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Shadow Warrior: The Missing Voxels - Shadow Warrior Voxel Pack

User is online   jkas789 

#151

After reading a post from Hendricks (I think) on this thread I basically figured that if the Duke 3D Voxel pack has animated voxels than there must be something different in the .def files that allows "animated" in game voxels that the that the sotck SWVOXFIL.txt does not have. So what i did was look into one of the def files inside the voxel and I saw that in there the voxel and tile are written as

voxel "XXXX" { tile XXXX }


Where the first "XXXX" is the file path and name of the kvx file (in this case because the voxels were on my SW root folder it was just the name of the kvx file eg "medpak.kvx") and the second XXXX is the tile that is being replaced ("tile 1802").

Then I went into SWVOXFIL.txt and saw that it had all I needed to do the change:

(editart tile number) (unique voxel number) (voxel file name)


So I then just boringly transcribed from the SWVOFIL.txt format to the other one ending with something like this:

1802 0 medpak.kvx  ------------------------>  voxel "medpak.kvx" { tile 1802 }  


Now I'm obviously not an expert on this (I barely understand what I'm doing) but I think you can just turn into a comment
// voxel "medpak.kvx" { tile 1802 }
the problematic voxels, and add a read me where you indicate that if the gamer is going to play TD or WD they can uncomment them again.

Ideally this means that the voxels can be in their own folder within the root of SW tiding it up a little.

Also AFAIK you can also use this method to call the voxels in buildgdx as well. You obviously have to modify SW.def and swgdx.def for this to work so this is no way compatible with Redux (I think, may I remind you that I am just winging this).

This post has been edited by jkas789: 26 October 2020 - 06:15 AM

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User is online   jkas789 

#152

Updated the voxel pack with my def file. Commented everything except court.kvx, drkit.kvx, the drum1.kvx and drum2.kvx. Although I didn't find court.kvx and drkit.kvx files in the updated rar. Did you add them or did you forgot it?

Also In the latest update another kvx file is missing: lampesp.kvx

Voidsw log reports it as missing along with the aforementioned voxels:

Error on line swvoxel.def:76.
Error on line swvoxel.def:76: expecting '{'
Error on line swvoxel.def:76.
.Cache increased from '1024' to '2048' entries.
.Failure loading voxel file "lampesp.kvx"
Error on line swvoxel.def:189.
Error on line swvoxel.def:189: expecting '{'
Error on line swvoxel.def:189.
Failure loading voxel file "court.kvx"
Error on line swvoxel.def:190.
Error on line swvoxel.def:190: expecting '{'
Error on line swvoxel.def:190.
Failure loading voxel file "drkit.kvx"
Error on line swvoxel.def:192.
Error on line swvoxel.def:192: expecting '{'
Error on line swvoxel.def:192.


Added them to the swvoxel.def (the def file I created) anyways so that you can add them laters.

You can download the updated voxel pack with the def file here.

Uploaded a zip file also in case you don't use 7-zip.
1

User is offline   mxrtxn 

#153

 jkas789, on 26 October 2020 - 07:29 AM, said:

Updated the voxel pack with my def file. Commented everything except court.kvx, drkit.kvx, the drum1.kvx and drum2.kvx. Although I didn't find court.kvx and drkit.kvx files in the updated rar. Did you add them or did you forgot it?

Also In the latest update another kvx file is missing: lampesp.kvx

Voidsw log reports it as missing along with the aforementioned voxels:

Error on line swvoxel.def:76.
Error on line swvoxel.def:76: expecting '{'
Error on line swvoxel.def:76.
.Cache increased from '1024' to '2048' entries.
.Failure loading voxel file "lampesp.kvx"
Error on line swvoxel.def:189.
Error on line swvoxel.def:189: expecting '{'
Error on line swvoxel.def:189.
Failure loading voxel file "court.kvx"
Error on line swvoxel.def:190.
Error on line swvoxel.def:190: expecting '{'
Error on line swvoxel.def:190.
Failure loading voxel file "drkit.kvx"
Error on line swvoxel.def:192.
Error on line swvoxel.def:192: expecting '{'
Error on line swvoxel.def:192.


Added them to the swvoxel.def (the def file I created) anyways so that you can add them laters.

You can download the updated voxel pack with the def file here.

Uploaded a zip file also in case you don't use 7-zip.



Yes that is my mistake I forgot about those two (the courtains need retouch).

The lampesp,kvx is an alternative voxel for the 5633 spirites which is the huge lamp so to speak in the room in the first level of Wanton Destruction.

