It's the hype your inferior mod because KDiZD rules thread!

Discuss anything ZDoom-related that doesn't fall into one of the other categories.
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Phoenix
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Post by Phoenix »

probably not many...
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Doom
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Post by Doom »

Phoenix wrote:yeah, those models do look off..

i tried using Ken Silverman's slab6 voxel editor a few times.


hardest. program. to use. ever.
can you say, "less keys, more gui?!"
For khrist sake man, Slab6 is the best, fastest, most stable (this means stuff here) and most powerful voxel authoring app in existence (yet user friendly, once you get used to the keys, you're done), unless of course, you have large raytraced landscapes or some major professional multi-voxel scanning medical project in mind.
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Post by Phoenix »

heh. okay, i believe you. i was just wondering how you actually start a "new file", and if you have to delete that default model thing that comes up every time, and why you can't seem to insert voxels unless there's already voxels to attach them to, and how that works if you want to make separated voxels or whatever.

:?
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Doom
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Post by Doom »

Well, if you delete the last voxel (why would you want to do that anyways if you can simply change it's color if you don't like how it looks?), you wouldn't have stuff to grab onto, that means, you may need to switch to the 2D slice editor and that's quite useless. Instead, simply load the biggest voxel model you can find (or make one yourself), delete everything and leave a single voxel, now you have a big invisible and technically blank canvas you ain't probably going to fill. Now save it and load it everytime you feel like starting a new project. Nothing really hard and it's basically starting from scratch. As for the separated voxels, just draw plenty of them (I'm sure you are aware of what key is needed to simplify this task), carve your model and carve even more till you delete the last voxel on the line and there you have the hole (which obviously separates the voxels) ;)
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Post by Phoenix »

okay :) one more thing: what exactly is the 2d slice editor intended to do? i couldn't get it to really do anything from fiddling around in it..
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Post by Doom »

Actually it doesn't do much, it's quite useless cos it basically gives you several angles you can paint onto (would you need this for a shotgun?...) as well the possibility to draw a pixel in the middle of nothing (which later becomes a voxel as you switch back to the 3d editor), but again, it's really imprecise when it comes to draw small detailed stuff.
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Post by Phoenix »

ah, okay. thank you very much for the help, i'm going to go make a n00b model right now :biggrin:
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Post by Doom »

I'm working on one right now, it's an old gameboy, nothing special but looks nice so far :mrgreen:
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Post by Lexus Alyus »

Okay, IU see your point Doom. If people can actually make good animations out of voxels then this could be pritty cool.Right now I dn't care if Voxels are animated or not, I'd just love to see voxels in Doom. Could easily replace all static objects in Doom and it would look great :).

:twisted:
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Doom
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Post by Doom »

I wonder if it would be possible to have voxels instead of pixels for Zdoom's blood spurting effect :)
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Post by Phoenix »

neh. blood never needs to be 3d. and voxels aren't so good for tiny objects..
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Post by Doom »

Can you go smaller than a voxel?.
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Post by Phoenix »

no. a voxel is like a pixel - there's nothing smaller. i guess you could render smaller voxels somehow, probably, though..but i've never really seen it done - all the voxels i've seen have looked about the same size.
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Post by Doom »

That's my point, they are the best for tiny objects.
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Post by Phoenix »

well, take a look at a gravestone model in blood, then take a look at a voodoo doll model, which one looks better up close? :P
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