Deon's Voxel Furniture

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Deon's Voxel Furniture

Postby Deon » Mon Oct 19, 2020 4:10 pm

Hello dear modders.

I got tired of shaping objects from the floor and 3dfloors, so I learnt basics of Voxel making today and made this pack.

The coloring/texturing is pretty bland, since it is my first attempt.

The pack currently contains:

- Three table types (one modular, for a desk shape).
- One stool type
- Two shelf types (book shelf, empty shelf)
- Two countertops for bar/hotel (one counter, one sink)
- One sink
- One toilet (converted from Voxelstein, credited)

I have not gone completely crazy with details here as I am not even sure if DOOM mappers need these resources. However I found it strange that I cannot find a complete set of furniture after this game has been ported to source ports for so many years. So I guess I start somewhere.

The most important thing is missing for now: beds.

If you people find it useful and comment that you need more/better quality of texture, I will be happy to focus on this more. Right now it is my attempt to see if there's a demand.

Version 1.1: textured furniture and beds



Version 1.0






Current version Download:
1.1: http://www.mediafire.com/file/q0kcvf0tq ... 1.pk3/file

Old versions Download:
1.0 : http://www.mediafire.com/file/ojr00fcg3 ... 0.pk3/file
Last edited by Deon on Tue Oct 20, 2020 8:35 am, edited 2 times in total.
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Re: Deon's Voxel Furniture

Postby Deon » Mon Oct 19, 2020 4:55 pm

Here's an example that I can do better. The same table with a texture drawn on it. It took me another 40 minutes.

I just plan to do it gradually over the week if you are interested, if not I may focus on my map.



I will make it anyway since I need it for my map, but if there's a demand I can make it before I finish the map I am working on.
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Re: Deon's Voxel Furniture

Postby Cherno » Mon Oct 19, 2020 9:25 pm

I know making voxels can be fun and yours look grat, but I would like to suggest going to models anway. Voxels at this resolution (speaking of your refined table in particular) are horribly inefficient because each voxel color need to be represented by it's own plane, whereas a model can simply be textured and often result in 1/100th the number of vertices or triangles voxel model would have. Models also let you use shaders such as SimSun to give them more depth, allow for more subtle shading overall, and can be freely rotated in all directions.

As for furniture of this type in general: Keep in mind that you either won't be able to shoot through the legs of a table, or will beable to shoot through all parts, including the top.
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Re: Deon's Voxel Furniture

Postby Deon » Tue Oct 20, 2020 2:24 am

Good point about transparent points, in case of short furniture it shouldnt be an issue since you are not shooting the floor anyway, but in case of taller situation I guess it's the same as a question in my topic about the radius: It's just a blocking box for an actor.

The reason why I entertain voxels is because they are easy to make and should still be better than Sector furniture. But I heard you, so after I make a simple pack for myself for basic decoration of my map, I will look into 3d modelling. More stuff to learn and make look better :).

I have one question about your comment:

> Voxels at this resolution (speaking of your refined table in particular) are horribly inefficient because each voxel color need to be represented by it's own plane

Do you mean that people will actually experience stuttering/FPS/performance issues with such approach? I see many mods with way more detailed voxels for items/weapons which are all around the player, and I have never expreienced any troubles with them.
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Re: Deon's Voxel Furniture

Postby Deon » Tue Oct 20, 2020 3:52 am

Version 1.1: textured furniture and beds

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Re: Deon's Voxel Furniture

Postby Cherno » Tue Oct 20, 2020 4:02 am

Deon wrote:
> Voxels at this resolution (speaking of your refined table in particular) are horribly inefficient because each voxel color need to be represented by it's own plane

Do you mean that people will actually experience stuttering/FPS/performance issues with such approach? I see many mods with way more detailed voxels for items/weapons which are all around the player, and I have never expreienced any troubles with them.


Probably not, but it's still something to keep in mind. Note that you can easily export your voxel to an obj file which can then be used as-is in GZDoom or first converted to md3 via Noesis.
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