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Shadow Warrior: The Missing Voxels - Shadow Warrior Voxel Pack

User is offline   Dzierzan 

#301

3354:

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User is offline   Dzierzan 

#302

460,461,462:

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User is offline   Dzierzan 

#303

3550:

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User is offline   Dzierzan 

#304

5050:

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User is offline   Mark 

#305

I like the others but that last one is a pile of crap. :lol:
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User is offline   Dzierzan 

#306

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User is offline   Lunick 

#307

Love those barrels
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User is offline   Dzierzan 

#308

Well, mx made voxel sticky bombs, but I wasn't super fond of colors. Here's my attempt:

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#309

Don't know If anyone can help me, but i'll try...

I'm using Raze and I managed to install Blood and Duke3d and run them perfectly with upscaled upgrades and voxel packs. But I have not managed to make the voxel pack work with Shadow Warrior. The game loads fine, the upscaling works, but all I see are sprites and only the vanilla voxels. I tried on the DOS version, Redux, Raze, VoidSW, BuildGDX, none of them work. I tried only the voxels without any other mod, no go. If I press the console key, the engine says it loaded the zip file cotainig the data, just as in Duke or Blood. But no voxel ingame, just sprites (and the vanilla voxels, as it's turned on).

Tried Vulkan and OpenGL... still no go.

Is there a solution, something I haven't considered, some deep setting that enables the custom voxels? It eludes me.

Thank you all in advance.
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User is offline   Dzierzan 

#310

Did you get them from here?

https://github.com/f...rior-Voxel-Pack

Use master branch. Don't use release version, as it's heavily outdated.

This post has been edited by Dzierzan: 05 July 2021 - 10:31 AM

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#311

View PostDzierzan, on 05 July 2021 - 10:31 AM, said:

Did you get them from here?

https://github.com/f...rior-Voxel-Pack

Use master branch. Don't use release version, as it's heavily outdated.


Yes, I'm using this version.

I tried putting the zip file on the data directory, where my .grp files are, I tried lauching with the "-file" paramater... No go.
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User is offline   0815Jack 

#312

View PostDarth Slaughter, on 05 July 2021 - 12:20 PM, said:

Yes, I'm using this version.

I tried putting the zip file on the data directory, where my .grp files are, I tried lauching with the "-file" paramater... No go.


Hi, you have to extract the downloaded ZIP file from github and zip the contents again, but make sure that files like sw-raze.def are not in a subfolder ... I hope you understand what I mean...

Attached File(s)

  • Attached File  zip.PNG (24.16K)
    Number of downloads: 6

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User is offline   Dzierzan 

#313

@0815Jack
Why? I never did that and it works fine on my end. Whether I try loose files for BuildGDX or zipped for Raze.

@Darth Slaughter
Have you tried dragging and dropping that zip onto Raze.exe?

This post has been edited by Dzierzan: 05 July 2021 - 12:48 PM

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User is offline   0815Jack 

#314

View PostDzierzan, on 05 July 2021 - 12:46 PM, said:

@0815Jack
Why? I never did that and it works fine on my end. Whether I try loose files for BuildGDX or zipped for Raze.

@Darth Slaughter
Have you tried dragging and dropping that zip onto Raze.exe?



@Dzierzan
Yes you are right Raze can handle the fact that the def files are in a sub folder.... but with eduke32 and its autload folder it doesn't work. Darth Slaughter issue was sounding pretty familiar to me ... so I assumed Raze has the same issue...
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#315

View Post0815Jack, on 05 July 2021 - 12:38 PM, said:

Hi, you have to extract the downloaded ZIP file from github and zip the contents again, but make sure that files like sw-raze.def are not in a subfolder ... I hope you understand what I mean...


That made it work if I drag the zip to raze exe. I unpacked and eliminated a subfolder, but now I can't run both the upscaled mod and voxels together.

View PostDzierzan, on 05 July 2021 - 12:46 PM, said:

@0815Jack
Why? I never did that and it works fine on my end. Whether I try loose files for BuildGDX or zipped for Raze.

@Darth Slaughter
Have you tried dragging and dropping that zip onto Raze.exe?


I did and it worked... but now I'm trying to figure out a way to load both the voxels and the upscaled sprites

EDIT:

Got it. Change my ".BAT" file. I was using the upscaled BAT, but edited it to just load the mods I want.

Thank you for the enlighment

This post has been edited by Darth Slaughter: 05 July 2021 - 01:27 PM

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User is offline   mxrtxn 

#316

BTW I havenĀ“t forgotten the Minecraft pack either:



This is good practice, for the voxelized enemy pack I have in mind (yes the current voxelized enemies will be retouched too)

P.S. BTW does anyone knows where can I get the sounds of the zombie enemy (Minecraft)?

See ya

Mxrtxn
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User is offline   Dzierzan 

#317

0418, 0419, 0420:

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User is offline   Dzierzan 

#318

Umbrella ver 2.0

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This post has been edited by Dzierzan: 15 August 2021 - 04:11 AM

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User is offline   Dzierzan 

#319

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User is offline   Dzierzan 

#320

Voxel faucet

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User is offline   Dzierzan 

#321

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User is offline   Dzierzan 

#322

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User is offline   jkas789 

#323

Hot damn, it's so nice to see you coming back to making voxels Dzierzan!
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User is offline   Dzierzan 

#324

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User is offline   0815Jack 

#325

nice to see you doing voxels again... :)

from quality aspect very good, but the cross-legges part looks a bit too small....but just my opionion....

https://i.etsystatic.com/19939980/r/il/070469/4251569850/il_794xN.4251569850_n8dz.
jpg


example
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User is offline   Dzierzan 

#326

It's not perfect, no argument here. Maybe I'll update it in the future, although I'd rather keep making new ones.
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User is offline   hxixdxy 

#327

View PostDzierzan, on 04 November 2023 - 04:38 PM, said:

It's not perfect, no argument here. Maybe I'll update it in the future, although I'd rather keep making new ones.



I never thought someone would do this...
Just awesome.

As for the balance, I think it's good that it doesn't stray too far from the original sprite vibe.
(I'm sorry if my English is incorrect.)
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User is offline   Dzierzan 

#328

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