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

Jump to content

Hide message Show message
Welcome to the Duke4.net Forums!

Register an account now to get access to all board features. After you've registered and logged in, you'll be able to create topics, post replies, send and receive private messages, disable the viewing of ads and more!

  • 3 Pages +
  • 1
  • 2
  • 3
  • You cannot start a new topic
  • You cannot reply to this topic

Blood Voxel Pack

User is offline   Devon 

  • 9

#31

View Postfgsfds, on 17 July 2017 - 10:38 AM, said:

I'm sure it was a real 3d model. It's a completely different thing.


Basically, they are the original sprites, just extended to the 3rd dimension.


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.
Posted Image


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.



Thanks for the reply.

If i find the video i will link it.
If it is a 3d polygonal model then it is the strangest thing i have seen.
0

User is offline   Devon 

  • 9

#32

View PostDevon, on 17 July 2017 - 02:51 PM, said:

Thanks for the reply.

If i find the video i will link it.
If it is a 3d polygonal model then it is the strangest thing i have seen.




Edit:

Here is the link to what looks like a animated enemy voxel.
http://blood-wiki.or...del-Sprites.gif
0

User is offline   Micky C 

  • Honored Donor
  • 3,398

#33

That's not a voxel. The guy made a standard 3D polygonal model and wrote a shader that converts it into a pixelated 2D sprite in real time.

Here's the link to a thread here where he talks about it: https://forums.duke4...od-3-tech-idea/

Polymer wishlist: Global illumination, SSAO, Bloom, reflective surfaces, adjustable specular (wetness), volumetric lighting.
Mapper of the Month December 2014.

Herbs? Tell me more!
1

User is offline   Devon 

  • 9

#34

View PostMicky C, on 12 August 2017 - 05:43 AM, said:

That's not a voxel. The guy made a standard 3D polygonal model and wrote a shader that converts it into a pixelated 2D sprite in real time.

Here's the link to a thread here where he talks about it: https://forums.duke4...od-3-tech-idea/



It is pretty cool though.
0

User is offline   Dizzi 

  • 0

#35

I love the voxels that you've done so far and I really want to see them in-game. Just to make sure:

Until GDX adds custom voxel support there is no way to add these to the game, right?
0

User is offline   fgsfds 

  • 145

#36

View PostDizzi, on 13 August 2017 - 02:06 PM, said:

Until GDX adds custom voxel support there is no way to add these to the game, right?

They are already supported. You can find them in the "addition" folder.
0

User is offline   Dizzi 

  • 0

#37

View Postfgsfds, on 13 August 2017 - 09:02 PM, said:

They are already supported. You can find them in the "addition" folder.


Oh damn! Thanks I didn't realize. They look amazing in game!
0

User is offline   3371-Alpha 

  • 0

#38

Is it possible to add these to the vanilla DOS game in a manor similar to this pack for Shadow Warrior, or for Blood is it more complicated than that?

This post has been edited by 3371-Alpha: 28 September 2017 - 02:28 PM

0

User is offline   Devon 

  • 9

#39

Any progress?

I love this voxel pack and i want more!
0

User is offline   fgsfds 

  • 145

#40

View Post3371-Alpha, on 28 September 2017 - 02:27 PM, said:

Is it possible to add these to the vanilla DOS game

It's possible. There is a guide on adding custom voxels to the game http://forums.transf...opic.php?t=2455


View PostDevon, on 11 October 2017 - 06:50 AM, said:

Any progress?

I'm a bit owerwhelmed with real life stuff right now, but I'll return to making more voxels soon.

This post has been edited by fgsfds: 31 October 2017 - 12:28 PM

0

User is online   Phredreeke 

  • 57

#41

Are there any particular items you plan on making into voxels?
0

User is offline   fgsfds 

  • 145

#42

View PostPhredreeke, on 31 October 2017 - 01:23 PM, said:

Are there any particular items you plan on making into voxels?

Life seed is high priority. It's the last pickup item that can be voxelized at this point.But I'm planning to voxelize every single sprite in the game.
0

#43

Are There any sprites you have finished but not released or are already partly done.I want to help with the voxel pack and do not want to work on anything you have already done or are doing.
0

User is offline   fgsfds 

  • 145

#44

Nothing new yet. Feel free to make any sprite you want.
0

#45

This is some stuff I did as I learned the program.

The sides still need work. Keep in mind I have never made a voxel before and have only a little experience in blender. (not that that helps here much)

Posted Image Posted Image Posted Image

Here is my first try At something more complex.The Clock.


Posted Image


If anyone wants to make request for what sprites they would like to see done first let me know and Ill keep them in mind.
3

User is online   Phredreeke 

  • 57

#46

I'd suggest the skull goblet?

