DooMAD Posted December 15, 2010 More gory gooeyness: Will try to fix the health vial pickup before updating the zip, although I'm still very confused as to what's going wrong. 0 Quote Share this post Link to post
Gez Posted December 15, 2010 What does Slade say about the vial? 0 Quote Share this post Link to post
phi108 Posted December 15, 2010 I deleted the mask from this BON1A kvx file, and ZDoom doesn't load it: http://files.drdteam.org/index.php/files/get/fBrNSTipK7/bon1aerror.zip Slade 3 says it's "Entry Type: Voxel (kvx)", and Slab6 loads it, so I guess it's a ZDoom bug. 0 Quote Share this post Link to post
4mer Posted December 15, 2010 BON1A has no voxels in mip level 5. Try filling the model (it's hollow inside). 0 Quote Share this post Link to post
Graf Zahl Posted December 15, 2010 4mer said:(it's hollow inside). As it should be. 0 Quote Share this post Link to post
Tormentor667 Posted December 17, 2010 Doomad, you are the awesome!!!! Brilliant work! 0 Quote Share this post Link to post
Reisal Posted December 18, 2010 Very nice work so far, I can't wait to see what the monsters look like, tho how exactly would you voxelize certain frames such as the zombieman, sergeant and commando's last normal death frame? And yes, stick with ZDoom as it's still the best choice for this. 0 Quote Share this post Link to post
Csonicgo Posted December 18, 2010 I still want this in EE.... Stroggos.. where did you go? 0 Quote Share this post Link to post
4mer Posted December 18, 2010 Had a go at making the missile (in flight) + an unoptimized conversion for GZDoom / Skulltag. Download 0 Quote Share this post Link to post
Gez Posted December 19, 2010 phi108 said:Slade 3 says it's "Entry Type: Voxel (kvx)", and Slab6 loads it, so I guess it's a ZDoom bug. Fixed now, apparently. Even though it's not in the trunk yet, I've written some documentation for the VOXELDEF lump. Better to fill it as it grows rather than to try to write it all in one go once it's merged back in the trunk. 0 Quote Share this post Link to post
phi108 Posted December 20, 2010 Oh, the 90 degrees off problem is now fixable too! Now to be impatient for a new voxel branch build... 0 Quote Share this post Link to post
DooMAD Posted December 20, 2010 phi108 said:Oh, the 90 degrees off problem is now fixable too! Now to be impatient for a new voxel branch build... Not long to wait, Exl was straight on the case. Updated zdoom_vox.zip with the new SVN build, working health pickup, light amp goggles, rocket projectile and skull on a pole. 0 Quote Share this post Link to post
kristus Posted December 20, 2010 Hm, the voxels are rendered as columns on a grid rather than a single object. Or rather, the columns are always facing the same way towards the camera creating clitches. So it's not really voxels. It's still pixels. Just rendered in columns. 0 Quote Share this post Link to post
Gez Posted December 20, 2010 Voxels are pixels. They are volumetric pixels. It's right in their name. Modern implementations tend to treat voxels as little cubes rather than as pixels located in 3D space. But old games, such as Blood and Shadow Warrior, did not. DarkXL's implementation will do the same thing. 0 Quote Share this post Link to post
kristus Posted December 20, 2010 Then that's a bad name for them since these pixels aren't volumetric. They're just 1 pixel wide sprites that are arranged in concert with other 1 pixel wide sprites on a 2d plane. 0 Quote Share this post Link to post
phi108 Posted December 20, 2010 Thanks Doomad and Exl, and Randy! (And Lucious too). Definitely cool. I guess the "volumetric" refers to the way the voxel data is arranged volumetrically, not strictly the way it's rendered. I personally prefer it when voxels are rendered as multiple 1x1 pixels, it separates them from the Lego look somewhat (Though with this method a voxelized flat texture when viewed up close doesn't look like a normal flat texture, it has visible 1x1 units). 0 Quote Share this post Link to post
Dragonsbrethren Posted December 20, 2010 I'm not sure if this will be any help to you guys, since I really no nothing about the format it outputs to, but I used to be semi-interested in Command & Conquer modding, and this is a tool to create voxels for Tiberian Sun and Red Alert 2: http://www.ppmsite.com/?go=vxlseinfo It's open source so I'm sure it'll be of some use to the programmer-types at least, even if it can't be used for creating Doom voxels. 0 Quote Share this post Link to post
DooMAD Posted December 27, 2010 Dee said:progress??? :) 4mer made the short green, tall green, short red and tall red marble columns. Zip updated on the usual link. I might do a couple next week, been mapping this week for a change. 0 Quote Share this post Link to post
