Voxel Chibi Doom! Version 5.2 (Jan 24 2020)

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Re: Voxel Chibi Doom! Update: v4_1 10/17/2017 hotfix!

Postby Cherno » Sat Oct 21, 2017 3:51 pm

It just occured to me that instead of having a seperate voxel frame for the Pain state which is entirely white, I could just as well use the normal idle state and change the RenderType to stencil with a white color. Good thing I noticed that AFTER completing all the monsters -_-

Edit: Same goes for the different colored voxels from the explosions. I don't need actual voxel for each color, I could just have each one use a different stencil color when spawning.
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Re: Voxel Chibi Doom! Update: v4_1 10/17/2017 hotfix!

Postby reikall » Sat Nov 04, 2017 8:01 am

I love your voxels so much. This mod puts a smile on my face in a way few other things do. (I'm also a big fan of 3D Dot Game Heroes.)
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Re: Voxel Chibi Doom! Update: v4_1 10/17/2017 hotfix!

Postby Cherno » Sat Nov 04, 2017 11:14 am

Thank you! 8-)
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Re: Voxel Chibi Doom! Update: v4_1 10/17/2017 hotfix!

Postby Cherno » Tue May 08, 2018 1:26 pm

It just came to my mind how cool it would be to have a semi-complete gameplay overhaul along with the voxel replacements, to fit the Legend of Zelda/3D Dot Game Heroes style. There is already an adaption of the LoZ overworld and dungeons for Doom, my idea is to create a tileset of sorts that fit Doom's style, but in the low-res voxel style of Voxel Chibi Doom, and create a hellish overworld (or underworld?) with it, as a hub, along with various dungeons and misc locales (fortresses and the like). Sounds like a lot of work but also lots of fun.
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Re: Voxel Chibi Doom! Update: v4_1 10/17/2017 hotfix!

Postby Rayman The Hedgehog » Mon Aug 06, 2018 3:58 pm

@Cherno Hi,I maked a android compatible version of you mod :D
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Re: Voxel Chibi Doom! Update: v4_1 10/17/2017 hotfix!

Postby Rayman The Hedgehog » Mon Aug 06, 2018 3:59 pm

Rayman The Hedgehog wrote:@Cherno Hi,I maked a android compatible version of you mod :D

Here is the link:
https://mega.nz/#!g5YlkYyB!xWdWaG_sHXOt ... iAQjsWrtYQ
Last edited by Rayman The Hedgehog on Wed Aug 08, 2018 1:00 pm, edited 1 time in total.
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Re: Voxel Chibi Doom! Update: v4_1 10/17/2017 hotfix!

Postby Cherno » Mon Aug 06, 2018 4:54 pm

Nice :)
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Re: Voxel Chibi Doom! Update: v4_1 10/17/2017 hotfix!

Postby Rayman The Hedgehog » Tue Aug 07, 2018 9:13 am

Cherno wrote:Nice :)

I knew that you would like. :)
The Requirement is: Put D-Touch in 2.1 dev, select the mod, run it And..
MAKE A PIXEL BLOODBATH :V
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Re: Voxel Chibi Doom! Update: v4_1 10/17/2017 hotfix!

Postby Rayman The Hedgehog » Wed Aug 08, 2018 1:03 pm

@Cherno, are you thinking to do chibi voxels for Heretic,Hexen & Strife.
Will be cool to see a, cute but rude chibi fighter xD
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Re: Voxel Chibi Doom! Update: v4_1 10/17/2017 hotfix!

Postby Cherno » Wed Aug 08, 2018 1:32 pm

I thought about it, yes. But it will be another big project and it doesn't look like I will have the time to work on something like this in the next months. Plus, I've never been too interested in those games .We'll see.
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Re: Voxel Chibi Doom! Update: v5 01/21/2020

Postby Cherno » Tue Jan 21, 2020 6:36 am

Update time! After three years, I finally started working on this mod again on now I consider it pretty much completed :)

New in version 5:
  • Added simulated sunlight shader.
  • Converted all props to voxel models. The Icon of Sin spawn cube and hanging Commander Keen is still missing.
  • Smooth turning for monsters.
  • Various model fixes.
  • new style of voxel explosions, plus additional voxel blood.

