GRAU Posted December 29, 2019 (edited) Hi all! I want to present my, and another my's creation named RDVOX. This voxel pack is in progress, it actualy contains not only voxels, but: - a couple of new sprites, and code oriented to create fireball and fire effects - light definitions to use with advanced software renderers (8bit priorm but 32bit and GL are also working nice) - a new palete, oriented to help the engine to render dynamic ights and cool sprite effects in 8bit software. If somewhere it damages original graphics - please make a screenshot for me, ill fix It does NOT changes gameplay or any parameters of weapons. If i will do such addons - they will be separated from maun pack. I orient it ti use with 8bit renderer, all the effects are tested there, 32bit and GL are not prior, so if they somewhere look strange - you have to show me a screenshot, ill try to fix, but only if it will not damake the look in 8bit. All voxels, sprites and code here are made by ME and onlt by Me (ConradRDW, GRAU are both my personalities :D ) Some textures added to palete pack to fix their look under this palete. They are taken from original game now but will be replaced by their clones soon. You may play with it as much as you want. You may distribute it for free as much as you want, but specify my nickname or my site then. If someone want to take some of my resources to his own project - he have to contact me. All rights reserved ;) You may always find a last stable version on my web page: RDW Studios LINKS UPDATED 27.02.2020! (L/G/Q)ZDoom version 0.40 DelphiDoom version 0.40 special map01 for tests: RDVXTEST.zip As for ZDoom-based sourceports - you may use any you like, starting from ZDoom 2.8.1. To use a Delphidoom version You need at least an oficial delphidoom 2.0.5 release or higher. https://sourceforge.net/projects/delphidoom/files/DelphiDoom 2.0.5/delphi-doom-2.0.5.722-win32.zip/download - Thanks jval. You may also look at his topic in future to find latest updates of this sourceport: Known problems: - Some of new sprites look weird in delphidoom version. This is because of specific translucency logic and will be fixed soon. - A few original game sprites or textures may look weird - this may be caused by new palete - please repord such situations here, specify your sourceport please, it can help in fixing the problem too And now a few screenshots. I will use QZDoom q2.00 for that - i like delphidoom but it's dynlights have been just implemented a few days ago and look weak now: Spoiler Edited August 31, 2020 by GRAU Updated voxelpacks 61 Quote Share this post Link to post
elend Posted December 29, 2019 Those are looking really nice. I love how close they are to their vanilla counterparts. Good job. 3 Quote Share this post Link to post
Redneckerz Posted December 29, 2019 This is an exceptionally nice resource and this deserves more coverage. Also thank you @jval for the WIP Version of DelphiDoom that supports this :) 2 Quote Share this post Link to post
jval Posted December 30, 2019 Very nice work, the visual output of the effects is fantastic, both in 8 bit and 32 bit color! Special thanks for your efforts to make the DelphiDoom version, and the motive you gave me to add new features and expand the mechanics of my source port! 2 Quote Share this post Link to post
Neanderdave Posted December 30, 2019 (edited) Great work Grau! Getting a real blood feel from this. I think the bloom fellas would love this! Edited December 30, 2019 by Neanderdave 1 Quote Share this post Link to post
elend Posted December 30, 2019 I was checking them out just now and they look really great ingame. 0 Quote Share this post Link to post
Bees With Teeth Posted December 30, 2019 This looks great! Out of interest, how practical would it be for someone to make voxel versions of the ingame monsters? I know very little about using voxels in this way, but I've noticed most games that use voxel assets rarely use them for elaborately animated things like monsters. 0 Quote Share this post Link to post
elend Posted December 30, 2019 I am really liking this so far. The voxels as well as the new sprites for fireballs, etc. From an artistic standpoint I think that some of the items look a bit too flat. The stimpack is okay, but I always the medkit to be way bigger. Like a box. Same goes for ammo boxes, etc. Also, I noticed this issue with the blue health potions. From a certain angle in OpenGL render mode they look a tad strange. But since you said your focus is on software mode, I am not really sure what you can do about this. Just wanted to let you know. Spoiler https://abload.de/img/voxl_be8kzb.png https://abload.de/img/voxl_afdk66.png 0 Quote Share this post Link to post
