Doom Voxel Factory [LAUNCHED !]

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rebit
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Doom Voxel Factory [LAUNCHED !]

Post by rebit »

Hello Zdoom Comunity,

This is my personal project i called 'Doom Voxel Factory'. I convert a lot of objects from Trimble Sketchup into voxels.

Image

http://doomvoxelfactory.hol.es/

all models is free to download and use. How to use: http://zdoom.org/wiki/Voxel/

example:

Image

I hope you enjoy.

ps: this is my first post, i dont know if this topic is the right place. So moderators can move as if wrong. :ugeek:
Last edited by rebit on Sun Sep 07, 2014 4:04 pm, edited 1 time in total.
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Caligari87
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Re: Doom Voxel Factory [LAUNCHED !]

Post by Caligari87 »

Very nice! How are you converting from SketchUP to voxels? I've just started using the program, and think I might be using it for this very purpose if it's possible.

8-)
rebit
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Re: Doom Voxel Factory [LAUNCHED !]

Post by rebit »

Hi Caligari, yes of course. Im planning to make a detailed how-to.

But i will write here a quick how-to here:

Pré-Requeriments:

-> GZDOOM BUILDER skills, you should know how to add a sprites and how to set a new item on 'things' menu.
-> GZDOOM BUILDER configured and running nice with your wad or packs (.pk3).
-> Sketchup Skills
-> ZDOOM or GZDOOM configured

============== DOWNLOAD STUFF ===================

1 - Download the trial Trimble Sketchup PRO version (only PRO, because this version has the .3DS export feature, other free versions dont have), you can use the old version Sketchup 8 PRO, works fine too, im using this version.

2 - Download SLADE 3 tool from Mancubus ==> http://slade.mancubus.net/index.php?page=downloads 13.8 mb

3 - Download GZBUILDER Editor from DRD Team ==> http://devbuilds.drdteam.org/doombuilder2-gzdb/ 8.7 Mb

4 - Download the command prompt tool 'poly2vox unlimited' version from ==> http://bit.ly/poly2vox or http://bit.ly/poly2vox-unlimited
( i found this version from this thread; http://bit.ly/polytalks), this tool converts .3DS files with textures to a voxels to more than 256 proportions ! I will talk about this later...

5 - Download the command prompt tool 'kvfoffset' ==> http://bit.ly/kvxoffset , ( its rebuild and center the pivot points of the object its completly necessary )

6 - You can use the SLAB6 tool from Kevin to preview your model. ==> http://advsys.net/ken/slab6.zip ( not works to open all of converted .kvx files, it will crash sometimes, but inside the Doom Engine the objects will work fine.)

================= START YOUR CONVERSIONS ================

7 - Put poly2vox in some folder, you can set this folder on your windows path to call the tool anywhere in command prompt, if you dont know how to do it put poly2vox.exe on the c:\windows\system32 folder;

8 - create a folder to your conversions, example 'c:\voxel'

9 - Extract kvxoffset.zip to your folder (ex. c:\voxel)

10 - Open Sketchup PRO, choose a model from 3D Warehouse and download the .skp file to any folder, open it. (see recommendations above...)

11 - On Sketchup PRO menu export the object to .3ds to your folder.

12 - open 'cmd' as a administrator, and run poly2vox command, example: >c:\voxel\poly2vox object.3ds MY01A0.kvx /v256 (you can use /v512 or /v1024, more results in more resolution and in a larger .kvx file)

13 - now run kvxoffset.exe (on time only), this will fix the pivot center of object.

14 - Now upload your new model to your .PK3 or .WAD file with SLADE3. You can use this voxel template pack to know how it works: http://bit.ly/carpack

15 - Open your GZDOOM Builder insert your pack as a resource, create a demo map, and insert your new VOXEL MODEL with THINGS Menu.

16 - Run your map with GZDOOM (F9), cross your fingers :)

17 - Done !

18 - If your model looks fine, UPLOAD to the DOOM VOXEL FACTORY website, join to this new community: http://doomvoxelfactory.hol.es/

================ Recommendations ==============

--> Do not use the integrated '3D Warehouse -> Get Objects' inside, Sketchup ! Open the website https://3dwarehouse.sketchup.com/ and download the .SKP only files to a folder and open on Sketchup, because the integrated Warehouse runs too slow.

--> Choosing models: for fast and best result conversions, choose a full 'photo texturized' models, or 'photo real' models, you will have better results than 'colored' models that doenst have textures. Example: http://bit.ly/car-photo-texturized, if you choose a just colored object you will be very disapointed with the result.

--> Not make .KVX (voxels) larger than 2 mb, i think the size matters, but you can try, i dont have lucky with voxel larger than 2 mb because they are very heavy.
PSTrooper
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Re: Doom Voxel Factory [LAUNCHED !]

