Voxels?
Re: Voxels?
How large? Unless I'm misunderstanding the question, they're exactly the same size as the sprites, 1:1 scale. Someone said they were a bit smaller, but I think that may have been before the offsets were fixed and they were rendering under the floor level, so looked smaller.
Re: Voxels?
The rest of it looks good, but don't you think the boots are too big?DooMAD wrote:
Personally I've pictured them as hanging down at an angle, which explains their ludicrous height.
Re: Voxels?
Given that this suit allows you to safely walk on lava, I'd have no problems if the boots have excessively thick soles.
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Re: Voxels?
Arn't the boots supposed to be dangling down? I always thought the suit was supposed to dangle from a coat-hanger (that floats in mid-air
) or something. The way they are sticking out looks a bit silly at the moment, and the suit looks a bit square and rigid somehow.

Re: Voxels?
Actually that would look better, I'll see what I can do. Also, the coat-hanger thing would explain that gap in the neck which I was struggling to make sense of.
//EDIT:
Fixed the Rad Suit boots and also added something new:
//EDIT:
Fixed the Rad Suit boots and also added something new:
Spoiler:
- DenisBelmondo
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Re: Voxels?
I wonder if we'll be able to do something like Voxelstein 3D and make it so that whenever you shoot a voxel on an actor it disappears, effectively making a dynamic dismemberment system. Although a "physics" system has to be applied to different joints on the actors and everything so I highly doubt the possibility of this.
Re: Voxels?
In ZDoom? Nope.Nosehair26 wrote:I wonder if we'll be able to do something like Voxelstein 3D and make it so that whenever you shoot a voxel on an actor it disappears, effectively making a dynamic dismemberment system.
Consider that when the actor goes to the next state, it'll load the next voxel object. How could it tell that a "destroyed" voxel in frame A corresponds to a given voxel in frame B?
- DenisBelmondo
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Re: Voxels?
Mhm. Unless it saves somewhere the position of the destroyed voxel and then chooses not to render that voxel on the next frame. But then again the actor moves its position (like a zombieman, his body/head bobs up and down as he walks) so if the voxel is gone, a completely different voxel will be gone instead of one assigned to its first position. I can't explain it very well.Gez wrote: In ZDoom? Nope.
Consider that when the actor goes to the next state, it'll load the next voxel object. How could it tell that a "destroyed" voxel in frame A corresponds to a given voxel in frame B?
Say you shot a zombieman in the leg and a voxel or two is destroyed, however in his second walking frame, since his torso moves downward the destroyed voxel will appear higher than the place you shot him in.
Ahh whatever, it would be pretty cool though; not to mention going slightly overboard.
Re: Voxels?
This looks like a promising project, rather see this kind of stuff over 3D models.
Re: Voxels?
A nice big update this time:
There's the latest SVN build compiled by Exl,
Health Vial and Light Amp Goggles by phi108,
In-flight Rocket Projectile by 4mer,
and a Skull on a pole by me.
Download: zdoom_vox.zip
There's the latest SVN build compiled by Exl,
Health Vial and Light Amp Goggles by phi108,
In-flight Rocket Projectile by 4mer,
and a Skull on a pole by me.
Download: zdoom_vox.zip
- SyntherAugustus
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Re: Voxels?
Any chance for a voxel terrain demo?
edit: anybody else getting "failed to read from writing cfile" errors from the voxel build of zdoom?
edit: anybody else getting "failed to read from writing cfile" errors from the voxel build of zdoom?
Re: Voxels?
KDiZD will benefit from these since the multi-angled items looks odd.
- Graf Zahl
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Re: Voxels?
Most of those were already removed in 1.1.
Re: Voxels?
1.1 was released? O_oGraf Zahl wrote:Most of those were already removed in 1.1.