THIS IS TOP SECRET STUFF, but I guess it wound hurt to mentioned it:

I was working for some altenatives and extra voxels, so I used the huge lamp of the room you begin L1 of Wanton Destruction to experiment:

5633 sprite:
Spoiler


Alternative voxels (yes I tried using duke´s lamp), the one of the left is the lampesp.kvx (needs retouches as you can see)

Spoiler


This post has been edited by mxrtxn: 26 October 2020 - 08:47 AM

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User is offline   mxrtxn 

#154

Here´s the three missing:

http://www.mediafire...voxels.rar/file

I retouched the lamp voxel,I still don´t like it I will routouch it again in the future. Another option is to make the voxel based on the original sprite

Same with the courtains voxel I will make it again from scratch (I didn´t know several of the options of magica voxel back then)

and the drkit.kvx for Twin Dragon
1

User is online   jkas789 

#155

Then I think I'll leave them uncommented till you retouch them. but so far yes they work ingame.
1

User is offline   Borion 

#156

I haven't noticed Your latest stuff earlier Martin - neeto! :)
1

User is online   jkas789 

#157

I kinda forgot to add it in October, but if you want to get my repack with the new def to work you need to only add the voxels+def file. SWVOXFIL.TXT must not be added into Shadow warrior root folder.


I have been messing around with slab and seeing if I can categorize the voxels into a different folders depending what they are (a la Duke 3D Voxel Pack) however for one reason or another I can never to get it load ingame. Oh well, at least this works.
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User is offline   Dzierzan 

#158

@ mxrtxn

I do realize you were a pioneer of voxel pack trend. However the very first voxels require a lot of polishing. Been looking at voxels made for Shadow Warrior and I spotted some models with errors such as ugly shading on sides. I think it would be wise to come back to those models and update them. Honestly I've been doing very similar mistakes and once I learnt about them I came back to most of my first voxels to increase the overall quality

Here are the examples:

Posted Image
Posted Image
Posted Image
2

User is offline   Dzierzan 

#159

My first Shadow Warrior voxel, I kept the original shading, I could make 2nd one with neutral lighting:

Posted Image

KVX in attachment:

Attached File(s)


6

User is offline   mxrtxn 

#160

 Dzierzan, on 02 January 2021 - 08:06 AM, said:

@ mxrtxn

I do realize you were a pioneer of voxel pack trend. However the very first voxels require a lot of polishing. Been looking at voxels made for Shadow Warrior and I spotted some models with errors such as ugly shading on sides. I think it would be wise to come back to those models and update them. Honestly I've been doing very similar mistakes and once I learnt about them I came back to most of my first voxels to increase the overall quality




I agree those voxels, particularly the lamp and many other were made pixel by pixel back in the day, without using Magica voxel, Yes the trash bin needs a makeup. I haven´t been devoted to the voxels due to my current job and other life issues at the moment.

Once I am back to SW I don´t know if to retouch these voxels, create the other enemy corpses, or finish some minor voxels...


This is how I used to make them many years ago, pixel by pixel, (extremely time consuming even autistic lol):

Posted Image

If it weren´t for magica Voxel, I wouldn´t even have made many complex voxels like the paper lamps as I don´t have as much free time as in those days

I am planning to retouch them as well, once I have more time :)

The orange trash bin looks beautiful. Did you shade it using a special option or did you just painted intuitively pixel by pixel?

This post has been edited by mxrtxn: 08 January 2021 - 05:14 PM

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User is offline   mxrtxn 

#161

I tested the voxel, unfortunately it didn´t have SW pallete file, so I added it myself in Slab6:

Posted Image

Looks wonderful in game, excellent job Dzierzan!

This post has been edited by mxrtxn: 08 January 2021 - 05:37 PM

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User is offline   Dzierzan 

#162

Weird, in MagicaVoxel I've got SW palette applied to this voxel, so should in Slab6, at least it worked for all Build engine games so far. Nevertheless it's cool!

When it comes to the voxel I've made, I first drew front:

Posted Image

I think it's already a bit outdated, but I needed this to get the proper shape. Then I painted it according to the original spirite. I know a trick to paint voxels using actual sprites saves a lot of times.

Normally I'd offer my help... but I am already doing voxels for Powerslave, Blood, Dark Forces, Ion Fury and more. While having a job too ;). So... big maybe!

This post has been edited by Dzierzan: 08 January 2021 - 05:14 PM

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User is offline   mxrtxn 

#163

 Dzierzan, on 08 January 2021 - 05:13 PM, said:

Weird, in MagicaVoxel I've got SW palette applied to this voxel, so should in Slab6, at least it worked for all Build engine games so far. Nevertheless it's cool!

When it comes to the voxel I've made, I first drew front:

Posted Image

I think it's already a bit outdated, but I needed this to get the proper shape. Then I painted it according to the original spirite. I know a trick to paint voxels using actual sprites saves a lot of times.

