Voxel models for view sprites/HUD guns
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Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
- Mooseknuckle
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- Joined: Tue Jun 05, 2012 1:32 am
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Voxel models for view sprites/HUD guns
Does anyone other than phi108 know anything about using .KVX files to replace HUD guns? A search turned up his method, and it seemed a bit complicated. Is it not possible to just set voxel models for the different frames of animation such as the muzzle flash in the VOXELDEF lump to replace the each of view sprite frames?
Re: Voxel models for view sprites/HUD guns
You're not supposed to do it. Considering that you can only see it from one viewpoint, what would be the point?
Re: Voxel models for view sprites/HUD guns
It's possible in GZDoom since it treats voxels like models and it supports HUD models.
But without the possibility to change the angle (pitch/yaw/roll/etc.) of HUD models, there's not much point in using them instead of sprites.
But without the possibility to change the angle (pitch/yaw/roll/etc.) of HUD models, there's not much point in using them instead of sprites.
- Mooseknuckle
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Re: Voxel models for view sprites/HUD guns
It's possible to set the offset in Slab6, though, and then combining that with AngleOffset should give you the desired effect, right?
- NeuralStunner
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Re: Voxel models for view sprites/HUD guns
As someone who has difficulty (read: can't) making HUD weapons, I can see a lot of use actually. Of course, I'd use models if I were any good with those, either...randi wrote:You're not supposed to do it. Considering that you can only see it from one viewpoint, what would be the point?
- Mooseknuckle
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Re: Voxel models for view sprites/HUD guns
I heard that. I dunno what it is about voxels that I find so much easier to work with. I used to play Ace of Spades and started making skins for it a while back, so I know Slab6 like the back of my hand.NeuralStunner wrote:As someone who has difficulty (read: can't) making HUD weapons, I can see a lot of use actually. Of course, I'd use models if I were any good with those, either...randi wrote:You're not supposed to do it. Considering that you can only see it from one viewpoint, what would be the point?
Also, is there a specific version of ZDoom or GZDoom that I need for voxel support? Or a tutorial on using voxels with ZDoom that I can read?
EDIT: I made a WAD file with the appropriate markers, a KVX file named SHTGA, and a VOXELDEF lump that says
Code: Select all
shtga = "shtga"EDIT 2: Nevermind, just grabbed the latest revision version of GZDoom. It worked, but the model was positioned too high. Gonna modify the offset and try again, I'll let you guys know how that goes.
EDIT 3: The way the engine handles voxels is kind of weird. I don't know if it's just when they're loaded as view sprites, but everything gets mirrored. You have to model everything left-handed with the lighting coming from the opposite side. Also, unlike Ace of Spades, the voxels are rendered as normal cubes instead of bound cubes, and are unaffected by lighting, which makes things look pretty terrible compared to AoS. Unless something similar to AoS's method of drawing view models is implemented (which I doubt will happen), voxel view models, at least through VOXELDEF, aren't really that feasible.
Screenshot, with a crappy bright colored test model that in no way represents my skills as a voxel artist:

- Graf Zahl
- Lead GZDoom+Raze Developer

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Re: Voxel models for view sprites/HUD guns
Well, what do you expect? Voxels were never meant to be used for HUD sprites. Of course there's limitations and ugliness.
Re: Voxel models for view sprites/HUD guns
I don't exactly think Voxels are all that good for HUD sprites either, or well - I'm not the one to judge.
But go ahead and make this in voxels:

But go ahead and make this in voxels:

Re: Voxel models for view sprites/HUD guns
I could do that if it is a condition of addnig support for hud voxels. so?
Re: Voxel models for view sprites/HUD guns
is this topic dead? may be this have to be moved to feature suggestions?
- sonic_HD87
- Posts: 287
- Joined: Sat Mar 23, 2013 4:32 pm
- Location: Venezuela
Re: Voxel models for view sprites/HUD guns
Can you tell me the offset's did you use to put the gun in the screen?EDIT 2: Nevermind, just grabbed the latest revision version of GZDoom. It worked, but the model was positioned too high. Gonna modify the offset and try again, I'll let you guys know how that goes.
EDIT 3: The way the engine handles voxels is kind of weird. I don't know if it's just when they're loaded as view sprites, but everything gets mirrored. You have to model everything left-handed with the lighting coming from the opposite side. Also, unlike Ace of Spades, the voxels are rendered as normal cubes instead of bound cubes, and are unaffected by lighting, which makes things look pretty terrible compared to AoS. Unless something similar to AoS's method of drawing view models is implemented (which I doubt will happen), voxel view models, at least through VOXELDEF, aren't really that feasible.
Screenshot, with a crappy bright colored test model that in no way represents my skills as a voxel artist
Because im trying make a functional gun with voxels:

I just need the correct Offsets to make it work

