jval Posted April 27, 2021 (edited) Voxelizer Voxelizer is an application that can create voxels and Doom sprites from MD2 (Quake2) models. It creates out of the box ACTOR definitions for DelphiDoom family source ports, ZDoom family source ports and all other source ports that support DECORATE scripting (eg. K8Vavoom) Downloads: (version 1.0.4.32 - 20211203) Executable (win32): https://sourceforge.net/projects/voxelizer/files/VOXELIZER_1.0/VOXELIZER_1.0.4.32_bin.zip/download Source code: https://sourceforge.net/projects/voxelizer/files/VOXELIZER_1.0/VOXELIZER_1.0.4.32_src.zip/download Repository: https://github.com/jval1972/Voxelizer Sourceforge site: https://sourceforge.net/projects/voxelizer/ Thanks to @GRAU for giving me the idea of making a utility that can convert md2 models to voxels. Using Voxelizer The user interface is simple, just use the "Open" command to load an md2 mesh and the "Load Skin" button to load the skin/texture. Spoiler There are 2 export buttons on the toolbar, the "Export Sprite" and the "Export Voxel" buttons. With this buttons you can export the current md2 model frame as a sprite or voxel. Sprite export: The sprite export dialog let you set the sprite parameters. If the target source port is DelphiDoom/RAD you have an extra option of saving the voxel as well. The sprite patches are saved in a stand alone WAD file or in a WAD file inside a PK3 file as well as with a standard ACTOR definition. Please note once again: Only the current frame is saved/converted to Doom patch. If you want multiple frames you must repeat the procedure. Also keep in mind that you may need to manually correct the offsets of the sprites (using e.g. SLADE3). Voxel Export: The voxel export dialog selects the voxel size and filename. Supported voxel formats: ddvox (DelphiDoom's voxel editor) vox (slab6) DelphiDoom family source ports support both the above voxel formats. If you want to use the exported voxels with source ports that do not support the above formats you must export the voxel in vox format and use slab6 to convert it to kvx. In game sample screenshots: GZDoom (sprite export) K8Vavoom (sprite export) DelphiDoom (voxel export) Exported voxel in DD_VOXEL tool: Spoiler Edited December 3, 2021 by jval Update download link 27 Quote Share this post Link to post
Wavy Posted April 27, 2021 I gotta give this a try. I may do some Quake 2 models. Thanks!! 2 Quote Share this post Link to post
Doomkid Posted April 27, 2021 Really impressive tool here, jval! 1 Quote Share this post Link to post
Bauul Posted April 27, 2021 Really impressive work! One thing to point out for anyone looking to use this for GZDoom though: as I understand it, GZDoom automatically renders all Voxels as models in-game, so it's more efficient to convert the resulting Voxel back to a model if you're going to use it in a GZDoom-targeted mod/mapset. 1 Quote Share this post Link to post
jval Posted April 27, 2021 13 minutes ago, Bauul said: Really impressive work! One thing to point out for anyone looking to use this for GZDoom though: as I understand it, GZDoom automatically renders all Voxels as models in-game, so it's more efficient to convert the resulting Voxel back to a model if you're going to use it in a GZDoom-targeted mod/mapset. The same does DelphiDoom in OpenGL mode. In such cases the voxel conversion has meaning for aesthetics reasons... 0 Quote Share this post Link to post
inkoalawetrust Posted April 27, 2021 Will you add the ability for it to export models with 16 rotations ? Since ZDoom based ports and some others also support 16 sprite angles. 1 Quote Share this post Link to post
jval Posted April 27, 2021 57 minutes ago, inkoalawetrust said: Will you add the ability for it to export models with 16 rotations ? Since ZDoom based ports and some others also support 16 sprite angles. Why not 32? Since DelphiDoom based ports support up to 32 sprite angles ;-) https://sourceforge.net/projects/voxelizer/files/VOXELIZER_1.0/VOXELIZER_1.0.2.29_bin.zip/download 2 Quote Share this post Link to post
GRAU Posted May 12, 2021 (edited) Thanks for that tool. Actually there IS a tool (or even 2 tools) named voxelizer, here: https://drububu.com/miscellaneous/voxelizer/?out=obj and here: https://voxelizer.com/ May be you should select another name? Or this is allright, from the licensing side?? And here - i found a few things that are realy needed or important to fix. 1) i tried one of my models and found out that on export dialog the model is located in very small part of voxel. So i need to go to model editor, scale it somehow maybe, and hope it will get into canvass. And what about making the pivot offset and the SCALE options on export dialog? 2) i exported the model into vox and fount that it uses DOOM palete. And i need to use my own. Could you make an option for that? and here is the preview of original model - see how bad are colors on the head? 3) The skin is set in the wrong way in voxelizer. May be that is because this model uses 256x512 but not the square form of skin. Look - to the left is the usual MD2 editor. And nearby to the right is voxelizer - see the difference? 4) And the last, optional but very usefull thing.. It would be nice to have an option to export ALL the frames, each one into a single voxel, for example i set a name for basic voxel - rat.vox, but it creates frames like that - rat_001.vox, rat_002.vox etc. Can you do all that? Edited May 13, 2021 by GRAU 1 Quote Share this post Link to post
