Mr. Tee wrote:HotWax wrote:
A voxel is a 3D object created by manipulating tiny sprites or particles in 3D space. Imagine an object rendered by defining the position of 100's of pixels placed in 3D space and you'll have a voxel. (VOlumetric piXELs).
Or, better yet, don't imagine...
I know it might be a "10 minute fun factor thing" but that is still pretty frickin' cool...
@Pheonix: How in the world did you do that? I downloaded the file just to see what it was (don't have ZDoom at school) and I was that it was just a WAD? I was expecting a modified and compiled ZDoom EXE?
Very cool, it could add really nice decorational touches to levels, and perhaps just neat little additions to sprite monsters (i.e. have a magical sprite monster with a few of those textured voxels twirling around... kind of like the last Hexen boss guy that has those 3 mana cubes around his head)
Yep, that's another thing that's a bit more practical they could be used for, is particles. it'd be better if ThrustThing had tids, heh. i think with a bit of thought they could be used tastefully.
And as for how I did it, heh heh heh. well basically, I take a bunch of 2x2 sprites, load them in the wad and make DECORATEs for them, and then place them close together in the shape i want. i do that for all the "layers" i need, and set their z heights accordingly.. then i drag them on top of each other and voila. for textures, i take a 32x32 one, chop it up in a very specific way (to prevent texture jumping) so it gets to be 64x32 and run it through an image slicer, run a batch renamer to get them to WA11A0 or whatever, load those in..and then change them all by hand and by copy and paste. phew.
also, for the BFG, the bobbing is a gentle ThrustThingZ loop, and the rotating believe it or not is actualy through TeleportGroup. the thing is teleporting around in a circle.