Posted Image

more complex, but I'd like to see this vase with the flowers "voxelised"

Posted Image
0

User is offline   Perro Seco 

  • 137

#47

One thing I don't understand about this is why creating voxels of small or almost plain objects? In game they're difficult to distinguish, and almost equal to the original sprites. I think voxels will fit better if they are used for replacing big sprites, like trees, or statues, or the helicopter from Duke 3D.

Those small voxels look very good, but I think they will be overlooked in game by most of the people.

Posted Image
0

User is online   SonicB00M 

  • 6

#48

I disagree. Every time I come across rows of candles or bottles, I stop to appreciate the work that got put in :)

Those voxels look great! Especially the clock :)
1

#49

I have picked easy (small or almost plain objects) for practice. Taking on something to complex with a new program I don't know will lead to frustration. To paraphrase yoda “Frustration is the path to the dark side…Frustration leads to anger…anger leads to hate…hate leads to suffering.”
0

#50

Here is the rough draft of the Skull Goblet shown next to the base voxel made from the sprite.


Posted Image Posted Image Posted Image


Here is the failed first attempt.


Posted Image Posted Image Posted Image


I already decided to scrap it before I added the empty space to the cup, just to see how it would look...not very good.
Could you imagine if I thought that was good enough.Good thing I have some self directed quality control.




So right now the back of the Goblet looks the same as the front.A skull face. What do people think I should do, keep it like that or make it like the back of a skull.

This post has been edited by -=SomeThingEviL=-: 15 November 2017 - 04:34 PM

0

User is offline   Devon 

  • 9

#51

Yes!!

More voxels!

Awsome =)
0

User is offline   fgsfds 

  • 145

#52

Not bad. A couple of suggestions.
Always add shadows to the edge of the model, so it won't look like you just stretched it.
Something like this.

Posted Image

Your cup could be more round. It's easier to draw a circle with required dimensions in photoshop and use it as a reference.

Posted Image


This post has been edited by fgsfds: 17 November 2017 - 12:06 PM

0

#53

I'm too lazy to make pictures of them right now, but here is a pack of about 70 voxels. Mostly signs and other simple stuff.I'll try too have the next pack out sooner and with some of the more advance voxles that I am still working on.

This is still all work in progress, so if you don't like the look of something let me know and I'll try and work on it.

http://www.mediafire...for_BloodGDX.7z

This post has been edited by -=SomeThingEviL=-: 11 December 2017 - 12:57 PM

1

User is online   max_nukem 

  • 8

#54

View Post-=SomeThingEviL=-, on 11 December 2017 - 12:53 PM, said:

I'm too lazy to make pictures of them right now, but here is a pack of about 70 voxels. Mostly signs and other simple stuff.I'll try too have the next pack out sooner and with some of the more advance voxles that I am still working on.

This is still all work in progress, so if you don't like the look of something let me know and I'll try and work on it.

http://www.mediafire...for_BloodGDX.7z


Thanks! And there is a def file?
0

#55

Ya there a def file same as the one from fgsfds but with my stuff added at the bottom.
1

User is online   SonicB00M 

  • 6

#56

Great to see more voxels, thank you :) I personally deleted the paper ones because I like them flat. They look like stone tablets when voxelized ;)

May I suggest doing the key symbols next? It may even serve the gameplay when they pop out.
0

User is offline   Tiddalick 

  • 4

#57

Great work with the extra voxels.

Some things that I noticed. I don't know if they are bugs with the voxels, or if BloodGDX cannot currently swap between different Voxel states.

For example, in E3M4 - Sick ward
The heart monitor, it starts off as a voxel, but when it goes to the flatline the voxel is lost.

Also, in E2M2 - Lumber Mill
The saw blades, start as voxels, but then change back to normal sprites when you start on them and they turn bloody.
As an addtional problem there, the saw blades in the roof start off too high.

Also I notice that some of the voxels that you made (like the clock) are not included. Still tweaking those?

Otherwise, the additional subtle voxels add to the game, great job.

This post has been edited by Tiddalick: Yesterday, 02:12 PM

0

User is online   Phredreeke 

  • 57

#58

There are no voxels defined for the bloody state of the sawblades (tiles 772-774) that doesn't explain the heartmonitor though, where the flatlined states (858 and 859) are defined
0

User is offline   SPILL 

  • -2

#59

I haven't checked in mapedit but the heart monitor probably has a gib wall sprite that breaks without effects leaving the flatline texture on sector beneath. That would explain why it goes from voxel to texture.
1

User is offline   fgsfds 

  • 145

#60

I think you overdid it for the sprites like paper, which shouldn't be voxelized. Apart from that, great job.
Your 0651-Curtin.kvx is broken. You probably used Magicavoxel, which doesn't support dimensions higher than 126, so your model got cut off from top and bottom.
0

Share this topic:


  • 3 Pages +
  • 1
  • 2
  • 3
  • You cannot start a new topic
  • You cannot reply to this topic


All copyrights and trademarks are property of their respective owners. Yes, our forum uses cookies. © 2017 Voidpoint, LLC

Enter your sign in name and password


Sign in options