icecoldduke, on 20 July 2017 - 07:36 AM, said:
Build has always supported 3d models...aka voxels :/.
This is a disingenuous reply, that is not at all what he meant and you know it.
Devon, on 20 July 2017 - 07:48 AM, said:
Because the programmers are responsible for the support of the models that are being made.
Without them there would be no support for any of the features present in the polymer renderer.
Problem is that we need better support for 3d assets as of right now it looks ok but animates like crap due to (sprite frame limitation?)
I wish there could be some good interpolotion in duke and shadow warrior... like there is in Quake 1 for example.
There is nothing holding back the HRP. CON is totally sufficient enough to handle all the animation issues and whatnot.
No one has done it. On the flipside, it should most certainly not be hardcoded into EDuke32 if thats what you're inferring.
icecoldduke, on 20 July 2017 - 07:57 AM, said:
Furthermore didn't the Duke3D devs create voxel enemy sprites at some point?
Not really. There was a turret voxel (plus other mostly static objects) made after Atomic Edition was released. This was for the abandoned 1.7 patch and/or DNF. Voxel enemies were never planned for Duke3D. There were attempts made for Shadow Warrior, but I think they quickly figured out that voxel enemies look like shit and are difficult to create.
Mark., on 20 July 2017 - 08:15 AM, said:
My recollection was I couldn't see and pitch and roll when firing rockets from the RPG. Its too fast.So I just did a comparison between software with sprites and 32 bit with models. What pitch and roll? If its there I can't see it.
There didn't use to be, TX says that there is now when it's fired by the player. It looks like some other sources of RPG fire have issues still though.