Post by PSTrooper »

If you could get a voxelized "Statue of David" done for me, I'll love you forever.
rebit
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Re: Doom Voxel Factory [LAUNCHED !]

Post by rebit »

hehe, i will try in my spare time.
rebit
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Re: Doom Voxel Factory [LAUNCHED !]

Post by rebit »

I publish a video with all the stuff of Doom Voxel Factory.

Whatch in FULLHD (1080p) and pump up the volume ! 8-)

rebit
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Re: Doom Voxel Factory [LAUNCHED !]

Post by rebit »

I was very thoughtful tonight, and just looking for new alternatives to this work I'm trying to do.

I will not convert pré-existent objects from 3D warehouse anymore, why ?

1 - Yes, Some people may find rather that convert pre-existing models can be an inconvenient thing when it comes to the authorship of the work.

2 - As i said in this thread (in Recommendations 'quick-howto' 07-09-2014), the conversion of a 3D model to a voxel works better if the model is fully texturized, the most of the 3D Warehouse Sketchup are just colorized, then the search for fully textured models which give a good result of conversion is quite time consuming, it ends up being quite frustrating whether to have the model you want.

So, i have another idea !

There is a software called '123D Catch' from Autodesk (that have a 3D warehouse too), thats convert 2D photos into 3D objects. The generated models are perfect to be voxelized, because are fully native texturize ! My objective now is to convert real stuffs into voxels ... So stay tuned in this thread if you like this idea.

The '123D Catch' can export the new model to .OBJ format, but not in .3ds format. So...

On the workflow of this job, i will work with another software called 'MeshLAB', to reduce the number of polygons to make the object more soft (kbytes). Meshlab is perfect and very easy to do this task. It can read .OBJ and exports in .OBJ again.


WORKFLOW:

1 - Take pictures of objects or places...
2 - Transform the pictures into a 3D object or SCENE with the '123D Catch'
3 - In 123D Catch Export the object to .OBJ format
4 - Import the .OJB into the MeashLAB, optmize the object (remeshing, simplification, reconstruction, delete the trash), export the cleanup to .obj again.
5 - Import the .OBJ into the Rhinoceros 5, adjust the size and centralize ( AXIS, pivot )
6 - Export from Rhinoceros (Rhino 3D) to .3DS format
7 - Convert the .3DS with 'poly2vox' (v256 or /v512 or less ex. /v350 /v300)
8 - Run kvxoffset.exe to automatic adujst voxel pivots.
8 - Done...

(I Learned how to use MeshLAB watching this video.)

Let's see if it works...

Take a look at what's to come:

Image

The test with the last method was a successful, im very excited with results.

And you ? What do you think ? Voxels in DooM is a good idea ?

Watch the video:

(NEW)

I need pictures from a good Doom Character Toy to test the voxelization method. Anyone ?

Like this:

Image

If you have i need +/- 30 pictures (360), for details see Autodesk 123D Catch to how take the correct picures...

Remaking like the past !

Image
Last edited by rebit on Wed Sep 10, 2014 5:26 am, edited 1 time in total.
rebit
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Re: Doom Voxel Factory [LAUNCHED !]

Post by rebit »

ps: i posted this stuff in another doom forum, i hope that no problem with this. thx.
rebit
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Re: Doom Voxel Factory [LAUNCHED !]

Post by rebit »

PSTrooper wrote:If you could get a voxelized "Statue of David" done for me, I'll love you forever.
Hi, why u dont try with this model:

http://www.123dapp.com/Catch/Michelange ... id/2655432

i publish the new method for 123D Catch !
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Caligari87
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Re: Doom Voxel Factory [LAUNCHED !]

Post by Caligari87 »

Question, can you use sprites from the Doom monsters in 123D Catch to make a voxel monster? Maybe try that, because it's one of the main things we're lacking right now.

8-)
rebit
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Re: Doom Voxel Factory [LAUNCHED !]

Post by rebit »

No, the 123D Catch make a 3D Mesh based on the enviroment...

A Doom Scripte is a 2D and dont have a volume to do a 360/180 poses.

http://www.123dapp.com/howto/catch
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Re: Doom Voxel Factory [LAUNCHED !]

Post by Caligari87 »

Well, it looks like it's using a volume-carving algorithm based on angled photographs. In theory, I'm pretty sure it would take angled sprites as input... the results may not be very good, but it might be okay for a jumping-off point. I'll play with it later when I get back to my home computer.

8-)
rebit
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Re: Doom Voxel Factory [LAUNCHED !]

Post by rebit »

I will use AgiSoft PhotoScan too

rebit
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Re: Doom Voxel Factory [LAUNCHED !]

Post by rebit »

I found this artist that are sharing many full texture models

http://arsa3d.wordpress.com/download/

look :D

rebit
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Re: Doom Voxel Factory [LAUNCHED !]

Post by rebit »

Marcus Aurelios

Image
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