Blood Voxel Pack
#1 Posted 21 June 2017 - 01:18 PM
What's been done so far:
Download: https://m210.duke4.net/index.php/downloads/download/55-voxels
#4 Posted 21 June 2017 - 02:19 PM
#5 Posted 21 June 2017 - 02:27 PM
#6 Posted 21 June 2017 - 03:09 PM
Gambini, on 21 June 2017 - 02:19 PM, said:
BloodGDX is not an EDuke32 Team project.
#7 Posted 22 June 2017 - 02:17 AM
Lunick, on 21 June 2017 - 02:27 PM, said:
Let it stay here so I can post my stuff without clogging up the main thread. Once (if) I make a pack for the original game, I'll just post it there.
This post has been edited by fgsfds: 22 June 2017 - 02:18 AM
#8 Posted 22 June 2017 - 07:43 AM
#9 Posted 22 June 2017 - 08:35 AM
Nokiaman, on 22 June 2017 - 07:43 AM, said:
Not yet, but custom voxels support will be added later to GDX. After that I'll either make a voxel pack or they will already be included in the port.
#10 Posted 22 June 2017 - 09:58 AM
fgsfds, on 22 June 2017 - 08:35 AM, said:
Nice! I'll wait for that then
#13 Posted 29 June 2017 - 01:32 AM
Im hyped over this pack! it looks so damn awsome!
I want! give me! =)
#14 Posted 01 July 2017 - 11:41 AM
fgsfds, on 21 June 2017 - 01:18 PM, said:
Here are more voxels from a moddb pack.
http://www.moddb.com...lood-voxel-pack
#15 Posted 01 July 2017 - 12:06 PM
Probably it's planning to do a total remake, we gonna use that pack just for the missing/not Monolith custom level voxels I think.
#17 Posted 07 July 2017 - 12:50 PM
#18 Posted 08 July 2017 - 12:14 AM
Dzierzan, on 07 July 2017 - 12:50 PM, said:
Probably, but I'll have to find a convenient way to distribute it. Currently, you have to download 20 mbs of modified .art files and Dosbox to add these voxels to the game.
#19 Posted 09 July 2017 - 04:18 AM
First animated voxels.
This post has been edited by fgsfds: 09 July 2017 - 05:30 AM
#20 Posted 09 July 2017 - 06:31 AM
fgsfds, on 09 July 2017 - 04:18 AM, said:
That is simply awsome!
Is it hard/time consuming making voxels?
This post has been edited by Hendricks266: 09 July 2017 - 11:40 AM
Reason for edit: shortened large quote
#21 Posted 09 July 2017 - 08:51 AM
#22 Posted 09 July 2017 - 01:51 PM
fgsfds, on 09 July 2017 - 08:51 AM, said:
intresting stuff.
Always was fashinated by voxels back when i first saw them in shadow warrior.
I still think they are so cool and look stunning in blood.
How about location placements?
I mean some sprites werent suposed to be voxels in the first place so maybe they will face in the wrong direction/angle?
#23 Posted 09 July 2017 - 03:59 PM
You mentioned it does not take long with the right tools.
Could you mention briefly what are the tools you use?
I have little artistic skill, but voxels are always something I wanted to muck around with when I had the time.
#24 Posted 09 July 2017 - 09:47 PM
Devon, on 09 July 2017 - 01:51 PM, said:
M210 will need to add maphacks support, same as eduke32's.
Tiddalick, on 09 July 2017 - 03:59 PM, said:
Magicavoxel is enough for almost every model. It would've been perfect if it wasn't for it's stupid 126 dimension limitation.
Strip2vox and vox2png help a lot.
Slab6 to convert resulting vox file to kvx.
#25 Posted 10 July 2017 - 02:35 AM
fgsfds, on 09 July 2017 - 09:47 PM, said:
Strip2vox and vox2png help a lot.
Slab6 to convert resulting vox file to kvx.
Thanks for the reply.
Ill check it out later on...
#26 Posted 11 July 2017 - 11:20 PM
#27 Posted 11 July 2017 - 11:56 PM
Dzierzan, on 11 July 2017 - 11:20 PM, said:
Probably, but voxels don't support partial transparency, and life essence has transparent aura. Currently not sure what to do about it.
#28 Posted 12 July 2017 - 04:15 PM
fgsfds, on 08 July 2017 - 12:14 AM, said:
Patches could cut down on the file size. This program works well if I remember correctly.
#29 Posted 15 July 2017 - 10:26 AM
Duke and shadow warrior kinda loose their original charm with these high res packs. Dont get me wrong here, i do apreciate them.. and alot of good work is put into these projects.
Got me thinking when i saw the new voxels here. they look almost identical to the original sprites. just think how cool it could be with voxel monsters?
im not 100% certain but i think the person responsble for the zombie voxel just converted the sprite in some way? no idea though i got no experience in making voxels.
Oh and btw why do the new voxels add so much slowdown when the old ones work just fine?
This post has been edited by Devon: 15 July 2017 - 10:27 AM
#30 Posted 17 July 2017 - 10:38 AM
Devon, on 15 July 2017 - 10:26 AM, said:
I'm sure it was a real 3d model. It's a completely different thing.
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Basically, they are the original sprites, just extended to the 3rd dimension.
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Honestly, I don't think it'll work too well for the enemies. Not only it will be incredibly difficult, but also original sprites are very detailed and when voxelized, they will lose a lot of these details because of how the voxels work.
But I may be wrong. This Pig Cop looks pretty cool.
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Firstly, because some of the new models have bigger voxel count than the original ones (because the initial sprites are bigger and more complicated). Secondly, there may be a lot of them in the same place, which was never the case with the original ones. And most importantly, BGDX handles a lot of polygons like shit. It will be fixed soon I hope.
This post has been edited by fgsfds: 17 July 2017 - 10:41 AM