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Re: Yet another voxel project - Doom, Raven, Strife

PostPosted: Mon Jan 08, 2018 5:05 am
by reikall
Sorry, I put an insane amount of time into this and I needed a break, but I didn't realize I took almost a month off.

Re: Yet another voxel project - Doom, Raven, Strife

PostPosted: Wed Jan 10, 2018 11:08 am
by reikall
I added a soul sphere, or at least a prototype of it. Here's a video: http://www.moddb.com/mods/reikalldoomvo ... soulsphere
I'd like to know what people think of it before I continue. I intended to do a whole head (like Doom 3) and not just the face, but maybe I'll do it later.

The rest of these are going to be difficult. I honestly have no idea what to do for whatever is going on inside the blur sphere. I'm not sure it's something that can even exist as voxels. Any thoughts?

1/11 -- Also added a not-great invulnerability sphere.
1/13 -- ...And a megasphere I'm a little proud of.

Re: Yet another voxel project - Doom, Raven, Strife

PostPosted: Thu Jan 18, 2018 9:41 am
by 001
I like the Soulsphere. Having rotating faces is a smart choice. 3 would be ideal, IMHO, but I dont know if it is possible giving the size of the voxel.
Not so crazy about the rest. And yes, the Blursphere is going to be problematic :(

Re: Yet another voxel project - Doom, Raven, Strife

PostPosted: Fri Jan 19, 2018 5:39 am
by reikall
Three faces would be cool, but voxels don't like odd angles very much.
...Actually, voxels work brilliantly with Hexen bridges' orbiting function, but spawning a new one every tic doesn't seem to work, and as far as I know I need to do that so that the voxels will disappear when someone picks up the item that spawns them. I'm not good at coding; someone help me out if I'm wrong.

I don't think I can make the megasphere have a single face, since a mancubus doesn't really have a back side to its head, and even the sides don't really have much detail to work with. And I can't make it have more than two faces, because they're just too fat to fit any more in there. It's weird, but I kinda like its weirdness, and I don't know what else can be done.

The invulnerability sphere is not what I hoped for at all, but it looked just close enough to the original that I included it. The lost soul inside the sphere is apparently bigger than the sphere itself for a frame, so that's a big problem. I feel like I might be able to work at it to make it a little better, but I don't know.

The blursphere is pretty much the same deal, except I have absolutely no clue at all how to do it differently or make it better. I tried, it exists, it's now included, but I know I've lost that battle. Depressing.

I suspect making these better would require shaders or something, and I have no experience with anything like that. Suggestions are still welcome, but in the meantime I'm going back to things I'm more confident I can do.

Re: Yet another voxel project - Doom, Raven, Strife

PostPosted: Fri Jan 19, 2018 8:50 am
by 001
About the 3 faces, 3 sided spawn cubes, and the blur sphere. How about cheating a bit, with md3 mimicking a voxel look?

Re: Yet another voxel project - Doom, Raven, Strife

PostPosted: Fri Jan 19, 2018 9:27 am
by reikall
But that would solve too many problems!

Also: I don't know how to do that. Maybe I'll finally get around to learning how to work with polys this year.

Re: Yet another voxel project - Doom, Raven, Strife

PostPosted: Fri Jan 19, 2018 9:54 am
by 001
reikall wrote:But that would solve too many problems!

Also: I don't know how to do that. Maybe I'll finally get around to learning how to work with polys this year.


I havent done almost ANY modding since the eons of Quake I & II, but I'll give it a shot when I have the time.
Do you know any tool that can export voxel to obj? I'll start with a 3 faced sphere, using your soulsphere as base, if you dont mind.

Re: Yet another voxel project - Doom, Raven, Strife

PostPosted: Sat Jan 20, 2018 1:17 am
by Xaser
Just wanted to jump in here and say this is really heckin' good. You nailed the quality of the original sprites in a way that no other "let's make models/voxels/3D stuff for Doom" project has ever even come close to, from what I've seen. Like, holy damn.

