Voxels?
-
- Lead GZDoom+Raze Developer
- Posts: 49143
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: Voxels?
very, very long ago. It just never got posted on the KDiZD homepage - but is available at /idgames.
-
- Posts: 5113
- Joined: Fri May 20, 2005 11:16 am
- Location: Labrynna
Re: Voxels?
Yay, rocket projectile! Been wondering how that'll look in game.
-
- Posts: 6634
- Joined: Mon Jul 26, 2004 12:59 pm
- Location: Growing from mycelium near you.
Re: Voxels?
Ok, I've been away for way too long. :/Graf Zahl wrote:very, very long ago. It just never got posted on the KDiZD homepage - but is available at /idgames.
-
-
- Posts: 17456
- Joined: Mon Oct 27, 2003 12:07 am
- Location: Kuala Lumpur, Malaysia
Re: Voxels?
The in flight rocket should adjust its pitch like what MODELDEF's PITCHFROMMOMENTUM flag does, otherwise shooting rockets up/down would look odd.
-
- Posts: 9369
- Joined: Thu Jul 14, 2005 8:33 pm
- Preferred Pronouns: They/Them
- Operating System Version (Optional): Windows 11
- Graphics Processor: nVidia with Vulkan support
- Location: Blacksburg, SC USA
Re: Voxels?
I didn't know it got released, either. O_oGraf Zahl wrote:very, very long ago. It just never got posted on the KDiZD homepage - but is available at /idgames.
-
- Posts: 1774
- Joined: Sat Oct 17, 2009 9:40 am
Re: Voxels?
the voxel_test.wad has a little misalignment with this switch:
Spoiler:
What? Nice!Revision 3086 log wrote:Merge voxels back into trunk. Even if it needs further tweaking, it should at least be stable now.
-
-
- Posts: 12328
- Joined: Tue Jul 21, 2009 12:04 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 11
- Graphics Processor: nVidia with Vulkan support
- Location: capital N, capital S, no space
Re: Voxels?
Yeah, I noticed that too. Here's my previous reports, some of which I'm sure are engine problems. Don't know if it's still too early to report these in the Bugs forum yet.
Spoiler:
-
- Posts: 976
- Joined: Sat Dec 01, 2007 6:28 pm
Re: Voxels?
EDIT: r3079 might have fixed that first point Neural, I haven't checked.
I did 5 items that work with AFADoomer's Wolf3D TC, the bed, vase, column, spears, and oil drum. The shading is a bit off in places:
http://files.drdteam.org/index.php/file ... lfvoxs.zip
I did 5 items that work with AFADoomer's Wolf3D TC, the bed, vase, column, spears, and oil drum. The shading is a bit off in places:
http://files.drdteam.org/index.php/file ... lfvoxs.zip
-
-
- Posts: 17924
- Joined: Fri Jul 06, 2007 3:22 pm
Re: Voxels?
Not bad. The column looks especially nice.
-
-
- Posts: 17456
- Joined: Mon Oct 27, 2003 12:07 am
- Location: Kuala Lumpur, Malaysia
Re: Voxels?
Pretty cool. Also, apparently this has already been merged into the trunk. Yay!
-
- Posts: 44
- Joined: Fri Dec 30, 2005 5:13 pm
- Location: UK
Re: Voxels?
The switches are still kind of hacked in, so at the moment I don't know if they're going to be included in the final release. They only work on that particular level, whereas all the pickup items and scenery work in the regular IWAD levels, since they don't rely on DECORATE. If there's ever a way to officially include switches (or "voxtures" in general) then they'll be fixed and included (the black outlines on the eye switch too), otherwise they might have to be dropped. :/Edward-san wrote:the voxel_test.wad has a little misalignment with this switch:
Spoiler:
-
- Lead GZDoom+Raze Developer
- Posts: 49143
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: Voxels?
The switches make no sense as auto-replacements but as a feature available to mappers they are not that useless. So the best course of action would be to release them as a separate add-on.
-
- Posts: 970
- Joined: Tue Jul 15, 2003 5:43 pm
Re: Voxels?
glad to know voxels are in the trunk. Any chance of them being in GZdoom? I played some quake in low resolution recently (640x480 with gl_nearest) and i realized the pixelated models are similar to voxels, but it'd be neat to see them nonetheless.
-
- Lead GZDoom+Raze Developer
- Posts: 49143
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: Voxels?
Already in. I was just waiting for Randy to make his code official.