GRAU Posted May 13, 2021 On 4/27/2021 at 4:28 PM, jval said: The same does DelphiDoom in OpenGL mode. In such cases the voxel conversion has meaning for aesthetics reasons... didn't you thought about rendering voxels in opengl, like EDuke does? Or may be like it is done in soft - prerender the voxel into sprite and after that - put the resulting image to the scene. Cubes are NOT the thing the voxels have to look at, i belive. But the square flat 1-pixel dots - are the best way to show voxels.. 1 Quote Share this post Link to post
KILLA DIO Posted August 13, 2021 For some reason some models that I converted from quake 1 to quake 2 format have this weird warping effect on the textures, is there a fix to this? 0 Quote Share this post Link to post
GRAU Posted November 17, 2021 On 8/13/2021 at 8:36 PM, KILLA DIO said: For some reason some models that I converted from quake 1 to quake 2 format have this weird warping effect on the textures, is there a fix to this? I belive this problem is caused, because voxelizer supports OK only skins with resolutions powered of 2, but quqake 1 models use skins with 320 x 200 pixels resolution or smething like that. Actually i need a palete choise in voxel-export options. I have a lot of colors in my models that look awfull in doom palete, but they may look nice if i lkoad my own palete. Jval, ca you please add this small option? 0 Quote Share this post Link to post
jval Posted November 17, 2021 Time for a small update: Version 1.0.3.31 Downloads: Executable: https://sourceforge.net/projects/voxelizer/files/VOXELIZER_1.0/VOXELIZER_1.0.3.31_bin.zip/download Source Code: https://sourceforge.net/projects/voxelizer/files/VOXELIZER_1.0/VOXELIZER_1.0.3.31_src.zip/download What's new: Added support for external palettes. Added GLSpeed palette. Batch conversion of all md2 model frames (stores them in ZIP/PK3 file). Optionally can use multiple threads. (experimental, disabled by default) Screenshots: Spoiler On 5/13/2021 at 12:27 AM, GRAU said: 2) i exported the model into vox and fount that it uses DOOM palete. And i need to use my own. Could you make an option for that? 11 hours ago, GRAU said: Actually i need a palete choise in voxel-export options. I have a lot of colors in my models that look awfull in doom palete, but they may look nice if i lkoad my own palete. Jval, ca you please add this small option? On 5/13/2021 at 12:27 AM, GRAU said: 4) And the last, optional but very usefull thing.. It would be nice to have an option to export ALL the frames, each one into a single voxel, for example i set a name for basic voxel - rat.vox, but it creates frames like that - rat_001.vox, rat_002.vox etc. Can you do all that? 3 Quote Share this post Link to post
GRAU Posted November 27, 2021 Damn good thing! You 're the best! 1 Quote Share this post Link to post
GRAU Posted December 3, 2021 Well i tried some models and found some allready known bug is still here: when the model skin is not of a square form, but is rectangle (has 512 x 256, 256 x 128 etc - it resizes the skin in the skin preview field, but i see on the model that uv map coordinates are not resized as well, or may be resized with some loses. Next image is the right preview - how this model has to look: I will ad here a zip with the model and its skin inside. RAT.zip Please take a look when you will have some time. 0 Quote Share this post Link to post
GRAU Posted December 3, 2021 Oh damn.. I tested models with square skins. And we have thee same problems - now i am sure - the problem is wuth uv coordinates but why do some of them look ok and other - like those mecanic legs p do nit know(( Btw - the hands have defects too(( Any ideas? 0 Quote Share this post Link to post
jval Posted December 3, 2021 (edited) 3 hours ago, GRAU said: Oh damn.. I tested models with square skins. And we have thee same problems - now i am sure - the problem is wuth uv coordinates but why do some of them look ok and other - like those mecanic legs p do nit know(( Fixed in 1.0.4.32, thanks for the md2 attachment. Downloads: Executable: https://sourceforge.net/projects/voxelizer/files/VOXELIZER_1.0/VOXELIZER_1.0.4.32_bin.zip/download Source code: https://sourceforge.net/projects/voxelizer/files/VOXELIZER_1.0/VOXELIZER_1.0.4.32_src.zip/download It was a problem with UV coordinates, not with the texture dimensions. The internal model representation was merging vertexes with the same XYZ coordinates but unfortunately with different UV coordinates. Added a check and now it only merges vertexes with both same XYZ coordinates and UV coordinates. Here is how it looks now: Spoiler Edited December 3, 2021 by jval 3 Quote Share this post Link to post
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