Voxels?
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Re: Voxels?
I agree with riffraff on this subject, it does look like two shoulder harnesses, not one goofy ass one.
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Re: Voxels?
I know the HUD sprites are all centred, but I'm inclined to disagree about the double shoulder harness for the BFG. From a practical perspective, that would be a ridiculous posture to be standing in while firing a large gun. The recoil would probably crack your ribs. I'm almost positive it's only intended to go over one shoulder. The gun also doesn't appear to be wide enough for that.
Plus, someone making a 3D model version for UT2004 came up with the same shape: http://www.youtube.com/watch?v=M2vwY2MstSU
Plus, someone making a 3D model version for UT2004 came up with the same shape: http://www.youtube.com/watch?v=M2vwY2MstSU
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Re: Voxels?
That's assuming that the BFG actually produces recoil at all.The weapon sprite does not actually recoil (though there is the unused BFUGB0 in the wad file), and I suppose if we're taking the first Doom novel into (selective) canon, the protagonist does describe how the BFG doesn't kick as much as he expected it to, and that it's also lighter than it looks.DooMAD wrote:I know the HUD sprites are all centred, but I'm inclined to disagree about the double shoulder harness for the BFG. From a practical perspective, that would be a ridiculous posture to be standing in while firing a large gun. The recoil would probably crack your ribs. I'm almost positive it's only intended to go over one shoulder. The gun also doesn't appear to be wide enough for that.
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Re: Voxels?
If you insist on thinking realistically about it: The harnesses (stocks?) quite obviously fold. I imagine that they don't just lock into place, but rather that they're a bit springy, to absorb some of the recoil.DooMAD wrote:I know the HUD sprites are all centred, but I'm inclined to disagree about the double shoulder harness for the BFG. From a practical perspective, that would be a ridiculous posture to be standing in while firing a large gun. The recoil would probably crack your ribs.
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Re: Voxels?
...so? That doesn't necessarily mean it's correct or not.DooMAD wrote: Plus, someone making a 3D model version for UT2004 came up with the same shape: http://www.youtube.com/watch?v=M2vwY2MstSU
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Re: Voxels?
It seems more natual to me, but maybe that's only because I've seen more models/depictions of it using a single harness rather than two. That'd be my preference, at any rate.
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Re: Voxels?
Someone should ask John Romero or Carmack about this and see if they remember. :p
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Re: Voxels?
If you bother a Carmack about this, it'd be more appropriate to consult Adrian.
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Re: Voxels?
Did you try latest svn build of zdoom with the voxel wad? I see a lot of missing faces and bad renderings...
image:
And can someone upload the latest version of the file?
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Re: Voxels?
The latest version is always the same link, http://www.teamhellspawn.com/zdoom_vox.zipEdward-san wrote: Did you try latest svn build of zdoom with the voxel wad? I see a lot of missing faces and bad renderings...
And can someone upload the latest version of the file?
No idea why it's messed up in your screen there. Also, now that they're officially supported, if anyone wants to submit finished voxel entries, feel free. Still need some skull keys and various bits of decorative scenery. If anyone can find a decent way to do the sphere powerups, that would be cool too. The weapon and ammo pickups are all finished now.
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Re: Voxels?
Are you still including an old copy of ZDoom in that pack, by the way?
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Re: Voxels?
Ah, yes. That's probably the cause then.
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Re: Voxels?
it's as randy said. It's now rendered correctly.
btw: the red/green switch is voxelized wrongly... (edit: to be precise the voxelized image is mirrored)
btw: the red/green switch is voxelized wrongly... (edit: to be precise the voxelized image is mirrored)
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Re: Voxels?
Doomad will you release a beta pk3 (so I can put it on autoload on gzdoom) ?
It looks awesome !
It looks awesome !