VanaheimRanger Posted December 30, 2019 12 hours ago, Bees With Teeth said: This looks great! Out of interest, how practical would it be for someone to make voxel versions of the ingame monsters? I know very little about using voxels in this way, but I've noticed most games that use voxel assets rarely use them for elaborately animated things like monsters. I'm not an expert but I believe voxel models are stationary things that can't be moved or animated in any way. 0 Quote Share this post Link to post
GRAU Posted December 31, 2019 (edited) 10 hours ago, elend said: Also, I noticed this issue with the blue health potions. From a certain angle in OpenGL render mode they look a tad strange. But since you said your focus is on software mode, I am not really sure what you can do about this. Just wanted to let you know. What was the sourceport, you took those screenshots? I think it was GZDoom. I know that such strange things sometimes happen there, but I can do nothing here except to propose using software or models - this is exactly why I do not guarantee a good display in gl. Well, as for flat items - i have never seen box-shaped medikits in real, but i could make a box-version for you once i will finish all items, as far as i can make a healthbonus WITHOUT any space inside - this may solve some problems in gl, but i am not sure. 2 hours ago, guitardz said: I'm not an expert but I believe voxel models are stationary things that can't be moved or animated in any way. In doom? Nearly yes. I would like to have bone-animated voxels (The set of coordinates and angles, defining positions for a set of voxel parts like leg_lower, leg_upper, body, etc) but we have no that technology now in doom (but we can see that in Voxelstein game) But i use static frame sets to create player. and enemies Spoiler ...in another mod. I think, i will try to make some voxel enemies anyway in RDVOX, after i will finish statics, i'll start from monster corpses (as far as they are not moving anymore), then lostsouls, then cacos, and then i'll try with imp. but i know - each frame will need pre-loading a new voxel model. This will be cpu-heavy, may cause lags even on some i7 if there are a lot of monsters in the scene. Edited December 31, 2019 by GRAU 3 Quote Share this post Link to post
elend Posted December 31, 2019 Yes, that was GzDoom. Sorry, I forgot to tell you. I can live with it, the rest of the items look really great, as well as the new fancy effects. You did a really good job there and I think I would like to include this mod into more of my playthroughs of WADs. Regarding the thickness / depth of some items; you don't have to change anything for me only, that would be crazy. Maybe I am the only one who thinks like that anyway. This other mod looks really gorgeous as well?! 0 Quote Share this post Link to post
GRAU Posted December 31, 2019 Well, i think there will be more people who don't like my bag-style medikit. I planed anyway some alternative addons like item rockets with red markers (like original flyoing one has) or may be combined 3-d powerup spheres, so that will be not a problem to reprocess a medikit into a box, i'll just wait till some free time for that. The major factor interfering me to work over it a bit faster is free time. I wish lived in 1994 and was an ID software member) 1 Quote Share this post Link to post
GRAU Posted January 3, 2020 I have nearly finished a new voxel - boss cube. how often do you see a cube playing doom? :D 8 Quote Share this post Link to post
elend Posted January 3, 2020 Looks really cool. I was testing the voxels some more and they even look great in hardware rendering when used with "Vanilla Essence" pk3. However, there seems to be something wrong with the Plasma Rifle. When selected it looks like this ingame: Spoiler It is basically hovering above your head (incl. the weapon bob), which looks really funny. 4 Quote Share this post Link to post
GRAU Posted January 3, 2020 (edited) 15 hours ago, elend said: However, there seems to be something wrong with the Plasma Rifle. When selected it looks like this ingame: Reveal hidden contents Haha! didn't expect that. Then it is GZDoom or something gzdoom-based. ill try to fix that - it just replaces automaticaly sprites when finds a voxel with the same name in the pack. So i think the problem is in the name i have given to plasmagun item voxel. EDITED a few minutes later: Yes, looks like i have fixed it. Try this one please: RDVOX-0.38b.zip Edited January 3, 2020 by GRAU 2 Quote Share this post Link to post
