendricks266, on Feb 6 2011, 02:23 AM, said:
Yes, it has the correct dimensions.