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Voxels in Doom Builder


Sylvestre_Cadaver

Question

As everyone starts it off, "I am new to this."

I started building Doom maps about two or three weeks ago (I use Ultimate Doom Builder with Doom2 in Hexen Format). I am absolutely useless when it comes to anything tech related, but being a fairly big Doom and FPS fan - I've worked pretty hard to try and understand things like Doom builders and SLADE, having no prior knowledge whatsoever to this kind of thing. But I still can't say I'm particularly advanced in either. Within the past five hours give or take, I've been eyeballing voxels. I know that they're less than desired, from what I've seen, but I thought it looked like a nice way to add finer details in a whole lump, such as grass, smallish trees, rocks, glass bottles and various small additions as I had seen in Build Engine games. I mainly like the idea of voxels as I had made some in the past with MagicaVoxel - not that I really did anything with them. I took a tree that I made about a week ago and followed a tutorial from 2014 that I found on the ZDoom forum about using MagicaVoxel and SLAB6 with SLADE3 to import a voxel into GZDoom (I'd post the link but I don't know the rules yet), and it went fine. But I don't know how to add the damn thing into the Builder, or if you actually could. Obviously I tried to find tutorials and solutions, none really matched my issue. As I understand it, vanilla Doom formats do not support 3D models of any kind, but I've heard that GZDoom does. I kind of know how to import voxels into plain GZDoom, but am completely at a loss with the Doom Builder.

 

I'm stressed out from trying random methods. I thought it would be better to ask if and what works before I try anymore.

Can WADs take voxels? I understand that pk3 files can, but is it possible to transfer that onto Doom Builder (as in Things mode for example)? Is there any specific Doom Builder that can use voxels?

 

As for what I've done, in SLADE for my quick map WAD I've put my voxel (titled "SCST.kvx" as a KVX file, also tried VOX file) in between two markers titled "VX_START" and "VX_END", as it said on the ZDoom wiki Voxel page and the tutorial I was following. I didn't know where specifically to should put the voxel and markers, so I left them at the bottom. I couldn't find anywhere that specified what exactly to do with it if you wanted to use them in a Doom Builder, so that's when I got lost. I instead tried using a brand new pk3 file as the directories are easier and more specifically catered, then editing a pre-made pk3 voxel pack I downloaded off of Moddb, but I ended up confusing myself with the whole process and buggering it up. That's obviously why I thought I'd ask here instead. My verdict is that I'm biting off way more than I can chew here, but I'd like a clearer idea if I should or shouldn't be doing this.

 

TL;DR, Use Voxels in Doom Builder how

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Just as models and sprites, voxels can be assigned to actors and thereby become placeable in Doom Builder.

WADs can have sprites and voxels but not models.

 

I suggest to take a look at projects that use voxels and see how they are configured

 

an example of a VoxelDef.txt:

PLATA = "platform"

 

basically a voxel is looked at as if it were a single sprite in modern doom ports

(unlike models in ZDoom ports, that needs to be mapped to a sprite for each frame in case of animations).

 

the actual voxel is placed in a directory called Voxels and is called platform.kvx

 

I can't recall how to place a voxel in a WAD file, but I am certain there are some markers for that

 

here is more info:

https://zdoom.org/wiki/Voxel

 

 

Edited by CBM

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