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Re: Reikall's Voxels.

Posted: Wed Feb 07, 2018 7:44 pm
by reikall
I just fixed them and added them to the 'softvoxels' set, which is the one you should be using if you're running the software renderer.

Re: Reikall's Voxels.

Posted: Thu Feb 08, 2018 3:23 am
by m8f
Reporting performance issue: on maps that have lots of burning barrels or torches (e.g. BTSX E2 MAP04), torch flames can have huge impact on framerate.
So for people with not so powerful hardware (like me) commenting out two of three torch flames for every torch in DECORATE may help, like this:

Code: Select all

ACTOR RV_BlueTorch : BlueTorch replaces BlueTorch
{
	states
	{
	Spawn:
		TSTD AAAABBBBCCCCDDDD 1
		{
			//A_SpawnItemEx("RV_BlueFlame", random(-5, 5), random(-4, 4), random(52, 55), 0, 0, 1);
			//A_SpawnItemEx("RV_BlueFlame", random(-4, 4), random(-5, 5), random(52, 55), 0, 0, 1);
			A_SpawnItemEx("RV_BlueFlame", random(-2, 2), random(-2, 2), random(51, 57), 0, 0, random(1,2));
		}
		loop
	}
}
Then torch fire will look less rich, but sufficient.

For mentioned map, leaving only one torch flame for each torch decreased actornum from 8500 to 3800.

Re: Reikall's Voxels.

Posted: Thu Feb 08, 2018 9:19 pm
by reikall
Oh, sorry. I had a lightweight version in the software set, but then I took out the custom torches entirely. When I reconsidered and put them back in, I forgot all about it. I hadn't really been thinking about performance since voxels aren't terribly efficient anyway.

Re: Reikall's Voxels.

Posted: Tue Feb 20, 2018 11:36 pm
by m8f
I hope this project is not stopped. It is so good.

I think with Reikall's Voxels it will be much easier for new people to get into Doom, Heretic and other games. Sprites without rotations just repel players who are accustomed to moder graphics, and voxels fix this problem with keeping old-school look at the same time.

What thoughts do you have about creepy Doom CEYE? If done with voxels, should it always look at the player, or rotate, or something in between?

Re: Reikall's Voxels.

Posted: Wed Feb 21, 2018 12:12 am
by Pixel Eater
Just popping in to say I'm enjoying my first playthrough (ever) of Heretic with these voxels :wub:

Re: Reikall's Voxels.

Posted: Thu Feb 22, 2018 9:05 am
by reikall
m8f wrote:I hope this project is not stopped. It is so good.

I think with Reikall's Voxels it will be much easier for new people to get into Doom, Heretic and other games. Sprites without rotations just repel players who are accustomed to moder graphics, and voxels fix this problem with keeping old-school look at the same time.

What thoughts do you have about creepy Doom CEYE? If done with voxels, should it always look at the player, or rotate, or something in between?
:D Nah, I can't imagine quitting before I'm done. I just have trouble figuring out which thing I want to work on.

The 'evil eye' or whatever? Yeah, that's the other one I just don't know what to do with. I planned to make the symbol spin, then do the laziest possible thing and leave the eye itself a sprite (even if it's just a placeholder) just because I have absolutely no idea what to put on the other side of that eye right now. I could also do the second laziest possible thing and just have another eye on the back! :?
Pixel Eater wrote:Just popping in to say I'm enjoying my first playthrough (ever) of Heretic with these voxels :wub:
Whoa! That's a lot of pressure to put on my little voxels.

Thanks. :wub:

Re: Reikall's Voxels.

Posted: Thu Feb 22, 2018 11:35 am
by m8f
reikall wrote:Nah, I can't imagine quitting before I'm done.
Great!

About the other side of the eye - there may be a smaller version of green symbol (triangle and circle) on skin/fleshy background. Just a thought.
And with code like this it could act as a hell surveillance camera:
Spoiler:
Would be creepy enough.

