Doom Voxel Project
Doom Voxel Project
I am interested in this project, but i even dont know how its work =0
So what you thin about this?
ZDoom support it? or maybe even have plans to add this to ZDoom?
http://www.teamhellspawn.com/voxels.htm
http://www.hexenmod.com/forum/viewtopic.php?f=2&t=322
http://www.advsys.net/ken/download.htm#slab6
So what you thin about this?
ZDoom support it? or maybe even have plans to add this to ZDoom?
http://www.teamhellspawn.com/voxels.htm
http://www.hexenmod.com/forum/viewtopic.php?f=2&t=322
http://www.advsys.net/ken/download.htm#slab6
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Re: Doom Voxel Project
I made a 3D item in the past by spawning small square pixel actors every tic using A_SpawnItemEx. It's a nightmare to setup though! 

Re: Doom Voxel Project
Looks good! i've got myself SLAB6, i'll try to do the chaingun or the BFG.
Re: Doom Voxel Project
No and no, as far as I know.RaVeN-05 wrote:ZDoom support it? or maybe even have plans to add this to ZDoom?
- Caligari87
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Re: Doom Voxel Project
You know, if there was some way to bind objects to move in tandem with a parent object (minus tons of DECORATE/ACS), then just make tiny square sprites flagged with NOINTERACTION....


- Captain Awesome
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Re: Doom Voxel Project
Voxels are the epitome of 8-bit beauty.
Re: Doom Voxel Project
That plasma gun looks ace. As far as 3d models go, this is probably as accurate to the originals as we're going to get.
- NeuralStunner
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Re: Doom Voxel Project
I agree. You even sorta get the vanilla blockiness, if you're that obsessive about it.scalliano wrote:That plasma gun looks ace. As far as 3d models go, this is probably as accurate to the originals as we're going to get.

Re: Doom Voxel Project
I've wanted to try something like that for blood splats on the floor, and other static decorations or stuff.Caligari_87 wrote:You know, if there was some way to bind objects to move in tandem with a parent object (minus tons of DECORATE/ACS), then just make tiny square sprites flagged with NOINTERACTION....
Re: Doom Voxel Project
Hmmm... I dunno. Anything with a curved surface looks pretty bad to me - eg the red skull or the soul sphere. Too much like they are made with lego.Captain Awesome wrote:Voxels are the epitome of 8-bit beauty.
- NeuralStunner
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Re: Doom Voxel Project
Use filters, dude*.Enjay wrote:Hmmm... I dunno. Anything with a curved surface looks pretty bad to me - eg the red skull or the soul sphere. Too much like they are made with lego.

* Opinion expressed is not neccessarily the view of the poster, and should not in any way be construed as sound advice.
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- wildweasel
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Re: Doom Voxel Project
Voxels don't have filtering, do they?
- NeuralStunner
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Re: Doom Voxel Project
Everything has filtering in the hardware renderer. 

Re: Doom Voxel Project
I think this is possible to organize even OpenGL filtering
they have interpolation reat in wiki http://en.wikipedia.org/wiki/Voxel
they have interpolation reat in wiki http://en.wikipedia.org/wiki/Voxel
- Caligari87
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Re: Doom Voxel Project
Here's a question: How should voxels be rendered? As individual little 3D cubes (in which case tiny 3D models may be used anyway) or as points of interpolation to display a sprite-like image on the screen? The first way, a cacodemon would look like Legos, as Enjay said, which IMO is not an optimal solution. However, if the voxel model was simply used as a reference for the raytracer to draw a pixel on the screen, it would look like the regular sprite, just with infinite rotations, and could be filtered.
Would this be simpler to implement in the (G)ZDoom engine?

Would this be simpler to implement in the (G)ZDoom engine?