Dee Posted December 30, 2010 sweeet cant wait to see the bugs worked out of the voxtures so that we can use fully voxel textures too. 0 Quote Share this post Link to post
Graf Zahl Posted December 30, 2010 I don't think that will ever work in Doom. Too much of the engine is just not suited for clipping such constructs properly. 0 Quote Share this post Link to post
phi108 Posted December 30, 2010 It would be cool to see, but I expect it would get very laggy, though different mips or disabling voxels for far away walls might help. I tried voxeling some of the first arachnotron frame, and it's tedious, I probably won't try to finish it. The result is cool, but the sides need quick editing to correspond with the side sprite's colors, and I only got 37 layers to work, when it needs around 39 (I guess strip2vox can have problems when there are more layers than height/width) http://files.drdteam.org/index.php/files/get/IPOhVJJ9CA/arachhead.zip From this: Spoiler EDIT: And earlier, I converted a Quake 2 guy for GZDoom from InsanityBringer to a voxel actor with Ken Silverman's Poly2vox, but at a high framerate and around 2x voxel resolution, so it's 8 MBs, 5 MBs zipped. With a recent VOXELDEF change, each voxel can be manually rotated, so I changed it to make him face the right way: (Summon Hellknight or Vgunner) http://files.drdteam.org/index.php/files/get/qLSeGe3DkI/gunner2.zip (And is there any way to hide images with a spoiler? 0 Quote Share this post Link to post
Gez Posted December 30, 2010 phi108 said:I tried voxeling some of the first arachnotron frame, and it's tedious No kidding. Voxelizing enemies would take a while because there's just so many frame just to make one monster. (I think the cacodemon, or the iron lich, are those with the smallest amount of frames. But they're big sprites.) And with their movement, it's less needed I think. Maybe just the death frame? 0 Quote Share this post Link to post
phi108 Posted December 30, 2010 Ha, voxel dead bodies would be a nice incentive to kill enemies, if the transition wouldn't be too jarring. It would have to face the player right when the voxel appears. Moving monsters do sometimes feel more 3D than dead bodies and decorations. 0 Quote Share this post Link to post
DooMAD Posted December 31, 2010 phi108 said:I tried voxeling some of the first arachnotron frame, and it's tedious, I probably won't try to finish it. The result is cool, but the sides need quick editing to correspond with the side sprite's colors, and I only got 37 layers to work, when it needs around 39 (I guess strip2vox can have problems when there are more layers than height/width) (...) (And is there any way to hide images with a spoiler? Looks awesome. I was going to attempt the Lost Soul, what with it being the smallest enemy and having fewer frames than most, but never got round to it. Spoiler tags on this forum only work for text, sadly. Just changes it to the background colour. 0 Quote Share this post Link to post
_bruce_ Posted December 31, 2010 This keeps getting even better. Props! 0 Quote Share this post Link to post
Quasar Posted December 31, 2010 Dragonsbrethren said:I'm not sure if this will be any help to you guys, since I really no nothing about the format it outputs to, but I used to be semi-interested in Command & Conquer modding, and this is a tool to create voxels for Tiberian Sun and Red Alert 2: http://www.ppmsite.com/?go=vxlseinfo It's open source so I'm sure it'll be of some use to the programmer-types at least, even if it can't be used for creating Doom voxels. What we really need is a free implementation of voxel rendering. I've ssen DarkXL's work - it's a shame he's not opening his source code. His excuse being based on the proliferation of DOOM source ports is especially offensive to me. Our community is alive and healthy - both as a reason why we have so many ports, and to a degree *because* of that fact, and he should respect that. I've seen this happen lots of times. It happened not too long ago with ikslm's Natural Born Keeper project. All this mind-blowing, extremely impressive progress and then he loses interest and stops working on it and people gotta beg for the source. I think in his case he did release it, and the DK3 project (which I am skeptical about getting anywhere) is based on it. 0 Quote Share this post Link to post
Mechadon Posted December 31, 2010 The voxelized Arachnotron head looks quite exceptional. Nice stuff phi108! I hope you have the patience to finish it off. I probably wouldn't :P 0 Quote Share this post Link to post
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