Check the first post for more information.

Image



Download
voxelchibi_v5.pk3

Recommended with:
Low-Res Doom! by Ezepov
Low-Res HUD by Wiw and Gollgagh

If you decide to use any low-res mod, I suggest turning off advanced graphical features and things like texture filtering!
Last edited by Cherno on Tue Feb 18, 2020 11:48 pm, edited 1 time in total.
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Re: Voxel Chibi Doom! Update: v5 01/21/2020

Postby Cherno » Fri Jan 24, 2020 2:47 pm

Voxel Chibi Doom! Version 5.2 has been released.



Changes:
  • Fixed bug causing some enemies to become stuck when spawning near walls
  • Added seperate multiplier for voxel blood

Download:
voxelchibi_v5.2.pk3
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Re: Voxel Chibi Doom! Version 5.2 (Jan 24 2020)

Postby talisa » Fri Jan 24, 2020 8:28 pm

great update, loving all the new additional voxels that were missing before.

kinda shame about the lack of hanging corpses and having them replaced with cages instead,
would love it to also have voxel versions of those in-world items too

.

also, on another random note, back in 2018 i also posted a mostly-complete pack with low-res graphics for all the menus & fonts
of doom in a matching low-res NES-style look in the 'low-res doom' thread viewtopic.php?f=46&t=58162&start=45#p1054901

thought you might enjoy it and could add a link to the post in the 'recommended with' section of your first post
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Re: Voxel Chibi Doom! Version 5.2 (Jan 24 2020)

Postby talisa » Fri Jan 24, 2020 11:18 pm

oh! one more thig i noticed is that when mappers add actual enemy-corpses into maps, that those corpses dont get replaced by voxels

it would be awesome if you could add some voxels for those too, with the same voxels like for the marine-corpses,
but with some different colors that belong to the monster which the mess of voxels is from
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Re: Voxel Chibi Doom! Version 5.2 (Jan 24 2020)

Postby Cherno » Sat Jan 25, 2020 3:18 am

talisa wrote:great update, loving all the new additional voxels that were missing before.

kinda shame about the lack of hanging corpses and having them replaced with cages instead,
would love it to also have voxel versions of those in-world items too

.

also, on another random note, back in 2018 i also posted a mostly-complete pack with low-res graphics for all the menus & fonts
of doom in a matching low-res NES-style look in the 'low-res doom' thread viewtopic.php?f=46&t=58162&start=45#p1054901

thought you might enjoy it and could add a link to the post in the 'recommended with' section of your first post


Yes, the cages or something of a shortcut... I was not looking forward to convert all the different gory bits when they are only only seldom used in vanilla maps, plus I wanted to make it less violent to fit withthe overall theme (blood voxels notwithstanding ;) ). Thing is, if I use actual chibi characters hanging there, they will be far too bulky in comparison to the lean gore sprites, and I also wouldn'T know how to make them look captured or something. Maybe having hanging skeletons is a good compromise?

Thanks for suggesting the low-res menu graphic mod, I added it the the recommended section and will use it from now on! :wub:

talisa wrote:oh! one more thig i noticed is that when mappers add actual enemy-corpses into maps, that those corpses dont get replaced by voxels

it would be awesome if you could add some voxels for those too, with the same voxels like for the marine-corpses,
but with some different colors that belong to the monster which the mess of voxels is from



A good suggestion! I kinda looked over these corpse actors when converting all the decorations because they are not used in the vanilla maps, but as you found out, other maps might still include them. I will probably make these corpses as voxel piles in the marine corpse (no pun intended) style as you suggested. Which brings me to another issue, which is that voxel monsters get explode into voxels or disappear, but they are technically still there, only invisible, so the Archvile can resurrect them. I might leave voxel piles for all the monsters behind so the player knows where enemies died and could be a target for the AV.

Another little thing I noticed is that the Spectre has normal-colored blood and gib voxels; I haven't managed to copy the RenderStyle of the Spectre to it's voxels yet.
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