Jump to content

Voxel Doom Port!


Stroggos

Recommended Posts

  • Replies 529
  • Created
  • Last Reply

Top Posters In This Topic

<3

Csonicgo said:

Limiting your options by clinging to an out-of-date OS I have no sympathy for. Sorry. Yes, I used win95c at one point but it was on the era hardware for it.

WinXP Pro and Win2000 are pretty much the damn same anyway (sans some GUI tweaks here and there) so I really don't get it. As Memory Usage is not even a factor with new computers, I don't see using win2000 anymore. Or even winXP, for that matter.


How do you suggest he acquires such a modern and expensive operating system capable of running his choice voxel-editing program?

Certainly not by piracy, I hope, as that is morally reprehensible. :)

Share this post


Link to post
iori said:

How do you suggest he acquires such a modern and expensive operating system capable of running his choice voxel-editing program?


Uh, well since XP has been out since 2001 I say maybe some pennies between the couch?

Share this post


Link to post
reaperman said:

Time to cut some flesh!!!!!

*chainsaw pic*

Damn sexy!

/me looks for some tissues

Seriously though, that's definitely one of the hardest sprites to convert to a voxel because it's drawn at a weird angle, so that's a really fantastic job. Well done. Wouldn't have been able to do it myself.



//EDIT: Minor progress on the BFG:

Share this post


Link to post

Both those pickups are really cool!

I fixed the top few layers of the electric column voxel, they were mirrored incorrectly:
http://files.drdteam.org/index.php/files/get/7Tl5AORmOt/elecafix.zip


EDIT: I also did a couple more Wolf things a while ago. The pot on the left is at an angle, so shaping it will be more difficult, and the inside of the basket should probably be shaded differently.

Share this post


Link to post
DooMAD said:

//EDIT: Minor progress on the BFG:


Shouldn't the gyro-mount appendage thingies be further apart so they accommodate Doomguy's shoulders?

Share this post


Link to post

Heh, I'm a little late to this party but...

DooMAD said:

...Paint3D looked like the answer to all my problems...

If you could find a way to get ahold of the full version of Paint3D and make it run, then I highly recommend it. I grabbed the trial version (which unfortunately doesn't allow saving) and it really is Paint in 3D. Within 20 seconds of launching the program, I could tell you where most of the options are and what they are used for. A single voxel would probably take 15 minutes at most for anybody with spriting experience. Compare that to slab6, which I couldn't figure out how to use well if you paid me. (Actually, this happened with another one of Ken Silverman's tools as well. Not my favorite developer as far as tools go.)

Really, with Paint3D, I would bet it would have taken you a week or two to finish the entire project. Unless you throw in the monsters, anyways.

Share this post


Link to post
phi108 said:

and the inside of the basket should probably be shaded differently.

Oh God the baskets. Most of the creepier secrets in Wolfenstein3d were marked by baskets.

Share this post


Link to post
  • 2 weeks later...

Because it started as a port-related discussion before it changed into the Doom Voxel Project update thread.

And it may very well get back to source port discussion if Stroggos resumes his project of writing voxel code for Eternity.

Share this post


Link to post

I just found this, is there a website or main download for this yet? I really don't want to look through 15 pages of thingy.

Share this post


Link to post

Doomad puts a download link in each and every one of his update posts. Right above the screenshots. Three posts above yours. :|

Share this post


Link to post

Regarding voxtures: I understand the reasons they would be problematic for Doom's complex architecture, but what about voxtures for the GZDoom Wolfenstein 3D TC? The architecture is very basic, and it seems like voxtures would not cause problems. The only issue I can foresee is with the pushwalls, which are models. Any thoughts on this?

Share this post


Link to post
jute said:

...but what about voxtures for the GZDoom Wolfenstein 3D TC? The architecture is very basic, and it seems like voxtures would not cause problems. The only issue I can foresee is with the pushwalls, which are models. Any thoughts on this?


The voxtures demo actually loads in GZDoom now (pic below), because of fixed precaching stuff, but it's very slow, and that demo is only one sector with no height variation, not as complex as a Wolfenstein level. Maybe a stronger computer that can handle many more polygons could do a Wolfenstein level with them, but not mine.

And pushwalls (as the model ones in the TC currently work), are doable, because the pushwall actor could just have a cube voxel model applied to it. If they are all converted to polyobjects, though, that complicates it.

Share this post


Link to post
phi108 said:

The voxtures demo actually loads in GZDoom now (pic below), because of fixed precaching stuff, but it's very slow, and that demo is only one sector with no height variation, not as complex as a Wolfenstein level. Maybe a stronger computer that can handle many more polygons could do a Wolfenstein level with them, but not mine.


That's too bad. Would the fact that Wolfenstein maps use only 64x64 textures help?

Is there a link to the voxtures demo?

Share this post


Link to post

For what it's worth, the voxtures.wad + voxel_test.wad runs smoothly on my (5-year-old) PC, even after summoning 20 cyberdemons. The initial loading time is longer than the average Doom map, but not terrible. Everything looks quite nice too. I suspect it would be feasible for Wolfenstein maps. Perhaps AZADoomer's MAPTOWAD program could be updated to optionally add the voxtures automatically when converting.

Share this post


Link to post

Yeah,works good on Zdoom but voxtures.wad runs very slowly on GZDoom.Its possible for making this running smoothly on GZDoom?

Share this post


Link to post

Voxtures are a first grade performance killer on OpenGL. I doubt that this will ever work smoothly.

Voxel sprite replacements are less of an issue but too many of them still can cause problems.

Share this post


Link to post

Actually, I should have mentioned that I was running GZDoom. I really didn't have any problems with speed, and my PC is not especially powerful. On that note, is there a console command to display FPS? I couldn't find one on the ZDoom Wiki.

Share this post


Link to post

Thanks, Gez. The first two commands didn't work, but bench did. For whatever it's worth, here's a screenshot of me playing with voxels and voxtures at 1680x1050 and getting 21 FPS. I had Firefox running in the background, which probably adversely affected my FPS. http://www.jeshimoth.com/21fps.png I guess 21 FPs isn't exactly perfect, but it's certainly playable. My PC is five years old and I was running GZDoom at my max resolution. I assume that newer PCs and/or lower resolutions would do much better.

Share this post


Link to post
  • 2 months later...

Pardon my bump, but has this project had any new progress so far, or have things just come to a standstill?
Only curious since I've really been looking forward to where this is going.

Share this post


Link to post

I was a bit lazy in March and spent most of April on holiday, will hopefully start working on things again soon.

Sadly it seems the Ken Silverman voxel forum on JonoF's has since closed down due to excess spam. Was quite a useful resource for help with Slab6 and the strip2voxel utility we've been using.

Share this post


Link to post
  • 5 months later...

How's this coming?

There's a new voxel-based game out called Voxatron that comes with a nifty-looking voxel editor. But it's made specifically for the game. Don't know if it can be of any use.

Share this post


Link to post

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


×
×
  • Create New...