GRAU Posted January 5, 2020 (edited) Looks like i finished Cell Pack voxel, added some more small palete fixes, improved plasma rifle lights, arachnatron plasma sprites, baron balls and leleport effect, and nearly finished boss cube. But before the 0.38 release i need to fix some problems with chaingunner sprite i found, and maybe replace mancubus fire missiles with something more interesting Spoiler Edited January 5, 2020 by GRAU 7 Quote Share this post Link to post
elend Posted January 6, 2020 That cell charge looks great! Love it. 1 Quote Share this post Link to post
GRAU Posted January 7, 2020 Well, looks like i have fixed all the problems i had to, and on the way to release RDVOX 0.38 (full) as far as i finish this lamp: And here are some of inovations i added to this version: 1) mancubus missiles/fireballs. I prefer to think - they are kind of flamethrower shots, gasoline balls may be) Spoiler Another one is improvement of arachnatron plasma - it is not heading to blue colors near its center, but to yellow sometimes, and small green particles are result of plasma collision with something, but i am still at balancing the radius and color of lights, to give nice effects and nice performance at the same time: Spoiler and the bosscube - i have 2 versions now - the usual looking one and a bit damaged one - look it bleeds somewgere, and somewhere has decals looking like bullet or sharpnel hit. I prefer to say that it is not damaget but a painfull one. Will you prefer such changes? Spoiler 5 Quote Share this post Link to post
GRAU Posted January 9, 2020 (edited) Well, looks like it is time to present you the version 0.38, non-alpha. Download Links: (Q/L/G)ZDoom: http://rdw.xp3.biz/RDVOX/RDVOX-0.38.zip Delphidoom: http://rdw.xp3.biz/RDVOX/RDDVOX-0.38.zip Updated testmap: http://rdw.xp3.biz/RDVOX/RDVXTEST.wad Things added in last few days: Video prewiev: Edited January 9, 2020 by GRAU 3 Quote Share this post Link to post
GRAU Posted January 12, 2020 I have some news. I've done a few experiments and got a pretier graphica for imp and mancubus balls: Spoiler The fireballs becam,e more firy, more red, so now they look more like original graphics, i think. Another one is... Yes. it is voxel lostsoul in progress. I'm not sure if this is a good idea, but i'll try to do my best.The main problem is animation. Another one is in combining this voxel head with sprited fire tail. I have added a little original view, adding orange fire on the chicks. If it will look worse ill remove it at all, and reave mourth as a deadly bloody danger full of pixel teath) 8 Quote Share this post Link to post
GRAU Posted January 17, 2020 Looks like i havefinished that kebab... That was not easy %) 6 Quote Share this post Link to post
elend Posted January 18, 2020 Oh man, I'm gonna love all those decorations. Looking really, really good. Keep it up! 0 Quote Share this post Link to post
GRAU Posted January 20, 2020 I have some progress with lost soul. I hgave 2 frames finished, they have minimum difference and replace A and B idle/chase states. So i made some tests of combining this voxel and a flame from red torch. Looks like that vorks: Spoiler And the last - the object allready changed state to Attack and uses non-replaced sprites, but the fire is ON a few moments) 6 Quote Share this post Link to post
GRAU Posted January 20, 2020 (edited) Today i was improving those 2 idle/chase frames. I added a little light above chicks, and a layer of dots from right and left. The most changes were in the place where model contacts with fire effect: Spoiler and so we get this prety color transition: Spoiler Another thing i plan to add to 0.39 is BFG9K. It looks like a sprite from the side: But if we come and look closer we may see some more: I still can't understand what are those metal trims on the back(in the left of screenshot) Edited January 20, 2020 by GRAU 5 Quote Share this post Link to post
elend Posted January 21, 2020 I think those are just some "handles" to actually hold this god damn big weapon. Maybe like on Vasquesz' gun in Aliens. 0 Quote Share this post Link to post
GRAU Posted January 21, 2020 Link? Looks like i dont know what are you takling about( 0 Quote Share this post Link to post
elend Posted January 21, 2020 Hmm turns out I remembered it wrong. At least at the front there are some kind of handles... hmm.. Spoiler 0 Quote Share this post Link to post
GRAU Posted January 21, 2020 Well looks like i will make it like in Rage 2 - there the bfg looks similar to dooms one. or remake it into a hi-tech butt 1 Quote Share this post Link to post
Lollie Posted January 21, 2020 Your lost soul looks really good, it feels like the original sprite at a lot of angles. You really just need fire sprites that match the original more closely — probably gonna be a pain in the ass for the side views. 0 Quote Share this post Link to post
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