It's the hype your inferior mod because KDiZD rules thread!

Post a reply

Smilies
:D :) :( :o :shock: :? 8-) :lol: :x :P :oops: :cry: :evil: :twisted: :roll: :wink: :geek: :ugeek: :!: :?: :idea: :arrow: :| :mrgreen: :3: :wub: >:( :blergh:
View more smilies

BBCode is OFF
Smilies are ON

Topic review
   

Expand view Topic review: It's the hype your inferior mod because KDiZD rules thread!

by Doom » Mon Feb 28, 2005 6:04 pm

Now this is getting hot :mrgreen:

by Phoenix » Mon Feb 28, 2005 5:50 pm

nah, Ken documents the format in the readme for slab6. it's just that i'm slow :P

but hey, i think i've got it 99%. i just need to fiddle around until i understand the other 1%. woot.

lexus: that sounds really cool, but that would be a grande olde ripoff ;)

by Doom » Mon Feb 28, 2005 5:32 pm

Phoenix wrote:i'm trying to figure out how to load the kvx format still.. once i do that i should be able to fairly easily convert kvx models to foxels..
You would need the SLABSPRI source code I guess.

by Lexus Alyus » Mon Feb 28, 2005 5:26 pm

Is the shotgun thing going to be like an RE style trap? Hmmm, maybe as you pick up the shotgun a bridge raises and you can only go a certain path, and then you could use a script that allows you to place the shotgun back, opening up your path again but meaning that you can inly use the shotgun for a certain part... then later on you can open it all up so the player can grab the shotgun again before he finishes with that area.

That happens in RE code veronica and is pritty cool as it means that you can only use the gun in a spacific place... maybe use and element of puzzle and skill for a certain task? Man, if only I had the motivation to make a map...

:twisted:

by Phoenix » Mon Feb 28, 2005 4:17 pm

just do a big old selection drag over the whole thing and paste it somewhere else :)

and, you can use the rotate selection button (at least in DB) to rotate the group of foxels, and they'll keep their correct position relative to each other, so you can stick them at whatever angle you want.

i'm trying to figure out how to load the kvx format still.. once i do that i should be able to fairly easily convert kvx models to foxels..

by Doom » Mon Feb 28, 2005 4:11 pm

Rotating foxels, neat :D . Just wondering, can you kinda "copy and paste" them or you would have to make new ones everytime needed?

by Phoenix » Mon Feb 28, 2005 3:58 pm

...................okay, point. *doom wins*

by the way, getting any foxel model to rotate is a matter of a few script lines and a map spot.

i've just chosen not to rotate that shotgun as it needs to sit parallel to the wall.

by Doom » Mon Feb 28, 2005 3:55 pm

The question is; would you really need to get THAT close to a voxel?...

by Phoenix » Mon Feb 28, 2005 3:52 pm

hmm? i wasn't talking about my foxel models :P

my point was, since the spinning voodoo doll in blood is small, if you look at it up close it stops looking so neat and starts looking like.....the letter X zoomed in 543,432,112%, or something..:P

hm.

by Doom » Mon Feb 28, 2005 3:47 pm

Both look great but your model is much lower in foxel/voxel count, doesn't rotate and has no round parts ;)

by Phoenix » Mon Feb 28, 2005 3:41 pm

well, take a look at a gravestone model in blood, then take a look at a voodoo doll model, which one looks better up close? :P

by Doom » Mon Feb 28, 2005 3:39 pm

That's my point, they are the best for tiny objects.

by Phoenix » Mon Feb 28, 2005 3:31 pm

no. a voxel is like a pixel - there's nothing smaller. i guess you could render smaller voxels somehow, probably, though..but i've never really seen it done - all the voxels i've seen have looked about the same size.

by Doom » Mon Feb 28, 2005 3:28 pm

Can you go smaller than a voxel?.

by Phoenix » Mon Feb 28, 2005 2:56 pm

neh. blood never needs to be 3d. and voxels aren't so good for tiny objects..

Top