Reikall's Voxels.

For high-res texture/sprite projects, sprite-fix patches, music add-ons, music randomizers, and other graphic/sound-only projects.
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Mr.Goodbar
Posts: 1
Joined: Mon Oct 29, 2018 9:47 am

Re: Reikall's Voxels.

Post by Mr.Goodbar »

Reikall, I hope you're still working on your stuff plus the voxels, just by using them made by play Heretic and Doom 2 back to back on their entirety, they look so good and fit so well, like that was the way the games were meant to be played from the start, anyhow, good luck!
akidd
Posts: 8
Joined: Mon Nov 19, 2018 8:59 am

Re: Reikall's Voxels.

Post by akidd »

Reikall,

First, you are very talented and it is appreciated you share all your hard work. I don't see much activity here, so I hope the project isn't dead.

First, I cannot get it to work with ZDoom 3.6.0 (latest as I write this)
Execution could not continue.

Script error, "reikalldoomsoftvoxels.pk3:cvarinfo" line 1:
cvar 'sv_wallcheck' already exists
Next, since Brutal Doom 2.1 is almost finished (currently at RC3) - is it at all possible to get the missing weapon voxels added? Personally I only like/want the pickup objects but hey...

Anyway, thanks again
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Trusty McLegit
Posts: 264
Joined: Sun Feb 07, 2016 8:42 pm

Re: Reikall's Voxels.

Post by Trusty McLegit »

There is a Brutal Doom Voxel pack here: viewtopic.php?f=46&t=47555

It hasn't been updated in a while, but upon very quick testing it seems to work fine aside from a couple missing voxels for new sprites in the new version of brutal doom.
akidd
Posts: 8
Joined: Mon Nov 19, 2018 8:59 am

Re: Reikall's Voxels.

Post by akidd »

Thanks, I noticed several missing voxels including some of the vanilla pickups.
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RABID
Posts: 2
Joined: Sun Jun 18, 2017 10:46 am

Re: Reikall's Voxels.

Post by RABID »

i'd love to see the brutal doom voxel weapons finished so it can be added to this: https://www.youtube.com/watch?v=vztGw7XyOcM&t=216s
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Armaetus
Posts: 1255
Joined: Fri Mar 13, 2009 3:55 pm
Preferred Pronouns: He/Him
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Re: Reikall's Voxels.

Post by Armaetus »

GZDoom version 3.7.0 makes the Barrel "Glow" as if GLDEFS light level doesn't matter, plus the health and armor bonuses illuminate brightly.

Barrel seen here:


I just removed the GLDEFS for the barrel object as well as the bonuses' because commenting them out still had them a bit bright even when lowering GL light levels.
apoxalex
Posts: 1
Joined: Tue Jan 08, 2019 7:40 pm

Re: Reikall's Voxels.

Post by apoxalex »

Hi Reikall! I love these voxels! I can't get over how seamless and gorgeous these came out, 10/10 :)

I noticed the option for "Auto-rotate decorations (next map)" isn't stopping the rotations on a level change (unless I'm misunderstanding how this option works).
Does anybody know how to fix this via DECORATE? (I'm still fairly clueless when it comes to DECORATE) Thanks!
etb
Posts: 2
Joined: Mon Sep 16, 2019 5:40 am

Re: Reikall's Voxels.

Post by etb »

How I am supposed to use this voxels? Either versions crash my Heretic game.

Code: Select all

 $ zdoom -file reikallhereticvoxels.pk3

[...]
Script error, "reikallhereticvoxels.pk3:decorate" line 27:
Call to unknown function 'GetCVAR'


*** Fatal Error ***
!!! Failed to exec debug process
Segmentation fault (core dumped)

Code: Select all

 $ zdoom -file reikallravenvoxelslite.pk3

[...]
Script error, "reikallravenvoxelslite.pk3:voxeldef" line 20:
Expected integer constant but got '-' instead.
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Dark-Assassin
Posts: 742
Joined: Thu Mar 19, 2009 3:40 am
Location: South Australia

Re: Reikall's Voxels.

Post by Dark-Assassin »

Your ZDoom version is too old. Try upgrading LZDoom instead.
etb
Posts: 2
Joined: Mon Sep 16, 2019 5:40 am

Re: Reikall's Voxels.

Post by etb »

All right found this distinction between ZDoom, LZDoom, and GZDoom. Installing the LZDoom or GZDoom this pack works fine and it looks gorgeous is there anything similar for monsters?
NaliSeed
Posts: 8
Joined: Fri May 25, 2018 6:48 am

Re: Reikall's Voxels.

Post by NaliSeed »

Hi, Reikall. I sent you a message a few days back requesting your permission to use some of your voxels in my project (Doom II & The Ultimate Doom Reforged) for moddb.com, but I haven't gotten your reply. I just want to use the voxels for weapons, keys and armor in my mod, so let me know if that's ok. 8-)
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JuliusKoolius
Posts: 56
Joined: Tue Apr 07, 2020 4:20 pm
Location: Even I don't know

Re: Reikall's Voxels.

Post by JuliusKoolius »

(This is probably a dumb question) Is this project dead?
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Deon
Posts: 232
Joined: Thu Oct 08, 2020 10:44 am

Re: Reikall's Voxels.

Post by Deon »

The existing voxels look amazing.

I will build my project keeping them in mind, and I will recommend them as "a required mod" for my map.
This is the beginning of the map:


This is EXACTLY what I needed to get the desired feel for the map. Thank you SO MUCH!
Angel Soul
Posts: 8
Joined: Wed Oct 21, 2020 6:39 am
Graphics Processor: Not Listed

Re: Reikall's Voxels.

Post by Angel Soul »

@Reikall - What you have done is really great. I have just started my first steps in making Voxel graphics, and I would be very grateful if you could assisst me a bit as I am making powerup icons for another mod, but this time as voxel art. Very nice work.
DefectiveByDesign
Posts: 13
Joined: Sun Oct 04, 2020 11:52 pm
Graphics Processor: ATI/AMD with Vulkan/Metal Support

Re: Reikall's Voxels.

Post by DefectiveByDesign »

Hi, I'm using the smoothdoom version of these voxels, and they look great, but performance tanks massively on large maps like Eviternity. Can someone make a LOD patch that turns off voxels at far distances? You can't tell at long range anyway, and it makes maps unplayable without a culling mechanism.

Here's an example of something that might be useful: https://www.youtube.com/watch?v=7D9UUMB5J4Y
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