Normally I'd offer my help... but I am already doing voxels for Powerslave, Blood, Dark Forces, Ion Fury and more. While having a job too ;). So... big maybe!


it happens to me too, despite I add the color palette that appears in slab6 ( to be more precise: a screenshot of the colors of the palette that appear in Slab6 when using the sw pallete file):

Posted Image

to save some time, I still gotta add the palette file in Slab6 once I finish it with magicavoxel.

Thanks for the voxel, I will add it to the next update of the voxel pack, looks awesome.

I will consider remake many voxels in the future, according to your feedback

This post has been edited by mxrtxn: 08 January 2021 - 05:36 PM

1

User is online   jkas789 

#164

Was just talking about this with dzierzan on the Discord lol. As always it's good to know this is alive and well. Take care of yourself mxrtxn.
2

User is offline   mxrtxn 

#165

 jkas789, on 08 January 2021 - 05:39 PM, said:

Was just talking about this with dzierzan on the Discord lol. As always it's good to know this is alive and well. Take care of yourself mxrtxn.


I hate being so inactive when everybody is doing marvelous things in the community these days. Many things are happening in this part of the world, there´s the possibility that I will leave my country and I am also doing other stuff. However, I will continue working on this.

Thanks jkas for your support!
1

User is offline   mxrtxn 

#166

 Dzierzan, on 08 January 2021 - 05:13 PM, said:

Weird, in MagicaVoxel I've got SW palette applied to this voxel, so should in Slab6, at least it worked for all Build engine games so far. Nevertheless it's cool!

When it comes to the voxel I've made, I first drew front:

Posted Image

I think it's already a bit outdated, but I needed this to get the proper shape. Then I painted it according to the original spirite. I know a trick to paint voxels using actual sprites saves a lot of times.

Normally I'd offer my help... but I am already doing voxels for Powerslave, Blood, Dark Forces, Ion Fury and more. While having a job too ;). So... big maybe!



WOW! Amazing, I never played dark forces, is it on steam?

If it is on steam you should make a thread there promoting your voxel pack for those games. I did that for Shadow Warrior, and helped to promote the pack.

Looking forward for more of your stuff ,cheers.

Mxrtxn
1

User is offline   Dzierzan 

#167

I made a thread about this here https://forums.duke4...es-voxel-pack/. I am not advertising it because it is currently unusable, as DF didn't support voxels and The Force Engine doesn't support them either... yet. LuciusDXL is interested in doing that. He seemed very temping to do it eariler, but I told him to focus on core TFE first.
0

User is offline   mxrtxn 

#168

I followed the suggestions and began to remake some voxels. This one still needs some retouch:

Posted Image

There are some reflective lights on the side of the sprites, dunno if to keep them to be faithful to the original sprite, or to remove it altogether.

The blue colors on the metal side of the sprite had to be removed, the blue in SW changes according to the map sector.

There are no colors in between the black and the dark gray, even in some darker gray colors closer to black I see no proper colors in-between, (in the SW palette file); so making a smooth transition is not possible, even in the original sprite you can see gray dots in between to simulate a transition.

Dunno exactly when to make another update, as there are some voxels on my mind, besides testing a conversion for SW.

Have fun!

Mxrtxn

This post has been edited by mxrtxn: 21 February 2021 - 11:20 AM

2

User is offline   mxrtxn 

#169

A comparisson:

Posted Image

This post has been edited by mxrtxn: 21 February 2021 - 06:36 PM

12

User is offline   Dzierzan 

#170

Great! There are many voxels in your SW voxel project which require such treatment!

This post has been edited by Dzierzan: 22 February 2021 - 09:01 AM

0

User is online   jkas789 

#171

Good to see you back on the saddle mxrtxn!
2

User is online   jkas789 

#172

I have been wondering, with the advent of Raze and its ability to filter voxels and stuff per expansion (afaik), shouldn't there be a restructuring of this mod?
0

User is online   jkas789 

#173

So I decided to organize the SWVP. In short order what I did was:

1.- Added a folder named "voxels" and moved all voxels to said folder
2.-Added 5 new subfolders: animated, monsters, switches, twindragon (Twin Dragon) & wantondes (Wanton Destruction) and moved the appropiate voxels to said subfolders
3.-Reorganized the swvoxel.def file. Added sw.def and sw-raze.def files.

Tested compatible with both VoidSW and Raze.

I don't really understand how to make the TD voxel only appear while playing TD on Raze so I commented it out.

Cheers.

Attached File  Shadow Warrio Voxel Project 11-05-2021.7z (588.86K)
Number of downloads: 13

Got asked to upload it to GDrive for those squirts who aren't on duke4. Might as well post it here: https://drive.google...iew?usp=sharing

This post has been edited by jkas789: 11 May 2021 - 02:13 AM

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User is offline   mxrtxn 

#174

 jkas789, on 11 May 2021 - 12:43 AM, said:

So I decided to organize the SWVP. In short order what I did was:

1.- Added a folder named "voxels" and moved all voxels to said folder
2.-Added 5 new subfolders: animated, monsters, switches, twindragon (Twin Dragon) & wantondes (Wanton Destruction) and moved the appropiate voxels to said subfolders
3.-Reorganized the swvoxel.def file. Added sw.def and sw-raze.def files.

