Crate Voxels

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Crate Voxels

Postby demo_the_man » Tue Nov 18, 2014 10:28 am

Has anyone made voxels of of doom 1 and 2s crates?
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Re: Crate Voxels

Postby Slax » Tue Nov 18, 2014 10:37 am

That's... sorta pointless, no?
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Re: Crate Voxels

Postby Caligari87 » Tue Nov 18, 2014 10:42 am

Well, it could be useful if you wanted to be able to push them around and stuff. Yeah, they can be built into the level geometry, but that has limits. Some voxelized crates would probably be pretty easy anyway. If I'm not too busy and no one else does it, I can take a whack at it in a few days.

8-)
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Re: Crate Voxels

Postby zrrion the insect » Tue Nov 18, 2014 1:07 pm

I could see some spawners that spawn a stack of random crates. It would be pretty easy to place stacks of crates then, and there'd be no sector overlap to deal with.
I would use voxel crates if they were available.
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Re: Crate Voxels

Postby Snarboo » Tue Nov 18, 2014 1:28 pm

What's the rendering overhead on voxels, though? I forget how system intensive those are, so a few hundred of them might be a problem. :p

But yeah, I'd love to see something like this! You could even make them destructible.
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Re: Crate Voxels

Postby Caligari87 » Tue Nov 18, 2014 8:56 pm

Destructable would be cool. You could have a "crate" spawner object that generates all eight quadrents, and each one has a different appearence when damaged, so you could shoot off the corners basically.

8-)
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Re: Crate Voxels

Postby NeuralStunner » Tue Nov 18, 2014 10:05 pm

Voxels are rendered more or less as flat images, so the performance impact is not that high. This does present another problem, though, that closer voxel objects will always be rendered entirely in front of farther ones:

Image
From where the player (blue triangle) is standing, the white crate is closer, so the corner (circled in red) will always be seen in front of the yellow crate. Move forwar dand to the right until the yellow crate is closer, and the corner will "pop in".

This aside from the fact that actor hitboxes are always squares oriented to the "grid", so collision might seem off if you rotate the crates.

So the effect wouldn't be flawless, but could still work fine if placed carefully.
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Re: Crate Voxels

Postby demo_the_man » Wed Nov 19, 2014 6:57 am

Im still trying to figure out how to work a voxel program, but dooms textures don't like it
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Re: Crate Voxels

Postby demo_the_man » Wed Nov 19, 2014 7:01 am

Caligari_87 wrote:Destructable would be cool. You could have a "crate" spawner object that generates all eight quadrents, and each one has a different appearence when damaged, so you could shoot off the corners basically.

8-)

you could put objects like barrels, ammo, dead bodies, and surprise pinky demons inside on of them, which could allow you to really mess with people in maps
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Re: Crate Voxels

Postby PSTrooper » Sat Feb 21, 2015 11:33 pm

I made a voxel for one of the small crates.
http://www.mediafire.com/download/y5bdc ... _voxel.kvx
Image
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Re: Crate Voxels

Postby TheLoneAlpha » Sat Oct 26, 2019 12:45 pm

PSTrooper wrote:I made a voxel for one of the small crates.
http://www.mediafire.com/download/y5bdc ... _voxel.kvx


I know this is quite old, but may I use this in a project of mine?
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Re: Crate Voxels

Postby PSTrooper » Tue Oct 29, 2019 2:37 pm

Yes you can.
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Re: Crate Voxels

Postby TheLoneAlpha » Tue Oct 29, 2019 6:20 pm

PSTrooper wrote:Yes you can.


Thanks! Heres a link to my project.
https://www.doomworld.com/forum/topic/108237
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Re: Crate Voxels

Postby R4L » Wed Oct 30, 2019 5:44 am

Not voxels, but I've made just regular 3D objects with the Doom crate textures.
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Re: Crate Voxels

Postby Enjay » Wed Oct 30, 2019 12:09 pm

And, given that it's just a simple cube, a 3D model (MD3 etc) would look pretty much the same too.
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