"You keep using that word... I do not think it means what you think it means."edward850 wrote:Inconceivable!
Voxels?
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Re: Voxels?
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Re: Voxels?
Blast. I was hoping for at-least a page before someone quoted that.
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Re: Voxels?
So the joke is only mostly dead?edward850 wrote:Blast. I was hoping for at-least a page before someone quoted that.
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Re: Voxels?
But as we all know, "to blaithe" means "to bluff"! So there must have been some spiffy new feature, and Doomad showed false screenshots depicting that feature used on not just actors, but on wall switches, in threeee deeee!NeuralStunner wrote:So the joke is only mostly dead?
Anyway, ZDoom is rendering the voxels too small from what I can tell. Giving "scale = 1.2" in the VOXELDEF makes them more comparable to the sprites. And they look wrong, rising up off the floor, with 320x200 or widescreen modes with "vid_nowidescreen 0".
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Re: Voxels?
Yes, they seem to float... Also they shift to and fro as you step toward and away from them. And the view bobbing makes them bob as well.
Also, the red push-button switch "centers" itself when pressed. It becomes 1 voxel thinner, so the plate moves noticably outward.
Otherwise looks great, though.
Also, the red push-button switch "centers" itself when pressed. It becomes 1 voxel thinner, so the plate moves noticably outward.
Otherwise looks great, though.
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Re: Voxels?
Who needs bumpmapping? Doom can do real 3d walls... (or actor walls). I hacked up a voxel wall, with the 4 variations of 32-wide startan, and I moved the linedef back a bit so they don't disappear (I need to redo it by moving the offset of the voxels).
It still renders surprisingly fast and well, but they can disappear at certain angles, decals aren't possible, and the light doesn't fade as smoothly.
I also put a voxel Flat20 floor in one corner, but it has worse rendering problems with sprites or voxel items above it, more of a performance hit, and looks worse with light fading.
And ceiling and floor bullet decals are possible, but not good, they're opaque and don't work well on the floor.
Here's the edited map, load this with the ZDoom build Doomad posted:
http://files.drdteam.org/index.php/file ... xwall2.zip
More screens:
It still renders surprisingly fast and well, but they can disappear at certain angles, decals aren't possible, and the light doesn't fade as smoothly.
I also put a voxel Flat20 floor in one corner, but it has worse rendering problems with sprites or voxel items above it, more of a performance hit, and looks worse with light fading.
And ceiling and floor bullet decals are possible, but not good, they're opaque and don't work well on the floor.
Here's the edited map, load this with the ZDoom build Doomad posted:
http://files.drdteam.org/index.php/file ... xwall2.zip
More screens:
Spoiler:
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Re: Voxels?
phi108 wrote: It still renders surprisingly fast and well, but they can disappear at certain angles, decals aren't possible, and the light doesn't fade as smoothly.
And this amount of voxels will probably kill GZDoom's hardware renderer.
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Re: Voxels?
Well, it's already possible to have a WAD that software mode likes and hardware mode doesn't...I don't think I've ever seen a machine that could run GL and not software so I don't see this ever becoming a problem.
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Re: Voxels?
I do. (On the other hand, people so obsessed with this stuff will never make good maps... )
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Re: Voxels?
Jebus, talk about over-kill.phi108 wrote:Who needs bumpmapping? Doom can do real 3d walls... (or actor walls).
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Re: Voxels?
It sounds suspiciously like you're issuing a challenge to prove you wrong (which inevitably will happen).Graf Zahl wrote:I do. (On the other hand, people so obsessed with this stuff will never make good maps... )
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Re: Voxels?
I would just like to mention that my computer still crashes when running ZDoom in software mode, so it is a potential problem.wildweasel wrote:...I don't think I've ever seen a machine that could run GL and not software so I don't see this ever becoming a problem.
Salad Viking wrote:Will voxel models be able to be scaled like regular models can in software? And, once again, will we see voxel brightmaps?
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Re: Voxels?
Careful - Graf worked on KDIZD, he knows him some overdetailed crap. :VCrystalWolf wrote:It sounds suspiciously like you're issuing a challenge to prove you wrong (which inevitably will happen).Graf Zahl wrote:I do. (On the other hand, people so obsessed with this stuff will never make good maps... )
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Re: Voxels?
I don't expect anyone to attempt a KDIZD, or even a 1994 map, with all voxel walls. It was just amusing to get such a realistic wall working. Voxels are mostly feasable for items, switches, and certain static decorations that don't span an entire room.
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Re: Voxels?
I have to admit, the more I see of voxels, the less I am convinced about them. They look pretty decent for things that are made from right angles (ammo boxes etc) but as soon as you go to non 90 degree angles or, heaven forbid, curves, they get worse and worse looking IMO - like badly put together lego models - and I have yet to see a good looking weapon HUD sprite done with them. Every one of those that I have seen has looked awful. From what I have seen of vocels so far, IMO almost all the time, sprites look better than voxels. Still, some people seem to love 'em.
My name is Inigo Montoya. You killed my father. PREPARE TO DIE!
My name is Inigo Montoya. You killed my father. PREPARE TO DIE!