Reikall's Voxels.

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Re: Reikall's Voxels.

Postby Mr.Goodbar » Mon Oct 29, 2018 9:50 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!
Joined: 29 Oct 2018
Discord: Mr.Goodbar#0895

Re: Reikall's Voxels.

Postby akidd » Mon Nov 19, 2018 9:03 am


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
Joined: 19 Nov 2018

Re: Reikall's Voxels.

Postby Trusty McLegit » Mon Nov 19, 2018 7:53 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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Trusty McLegit
Joined: 07 Feb 2016

Re: Reikall's Voxels.

Postby akidd » Tue Nov 20, 2018 9:53 am

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

Re: Reikall's Voxels.

Postby RABID » Mon Dec 31, 2018 6:33 pm

i'd love to see the brutal doom voxel weapons finished so it can be added to this:
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Joined: 18 Jun 2017

Re: Reikall's Voxels.

Postby Armaetus » Tue Jan 01, 2019 11:01 pm

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.
User avatar
RDND, Maps of Chaos and Obsidian Dev
Joined: 13 Mar 2009
Location: New York State
Discord: Armaetus#8512
Github ID: GlaiceOldSchoolRTS
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: ATI/AMD with Vulkan Support

Re: Reikall's Voxels.

Postby apoxalex » Thu Jan 10, 2019 11:13 am

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!
Joined: 08 Jan 2019

Re: Reikall's Voxels.

Postby etb » Wed Sep 18, 2019 4:26 am

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

Code: Select allExpand view
 $ 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 allExpand view
 $ zdoom -file reikallravenvoxelslite.pk3

Script error, "reikallravenvoxelslite.pk3:voxeldef" line 20:
Expected integer constant but got '-' instead.
Joined: 16 Sep 2019

Re: Reikall's Voxels.

Postby Dark-Assassin » Wed Sep 18, 2019 6:27 am

Your ZDoom version is too old. Try upgrading LZDoom instead.
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Joined: 19 Mar 2009
Location: South Australia

Re: Reikall's Voxels.

Postby etb » Fri Sep 20, 2019 2:27 am

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?
Joined: 16 Sep 2019

Re: Reikall's Voxels.

Postby NaliSeed » Tue Sep 08, 2020 12:10 pm

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, 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-)
Joined: 25 May 2018

Re: Reikall's Voxels.

Postby JuliusKoolius » Fri Oct 02, 2020 11:55 pm

(This is probably a dumb question) Is this project dead?
User avatar
But... Why?
Joined: 07 Apr 2020
Location: Even I don't know

Re: Reikall's Voxels.

Postby Deon » Wed Oct 14, 2020 1:00 pm

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!
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Joined: 08 Oct 2020

Re: Reikall's Voxels.

Postby Angel Soul » Wed Oct 21, 2020 7:03 am

@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.
Angel Soul
Joined: 21 Oct 2020
Discord: Angel Soul#4227
Operating System: Windows 10/8.1/8/201x 64-bit
Graphics Processor: Not Listed

Re: Reikall's Voxels.

Postby DefectiveByDesign » Sun Jun 27, 2021 4:58 pm

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:
Joined: 05 Oct 2020
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: ATI/AMD with Vulkan Support


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