Voxel addons - 7 done

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Re: Voxel addons - 4 done

Postby USSRBear » Tue Mar 25, 2014 1:21 am

Oh wow, I feel dumb, I had no clue Samsara was a completely different beast to vanilla Doom. Well I got that to work after finding a Samsara download. The hellspawn folders are confusing me as to how to run the voxels (that's part of the reason why I mentioned Slade), though.

I'm guessing that would be something that is Slade based since I didn't see in PK3s in there other than the testmap. I've been messing around with altering Brutal Doom's coding (re-balancing weapons, getting nice, beefy sounds and monster behaviours) and whatnot and thought voxels would be an awesome addition, too. I added some new folders to accommodate for them, added in the text for the decorate stuff that came with the Hellspawn files as well as the sprites and voxels, but no go. I could only imagine that since Brutal Doom swaps out different sprites as well that this is causing conflicting issues... Probably just classic me, messing with something and opening up a whole new can of worms =P.
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Re: Voxel addons - 4 done

Postby USSRBear » Tue Mar 25, 2014 12:31 pm

heh, nevermind, I got them to work. Woo! I appreciate your help and good work on all of those voxels!
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Re: Voxel addons - 4 done

Postby WARCHILD_89 » Sun Apr 06, 2014 2:19 pm

good work so far keep it going ;)
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Re: Voxel addons - 4 done

Postby WallyTheBoogieBug » Thu Apr 10, 2014 9:23 pm

You should do a voxel addon for Brutal Doom Sperglord Edition.
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Re: Voxel addons - 4 done

Postby Voxelbro » Tue Jun 10, 2014 11:37 am

WallyTheBoogieBug wrote:You should do a voxel addon for Brutal Doom Sperglord Edition.


Done. Also, I'm taking suggestions.
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Re: Voxel addons - 4 done

Postby Slax » Tue Jun 10, 2014 11:49 am

Voxelbro wrote:Done. Also, I'm taking suggestions.

Hideous Destructor. :)

...Voxlous Destructor? That... isn't a word.
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Re: Voxel addons - 5 done

Postby NantoCodd » Wed Jun 11, 2014 3:00 am

Pirate Doom?
WW-Nazis?
WW-Terrorists?

There is so many mods I want to suggest...
Also, is any Doom engine based games (Heretic, Hexen, Strife, etc) taken into consideration?

EDIT: Found a possible bug with the Aspenger & Tourettes Voxels, the explosive barrels are way too big,
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Re: Voxel addons - 5 done

Postby Voxelbro » Wed Jun 11, 2014 8:56 am

NantoCodd wrote:Also, is any Doom engine based games (Heretic, Hexen, Strife, etc) taken into consideration?


someone already done a decent job with Strife (though I never saw an actual release)
Fixed the barrel adn updated the download. Damm, no matter how much testing I do there is always something wrong with the 1.0's
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Re: Voxel addons - 5 done

Postby Caligari87 » Wed Jun 11, 2014 9:12 am

With these additions to Doom, is there anything besides enemies still waiting to be voxelized?

8-)
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Re: Voxel addons - 5 done

Postby Princess Viscra Maelstrom » Wed Jun 11, 2014 9:29 am

Caligari_87 wrote:With these additions to Doom, is there anything besides enemies still waiting to be voxelized?

8-)

IIRC all the spheres are unchanged, and some misc decorations (small torches and bloody decoration i think). everything else should be done, maybe not the pistol though.
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Re: Voxel addons - 5 done

Postby Caligari87 » Wed Jun 11, 2014 9:32 am

Makes sense as there's no pistol pickup sprite and I don't think there's any way to achieve the right effect on the spheres, so no problem there. Maybe I'll learn how to vox and finish up the rest.

EDIT: Another question, has anyone actually done any work on voxel monsters? Or possibly considered using jDoom's models with MD2toVOX?

8-)
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Re: Voxel addons - 5 done

Postby Slax » Wed Jun 11, 2014 3:20 pm

Indeed. All voxelized standard enemies would be the ultimate treat.
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Re: Voxel addons - 5 done

Postby Princess Viscra Maelstrom » Wed Jun 11, 2014 3:50 pm

i'm afraid looking at a, say, voxel Imp, would give off a very unnatural and blocky appearance that would hurt the original sprite's quality. items and props work because they're so simple, and their blocky appearance kind of blends in with the guns and monsters, being made out of blocks and all.
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Re: Voxel addons - 5 done

Postby tsukiyomaru0 » Wed Jun 11, 2014 6:00 pm

Viscra Maelstrom wrote:i'm afraid looking at a, say, voxel Imp, would give off a very unnatural and blocky appearance that would hurt the original sprite's quality. items and props work because they're so simple, and their blocky appearance kind of blends in with the guns and monsters, being made out of blocks and all.


I can think of a possible solution for that. Make the voxel in 2x scale and downscale the actor with "scale 0.5". Not sure if that works tho. But I want to see this going on.
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Re: Voxel addons - 5 done

Postby Voxelbro » Wed Jun 11, 2014 6:41 pm

We need a proof of concept first. I tried doing one of a rifleman, and I wouldn't call that "working"
anyone wanna try it's at http://www.mediafire.com/download/dbw3a ... bieman.pk3
It may be a question of being coded propely.
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