Quakeguy Voxel Conversion

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Disapota
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Quakeguy Voxel Conversion

Post by Disapota »

This is a conversion of the Quakeguy into voxel format, which replace the player sprites. I did this because I was looking for a way to convert quakeworld skins into doom sprites that have that awesome hand drawn look of the original qguy.wad (which has a weird perspective that I discovered how to replicate it using the 'ortho cubes' render in Slab6), I didn't bother to convert the skins into doom color format, probably because whenever I try to put these into a skin ZDoom kills itself but maybe I just don't know how to do it right, I also took great care into placing the model in the correct alignment (it actually has to be slightly below floor level to meet up with the floor - much like a sprite has to) so you won't notice the weird perspective thing that happens with voxels sometimes

Anyways, included is the converted quakeguy and a quakeworld skin I converted (neither of which I bothered to do any color checking, so they might look a little bad) if I can figure out how to make a voxel skin file, I could convert possibly hundreds of quakeworld skins for zdoom (and probably zandronum), it doesn't actually look bad, given that the original quake didn't have interpolation or texture filtering

(Also, I saved in 1 MIP instead of 5 MIPS for size reasons, can anyone tell me why this is a bad idea?)
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Nash
 
 
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Re: Quakeguy Voxel Conversion

Post by Nash »

Just so you know, the rotation is wrong in the latest version of ZDoom.
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ibm5155
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Re: Quakeguy Voxel Conversion

Post by ibm5155 »

Is? i´m still using 2.6.0 (yeah have a newest) and no problems ^^

Wow it looks nice, i think quake 1 used md2 models and not voxels o_o
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Disapota
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Re: Quakeguy Voxel Conversion

Post by Disapota »

Ah, I had not realized ZDoom was updated, it no longer requires an angle offset at 90 degrees, also I figured out the color problem (and i'm going to check if voxel skins work now), here's a new quakeguy, cleaned up and with a better color palette (that can change now)

Also, I think I should probably have made this in the resources forum, as I'm intending this as a way for people to easily port over quakeworld skins to doom - after I work out an easy, automated method
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Quakeguy.zip
(213.04 KiB) Downloaded 135 times
Last edited by Disapota on Wed Aug 08, 2012 7:11 pm, edited 1 time in total.
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TheDarkArchon
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Re: Quakeguy Voxel Conversion

Post by TheDarkArchon »

ibm5155 wrote:Is? i´m still using 2.6.0 (yeah have a newest) and no problems ^^
2.6.0 is NOT the latest version and there is a breaking change in regards to voxels in 2.6.1.
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Enjay
 
 
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Re: Quakeguy Voxel Conversion

Post by Enjay »

I think Disapota must now have the latest version because the model looks fine in the latest SVN version of ZDoom. However, switching to chasecam in GZDoom causes a crash. :/

I'll post a crash log over at the zdoom forum.

[edit]
Done
http://forum.drdteam.org/viewtopic.php?f=24&t=5917
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Disapota
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Re: Quakeguy Voxel Conversion

Post by Disapota »

It seems skins can't contain voxels still, or perhaps I'm missing something, I tried another approach of using an empty skin and having another wad file with voxels to replace those, but that didn't work either (they're both loaded, except ZDoom says voxeldef didn't find sprites to replace, so it doesn't replace anything)

Attached is an error in my attempts to make a voxel skin
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Error.zip
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leileilol
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Re: Quakeguy Voxel Conversion

Post by leileilol »

I'm guessing an automated way would involve Noesis, exporting an MD3, and an import chain through POLY2VOX. It shouldn't be a secret, some of us crafty enough should be able to figure it out.
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Disapota
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Re: Quakeguy Voxel Conversion

Post by Disapota »

leileilol wrote:I'm guessing an automated way would involve Noesis, exporting an MD3, and an import chain through POLY2VOX. It shouldn't be a secret, some of us crafty enough should be able to figure it out.
The way I'm currently doing things is by modifying skin files in paint and GIMP (changing all instances of orange to green), using a custom MD2 as the model (which has several errors I have to account for, entirely my fault) and then using poly2vox set at s/0.1 (and then dividing by half in slab6, then porting over to kvx), it's not so much that it's hard to do, it's just that I'm really anal about how it looks (which is why I copied the qguy.wad frame for frame save for the death, which I unfortunately could not locate the animation for, spent about 30 minutes studying alignments, etc)

As of right now it takes about 8-12 minutes to do one quakeworld skin

EDIT: Figured out a faster and easier way to do it, it now only takes about 3 minutes. Here's the files I used, base.pcx does not use the Quake 2 palette and trying to load it in an MD2 viewer results in a glitchy appearance, however poly2vox maps and converts it fine, set the scale to 0.05, mips to 1, save to kvx. if anyone can figure out how to import voxels into a skin file it would be much appreciated

EDIT2: Wrote a batch file, now it's literally as easy as running a batch file and then importing the voxels into a wad, the batch file is simple and can be modified in anyway you see fit.

EDIT3: Whoops, looks like there seems to be an error in alignments again, I'll see why it's happening - it seems poly2vox does not look at the model origin point when converting to kvx directly, what a bummer.
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Quake Skin Converter.zip
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randi
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Re: Quakeguy Voxel Conversion

Post by randi »

Posting in old thread, but:
Disapota wrote:(Also, I saved in 1 MIP instead of 5 MIPS for size reasons, can anyone tell me why this is a bad idea?)
It is a bad idea because those extra mip levels are there to improve performance when drawing them from further away. Unless you only plan on looking at it in an editor or close-up, always use all mip levels.
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