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Active Posts:
9 (0.67 per day)
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Everything EDuke32 (5 posts)
09-April 18
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User is offline Today, 09:43 AM

My Information

30 years old
October 16, 1987
Male Male

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Posts I've Made

  1. In Topic: Duke 3D Voxel Pack

    18 April 2018 - 02:42 PM

    View PostTrooper Dan, on 18 April 2018 - 11:07 AM, said:

    You can't use any extra tiles that the original rocket doesn't use, though.

    Thanks. I noticed that. I considered doing a flicker between the small deep orange and a larger bright orange. The flame would look very dull and flat otherwise. A bit like the old polygonal flames from Quake, except no animation at all. It's a shame I can't mix the sprite of the flame with the voxel of the rocket, or at least not without CON scripting which would be a bit beyond the scope of this voxel pack. So I'll put the rocket on the to-do list, but for the time being, I'd rather focus on things the player will always be able to get a good look at. Like sprite 4954, the damaged variant of the sprite 0860 power switch.

    View PostStriker, on 18 April 2018 - 01:10 PM, said:

    Sprites do pitch with your view, at least in software, and in OpenGL, the sprites are thin enough to not look hideous when shooting up and down.

    Zandronum has a nice feature called "sprite billboard" with its OpenGL renderer. It will pitch the sprite just like it would in software, on both the X-axis and/or Y-axis.
  2. In Topic: Duke 3D Voxel Pack

    18 April 2018 - 07:29 AM

    And here are both voxel models of the sci-fi flip switch 1122-1123:


    Attached File  1122_1123_flipswitch.zip (5.82K)
    Number of downloads: 4
  3. In Topic: Duke 3D Voxel Pack

    18 April 2018 - 04:45 AM

    View PostStriker, on 17 April 2018 - 11:20 PM, said:

    If they sink into the wall, that's because you didn't set up the pivots.

    Cheers. I'm a fool but I'm one that corrects his errors.

    Attached File  0138_139_slideswitch_fixed.zip (6.73K)
    Number of downloads: 3

    And here are some in-game screens:


    View PostTrooper Dan, on 17 April 2018 - 04:23 PM, said:

    Any chance that someone will make a voxel version of the rocket?

    I'm currently working on sci-fi flip switch 1122-1123, but would that be the RPG/Devastator rockets? It looks "easy" enough to voxel. The proportions, length, and depth of the thing are all there in the sprites, so it is just a matter of painting by number for much of it. If I do get round to it, I'll give it a go. Might cannibalize the candle voxels (by Martin?) to add a little animation to the flame.
  4. In Topic: Duke 3D Voxel Pack

    17 April 2018 - 04:08 PM

    And here's a pair of voxel models of those sliding switch red/green doodads. Unfortunately, they both dip into the wall in-game, either because I screwed up or they need a map hack to adjust their position.


    And here is the pair of them if anyone is interested in finding out if I screwed up:

  5. In Topic: Duke 3D Voxel Pack

    17 April 2018 - 07:09 AM

    Okay, I created a voxel of 4464 -- three cans of mace -- and a few preview screens in SLAB6 and in-game on the map by DavoX called "Buenos Aires Explosive Remake."

    SLAB6 Screens:


    In-game Screens:


    And the voxel itself:



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