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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Re: Reikall's Voxels.

Postby Mr.Goodbar » Mon Oct 29, 2018 10:50 am

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!
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Joined: 29 Oct 2018
Discord: Mr.Goodbar#0895

Re: Reikall's Voxels.

Postby akidd » Mon Nov 19, 2018 10:03 am

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
akidd
 
Joined: 19 Nov 2018

Re: Reikall's Voxels.

Postby Trusty McLegit » Mon Nov 19, 2018 8:53 pm

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.
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Re: Reikall's Voxels.

Postby akidd » Tue Nov 20, 2018 10:53 am

Thanks, I noticed several missing voxels including some of the vanilla pickups.
akidd
 
Joined: 19 Nov 2018

Re: Reikall's Voxels.

Postby RABID » Mon Dec 31, 2018 7:33 pm

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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Re: Reikall's Voxels.

Postby Glaice » Wed Jan 02, 2019 12:01 am

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.
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Maps of Chaos/RDND/DVV Overseer
 
Joined: 13 Mar 2009
Location: North Babylon, NY
Discord: Glaice#8512
Github ID: GlaiceOldSchoolRTS
Operating System: Windows Vista/7 64-bit
Graphics Processor: ATI/AMD with Vulkan Support

Re: Reikall's Voxels.

Postby apoxalex » Thu Jan 10, 2019 12:13 pm

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!
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Joined: 08 Jan 2019

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