Voxels?
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Re: Voxels?
Personally, I had no plans to make HUD objects from voxels. Aside from the part where they're comparatively huge, you only see them from one angle anyway, so there didn't really seem much point to me. That said, it someone else puts the work in and makes some that are faithful to the originals and still look good, that would be fine.
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Re: Voxels?
Don't worry, I only use Gzdoom to clean my assGraf Zahl wrote: And this amount of voxels will probably kill GZDoom's hardware renderer.
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Re: Voxels?
Thank you for this highly insightful comment. It really needed to be part of this thread.
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Re: Voxels?
Good to hear you have good dental hygene.Vegeta(dw) wrote:Don't worry, I only use Gzdoom to clean my ass
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Re: Voxels?
Not if they move around the screen. HUD voxel weapons would have the benefit of not needing to worry about if the sprite is angled right, if it's aiming too high or too low, if the parts farther from you are properly scaled, etc. Weapon bobbing would also keep perspective correct, instead of being a just flat image shifted around on screen. Certain HUID powerup icons, like the Wings of Wrath, could benefit, too.DooMAD wrote:Aside from the part where they're comparatively huge, you only see them from one angle anyway
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Re: Voxels?
I guess to make a hud voxel gun, you'd take the basic shape of the pickup, up the resolution, and apply colors and details as seen in the hud sprite. Bobbing could be "better" than the sprite, and you'd have the benefit of allowing angled or centered guns as per people's tastes, and other effects. (and stereoscopic viewing would give more depth than a sprite...
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Re: Voxels?
But wouldn't you see the edge of every voxel? Isn't that kind of the point of them? On something like a smooth, rounded barrel I think they would look horrible.
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Re: Voxels?
Load the demo map that's floating around and have a look at the lamp. It's indeed horrible. I
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Re: Voxels?
Green Armour is about 30% done, still have to tidy up the top and back, and then do it all again for the second frame so it blinks:


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Re: Voxels?
Hmmmmm.....I dunno. I think its going to be harder than that.phi108 wrote:I guess to make a hud voxel gun, you'd take the basic shape of the pickup, up the resolution, and apply colors and details as seen in the hud sprite. Bobbing could be "better" than the sprite, and you'd have the benefit of allowing angled or centered guns as per people's tastes, and other effects. (and stereoscopic viewing would give more depth than a sprite...)
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Re: Voxels?
The only problem i see with a voxel gun is that it's not any better than the hug sprite. Since the sprite always "faces" you anyway, it defeats the purpose of a voxel. Also, the voxel at the edges will be "turned" towards you, distorting your weapon form and shading. But, I can't be sure. I guess it's how it's done.
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Re: Voxels?
Regarding voxels in a GL port, perhaps it's worth mentioning that Lucius plans to implement GPU-based voxel rendering in DarkXL and DaggerXL: http://daggerxl.50.forumer.com/viewtopi ... t=10#p8035
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Re: Voxels?
zdoom_vox.zip updated yet again. Green Armour, Blue Armour and Berzerk Kit are all now included.
Also made an attempt on the helmet pickup, but I got the shape wrong and it looks kind of shitty. Will have to do better on that one before it's decent enough to go in.
Also made an attempt on the helmet pickup, but I got the shape wrong and it looks kind of shitty. Will have to do better on that one before it's decent enough to go in.
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Re: Voxels?
Looks pretty cool! 
The only issues I see are ones I already mentioned, also there are black voxels along all the top edges of the eye switches. That looks kinda weird.

The only issues I see are ones I already mentioned, also there are black voxels along all the top edges of the eye switches. That looks kinda weird.
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Re: Voxels?
How large is your general voxel ingame? (I mean like, how big is say....a green armor in Doom?)