Re: Reikall's Voxels.

Posted: Thu Feb 22, 2018 4:03 pm
by Pixel Eater
Whoa! That's a lot of pressure to put on my little voxels.
Nah, they're plenty faithful. I don't feel like they're cheating me out of the real experience :)

The one thing I've changed (not relating to your voxels) is the additive translucency. I don't know why, I've just always found it ugly. I made this:
HrHx_Vanilla_Visuals2.pk3
(1.85 KiB) Downloaded 170 times
Modified from here.

Re: Reikall's Voxels.

Posted: Sun Mar 25, 2018 5:37 am
by ActionAlligator
These look amazing! Can't wait until you're done! =)

May I ask how long it usually takes to make a particular voxel? I've never messed with it and was just curious. I'm assuming it's *way* faster than making sprites (especially for multiple perspectives)?

Re: Reikall's Voxels.

Posted: Mon Apr 02, 2018 6:16 pm
by Hipnotic Rogue
Playing Heretic with these voxels and the fancy lighting is so good. I was wondering you could make a version that's compatible with Eriguns 2, though? Eriguns in Heretic is lovely and it would be great to play through with those weapons and all your pretty stuff too. :)

Re: Reikall's Voxels.

Posted: Sun Apr 08, 2018 2:34 am
by reikall
Sorry if I disappeared. I've been working on Heretical Doom with my friend Ryuhi, who tells me I should share a preview of what I was working on, even though I'm not happy with it yet and I'll have to redo some of it now.
https://imgur.com/a/M55Kp
I was hoping to run it by the devs first, but Ryuhi says it'll be fine so it's all his fault and you should blame him for everything like I do.

Aside from that, I've touched up a lot of little things in Heretic, finished the torches in Strife, and gave Doom a much better options menu--which I plan to do to the others before I release them, so unfortunately that's not ready yet.
I was also considering combining them all into one mod (since I'm now a level 2 noob and I almost know some of the basic things now) because it would cut down on overlap, especially for mods that borrow sprites from other games.
I also have almost all of the switches done, but I still haven't figured out how to get them into an existing map. I just have one of the gargoyle faces left, then I'll release them as a resource pack so people can put them in their own maps if they like.

Overdue replies!
Sorry, haven't tried that transparency mod thing yet. How is it different from the new vanilla transparency display option? I actually forgot to mention that I designed my stuff for forced vanilla transparency.

These take me an embarrassingly long time. The small ones may take me an hour (including all the exporting, importing, file conversion, offsets, testing, etc.) and the large ones may have taken me upwards of 15-20 hours. I do like taking my time, though. I haven't really done any spriting using rotations (platformers are easy that way), so I can't compare.

Eriguns is on my backlog of mods to try, but I'll check it out very soon.

Re: Reikall's Voxels.

Posted: Sun Apr 08, 2018 3:16 am
by Ryuhi
lmao i take full responsibility for people being able to see your progress my dude. i think they look fantastic, but thats me

Re: Reikall's Voxels.

Posted: Sat Apr 14, 2018 11:28 am
by ramon.dexter
Hi, Reikall, I converted some strife weapons to voxels (missile launcher, flamer and mauler), would you like to include them in your pack?

Re: Reikall's Voxels.

Posted: Sat Apr 14, 2018 1:40 pm
by Hipnotic Rogue
Thanks for replying. I'm so impressed by your work and I can't wait to see your next release. :)

Re: Reikall's Voxels.

Posted: Sat Apr 14, 2018 4:54 pm
by reikall
ramon.dexter wrote:Hi, Reikall, I converted some strife weapons to voxels (missile launcher, flamer and mauler), would you like to include them in your pack?
Sorry, I'm not taking contributions from anyone. I'd like to see them, though.

Also...I think you're using my energy pod voxels?
Hipnotic Rogue wrote:Thanks for replying. I'm so impressed by your work and I can't wait to see your next release. :)
Thank you very much!