Duke4.net Forums: Blood Voxel Pack - Duke4.net Forums

Jump to content

  • 5 Pages +
  • « First
  • 3
  • 4
  • 5
  • You cannot start a new topic
  • You cannot reply to this topic

Blood Voxel Pack

User is offline   SonicB00M 

#121

View PostNightFright, on 06 December 2019 - 07:15 AM, said:

I had to admit I was a bit disappointed when I took a look inside the voxel stroller. Assuming the original sprite is a reference to "Batman Returns", I expected to see at least the face of a baby Chester Cobblepot aka Penguin. Oh well.


I think it is a reference to the 1974 film 'It's Alive'. Google the movie poster :)
0

User is offline   NoOne 

#122

View PostNightFright, on 06 December 2019 - 07:15 AM, said:

I found tile #183 (baby stroller) in "Pulp Fiction", author unknown (probably someone from the Pulp Fiction team). It looks quite good and can probably be directly added to the BloodGDX voxel pack.

https://i.imgur.com/Wme0wl3.jpg

Definition:
voxel "kvx/0183_stroller.kvx" { tile 183 }


PS: I had to admit I was a bit disappointed when I took a look inside the voxel stroller. Assuming the original sprite is a reference to "Batman Returns", I expected to see at least the face of a baby Chester Cobblepot aka Penguin. Oh well.


That was converted in voxel model by me, but original polygonal model is from Transfusion project
2

User is online   NightFright 

  • The Truth is in here

#123

Great then! Still well done! And yeah, I guess it's referring to "It's Alive" rather than "Batman Returns". The Batman buggy was closed after all so people couldn't see poor baby Cobblepot.

This post has been edited by NightFright: 09 December 2019 - 02:29 AM

0

User is offline   warezeater 

#124

A few more:

616:
https://thumbs2.imgbox.com/84/e6/b0bzmgcJ_t.png https://thumbs2.imgbox.com/38/43/pT1im3ad_t.png

693:
https://thumbs2.imgbox.com/be/55/4oMEMw9c_t.png https://thumbs2.imgbox.com/66/4a/mBKgxJPJ_t.png

712:
https://thumbs2.imgbox.com/96/4a/0BS3RTEm_t.png https://thumbs2.imgbox.com/96/d2/p3ByP5TF_t.png

739:
https://thumbs2.imgbox.com/30/cc/EfiGXvn9_t.png https://thumbs2.imgbox.com/b2/00/uX8VtVoj_t.png

Definitions:
voxel "KVX/0616_JUG.kvx" { tile 616 }
voxel "KVX/0693_LANTERN.kvx" { tile 693 }
voxel "KVX/0712_JUG.kvx" { tile 712 }
voxel "KVX/0739_VASE.kvx" { tile 739 }

Attached File(s)


5

User is offline   Phredreeke 

#125

I could have sworn I had seen a voxel of the last sprite already.
0

User is offline   warezeater 

#126

View PostPhredreeke, on 19 December 2019 - 10:18 PM, said:

I could have sworn I had seen a voxel of the last sprite already.

Old Blood Voxel Pack addon from ModDB contains pt7.kvx, which is an approximate recreation of this sprite (just like the stroller voxel above, which is included in the pack as pram.kvx)

The pack has a number of other voxels not seen in the game, and some models looking close to original sprites, but not as-close-to-original-sprites-as-possible we try to create here. I have made a quick gallery to preview voxels included therein:
https://imgbox.com/g...9PMOh3JfWHmaOlY
2

User is offline   fgsfds 

#127

Great work, keep it up.
0

User is offline   Zaxx 

#128

I loaded this up with NBlood and after a while I noticed that something is not right: the tommy gun pickup isn't rotating and a bunch of voxels are missing compared to what I got used to in BFS. I looked into the def files and noticed that there's a ton of differences between "bloodgdx.def" and "blood.def" with the latter missing a bunch of stuff (and all the rotate commands). So I deleted blood.def, renamed bloodgsx.def to blood.def and now everything seems to work correctly (tommy gun's rotating, the missnig voxels are back).

Is that a good fix or there was a reason for all that stuff missing from the def file for NBlood and I've just made everything worse?

This post has been edited by Zaxx: 03 February 2020 - 04:19 AM

0

User is offline   Hendricks266 

  • Weaponized Autism

  #129

The "rotate" voxel subtoken probably should not exist. I definitely do not want to merge it upstream to EDuke32 because it simply creates a MAXTILES bitfield for whether the token has been defined or not and leaves it up to the game to perform the rotation. Voxels defined in Blood the DOS way rotate if ((picanm[nTile].extra&7) == 7). Maybe voxels defined in Blood through def files should also do this. That way no special handling is needed for the Tommy Gun replacement. There should also be a way to set this field from def for sprites that don't have it. NBlood has tilefromtexture <tilenum> { extra <value> } but it's an assignment, not an OR, and maybe there are better semantics to use in the def code. This "extra" is for the unused bits in Ken's ART format that Blood overloads.
0

User is offline   fgsfds 

#130

Current version of voxels pack is old and was released before dev versions of nblood got "rotate" support. Your "fix" is fine to use.

This post has been edited by fgsfds: 03 February 2020 - 08:07 AM

0

User is offline   Zaxx 

#131

Cool but meanwhile I got reminded that I should try the version that you have on GitHub and as far as I can see that one is newer and just works out of the box. I downloaded the one that was on M210's site before. :)
0

Share this topic:


  • 5 Pages +
  • « First
  • 3
  • 4
  • 5
  • You cannot start a new topic
  • You cannot reply to this topic


All copyrights and trademarks not owned by Voidpoint, LLC are the sole property of their respective owners. Play Ion Fury! ;) © Voidpoint, LLC

Enter your sign in name and password


Sign in options