Tested compatible with both VoidSW and Raze.

I don't really understand how to make the TD voxel only appear while playing TD on Raze so I commented it out.

Cheers.

Shadow Warrio Voxel Project 11-05-2021.7z

Got asked to upload it to GDrive for those squirts who aren't on duke4. Might as well post it here: https://drive.google...iew?usp=sharing


Thanks for taking your time to do this for us.

Right now, I am experimenting making a fully voxelized enemy. Despite not being 100% polished I decided that I will updated as it is anyway do to the fact that I don´t if I will have more spare time in the future. Update coming soon :)
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User is offline   mxrtxn 

#175

NEW UPDATE!

Experimental Voxel Pack (it still need some color polish, hence the name)

Posted Image

I decided to separate the pack in three folders for those that just want the normal voxel pack without the ninjas. :)

Posted Image

IMPORTANT: Use VoidSW or similar for the animated ninjas. I have detected some odd color changes and bugs in SWP and the original Shadow Warrior 1997 (the free one from steam)

Download:


https://www.mediafir...pdated.rar/file

This post has been edited by mxrtxn: 22 May 2021 - 08:09 PM

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User is offline   mxrtxn 

#176

Fellow SW fans, here´s a quick update of the link above, (link above now disabled). I took the opportunity to do a quick retouch of the ninjas (still need some extra work):

DOWNLOAD:

http://www.mediafire...pdated.rar/file

This post has been edited by mxrtxn: 23 May 2021 - 04:35 PM

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User is offline   Dzierzan 

#177

You seriously should put the whole pack into github. Add DEF scripts like other packs do it for easy compatiblity with other ports, make readme cleaner (honestly it's a mess). Rename voxels to let's say 1234_stone.kvx as it's more readable and easier to find if it's needed.

Now, I know fgsfds put your pack on github, but honestly I am not sure why he did that as he's not maintaining that. I could help you with maintaining that if you wanna accept my help. As a matter of fact you don't have to learn git commands as you can get a software for that, either official github one or 3rd party ones like GitKraken which I personally use.
4

User is online   jkas789 

#178

Not gonna lie, that would be pretty awesome.


Edit: As a little factoid, there seems to be an issue in Raze with Twin Dragons and def loading, reason why I have not uploaded the repackage I made with the new added voxels. This is on Raze's ball park though and I expect it will be fixed soon. Also needless to say, if all pans out and we actually get a updated github upload for the SW voxel pack, then I wont again.

Help us Dzierzan, you are our only hope!



This post has been edited by jkas789: 24 May 2021 - 07:22 AM

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User is offline   mxrtxn 

#179

 Dzierzan, on 23 May 2021 - 11:26 PM, said:

You seriously should put the whole pack into github. Add DEF scripts like other packs do it for easy compatiblity with other ports, make readme cleaner (honestly it's a mess). Rename voxels to let's say 1234_stone.kvx as it's more readable and easier to find if it's needed.

Now, I know fgsfds put your pack on github, but honestly I am not sure why he did that as he's not maintaining that. I could help you with maintaining that if you wanna accept my help. As a matter of fact you don't have to learn git commands as you can get a software for that, either official github one or 3rd party ones like GitKraken which I personally use.


Hi Dzierzan,

To be honest, I didn´t have an idea what is exactly github, I know is for sharing files and stuff. If it makes the community happier to have it there instead of waiting for me to make a bigger update, then yes feel free to do so, although I would like to have the access to add voxels as well.

About the names, years ago, I had to make the names shorter because the DOS version of Shadow Warrior (Shadow Warrior 1997 of Steam) didn´t load voxels whose names were longer than 8 characters.
I never thought in the first place I would end up making so many voxels for this particular game, back in the day I didn´t have MagicaVoxel, so even making small voxels was sometimes a tedious task, If I knew back then I would´ve probably named the voxels differently.

The readme file is the same story, I thought that I would make some 15 extra voxels at most, then over the years they just accumulated. I use the read to keep track of the dates when I make an update.

About the def scripts, I understand you use them mainly on Duke Nukem, in Shadow Warrior to add voxels is way easier, just modify the voxfil, which comes in all versions even the DOS one.


So, if the community wants to have it there too and If someone is willing to help then please do so :)

This post has been edited by mxrtxn: 24 May 2021 - 09:03 AM

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User is offline   Dzierzan 

#180

I am not sure if VoidSW, WangGDX or Raze can use voxfil, hence why I proposed DEF script, as all ports use that.
0

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