Re: Yet another voxel project - Doom, Raven, Strife

PostPosted: Sat Jan 20, 2018 7:22 am
by reikall
001 wrote:I havent done almost ANY modding since the eons of Quake I & II, but I'll give it a shot when I have the time.
Do you know any tool that can export voxel to obj? I'll start with a 3 faced sphere, using your soulsphere as base, if you dont mind.

MagicaVoxel does it. You'll have to import (drag and drop into the window) the .kvx files because you can't just open them normally. Then, it's just one of the export buttons in the bottom right.

Although...I'm fairly satisfied with what I have, at least for the soulsphere. I'd support you and recommend your work, but don't do it for my sake. Besides, I really do want to learn that stuff for myself.

Xaser wrote:Just wanted to jump in here and say this is really heckin' good. You nailed the quality of the original sprites in a way that no other "let's make models/voxels/3D stuff for Doom" project has ever even come close to, from what I've seen. Like, holy damn.

Thank you! I honestly don't have a lot else going for me in my life right now, so I appreciate it immensely.

Re: Yet another voxel project - Doom, Raven, Strife

PostPosted: Sat Jan 20, 2018 8:46 pm
by Pixel Eater
Hey Reikall, I don't know if you're still interested or if this is even useful (How do make voxels?) but I made this cheap mockup (using the beta version) of the BlurSphere's innards. If it's helpful at all I can do a less half-arsed copy...
InvisiReveal.gif
InvisiReveal.gif (26.33 KiB) Viewed 909 times

Re: Yet another voxel project - Doom, Raven, Strife

PostPosted: Tue Jan 23, 2018 8:49 am
by reikall
It's nice, but it doesn't really help me. Maybe it will eventually....
Thanks anyway. I pretty much always use Screem, by the way.

Pixel Eater wrote:(How do make voxels?)

Step 1: Import the sprite into MagicaVoxel
Step 2: Press buttons at random for an hour or two
Step 3: Second-guess everything for about six hours
Step 4: Repeat as needed for every frame of animation
Step 5: Export as slab, load it into the world's worst art program, set the offsets with the "adjust pivots" tool, then save as .kvx
Step 6: Look back at it in a couple weeks and redo the entire thing

Re: Yet another voxel project - Doom, Raven, Strife

PostPosted: Tue Jan 23, 2018 3:07 pm
by Pixel Eater
No problems O-)

That's freaky, I'm actually working on a Screem update especially for your voxels...
Step 1: Imp
I'm already lost :lol:

Edit to add: Have you thought of fading the center of the Blur Sphere instead of shrinking it? I think ID wanted to judging by the beta release but went with the blinking animation because the dither-fade didn't cut it.

Re: Yet another voxel project - Doom, Raven, Strife

PostPosted: Wed Jan 24, 2018 11:16 am
by reikall
That's a pretty good idea. Seems kinda obvious in retrospect, and yet...nope, didn't think of it. I still have some work to do, but it does look better.

I forgot to try the beta, and I never got around to Doom Delta. I'm gonna use it as an excuse to do some of these old bonus and decoration sprites. That lost soul is pretty much an exact match for the invulnerability sphere, so that helps too. So yeah, thanks for making me aware of this stuff. I tingle with excitement.

Re: Yet another voxel project - Doom, Raven, Strife

PostPosted: Wed Jan 24, 2018 11:55 am
by Dark-Assassin
Damn dude, these are really awesome. In fact, I find they're better than the 3D model packs out there.

Re: Yet another voxel project - Doom, Raven, Strife

PostPosted: Thu Jan 25, 2018 1:20 pm
by Trusty McLegit
I'm a slut for voxels in doom, and I must say these fit the aesthetic seamlessly! They almost look official! Would you consider adding a cvar for rotating item pickups? When you kill a bunch of shotgunners for example, all their shotguns being parallel, and the green armour in E1M1 being sideways looks wierd. It's also a shame none of the decorations have proper angles, making a bunch of things like the torches at the end of E1M1 come out sideways as well. Is there any legal way to correct that? I wouldn't mind manually adjusting them, but I don't think I would be able to release that as a wad.