DavidPH wrote:Is it too early to be posting crash reports with voxels (because they totally crash ZDoom for me)?
I'm sure it'd be a good idea to.
DavidPH wrote:Is it too early to be posting crash reports with voxels (because they totally crash ZDoom for me)?
Project Dark Fox wrote:Suddenly I thought, what if the weapons spun like in most 3D shooters? Especially Blood, for one. And of course make that an option.
Gez wrote:It is one of my many projects to one day eventually write a "maphack" system for ZDoom, which would allow to add or redefine map elements. (Probably using a variant of UDMF.)
DooMAD wrote:Project Dark Fox wrote:Suddenly I thought, what if the weapons spun like in most 3D shooters? Especially Blood, for one. And of course make that an option.
Randy already thought of that and the option to make them spin is already in place. Apparently I just wasn't naming the lumps correctly, heh. Open the wad in XWE or equivalent and rename the lumps, for example, SHOTA40 instead of SHOT.
//EDIT: zdoom_vox.zip updated with less crashyness and more spinnyness.
Caligari_87 wrote:This is so made of win it's not even funny. Absolutely amazing. I still felt like I was playing pure Doom, just with extra AWESOMESAUCE on top.
Paint3D seems nicer than Voxel3D, and costs only $20. You can actually paste a png of a Doom graphic into it, and it determines the palette for you.Nash wrote:I know of that editor that's linked in that DW thread but it costs $189 - too expensive. I might as well model something in Milkshape 3D which only costs about $25 and use a converter to convert the model into a voxel model.
NeuralStunner wrote:Considering the implementation, I think that'll be largely up to modders. Though I wouldn't mind an "enable voxel rotation" toggle in Options.Project Dark Fox wrote:Suddenly I thought, what if the weapons spun like in most 3D shooters? Especially Blood, for one. And of course make that an option.
I'm in favor of 4 options for spinning defined in VOXELDEF: on, off, optional, and always (horizontally) face player. The latter would be useful because it would prevent objects from looking silly when looking down at extreme angles.esselfortium wrote:One issue I can imagine with maps that weren't created with voxels in mind is that you're going to have a ton of pickups that face walls or other illogical directions. I remember hearing complaints about areas in KDiZD where armor bonuses weren't facing you and they just looked like rocks or something. There's going to be a lot of that unless you just make absolutely everything spin around constantly for no reason.
esselfortium wrote:What would "optional" do?
esselfortium wrote:What would "optional" do?
JustinC wrote:Suddenly I get the feeling I wil be re-re-doing all the artwork in my mod. Good work.
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