Voxel Chibi Doom! Version 5.2 (Jan 24 2020)

For high-res texture/sprite projects, sprite-fix patches, music add-ons, music randomizers, and other graphic/sound-only projects.
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Caligari87
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Re: Voxel Chibi Doom! Update: 10/06/2017

Post by Caligari87 »

Yep, it's possible. Look in (but don't change!) GZDoom.pk3 for the decal graphics and [wiki]DECALDEF[/wiki]. Those can be overridden in your mod the same as anything else.

8-)
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Voros
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Re: Voxel Chibi Doom! Update: 10/06/2017

Post by Voros »

Yes. You can find these decals within GZDoom's pk3 file.

Also this beautiful and I can't wait to see the other monsters :)
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Cherno
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Re: Voxel Chibi Doom! Update: 10/06/2017

Post by Cherno »

Ony Archvile and the bosses are missing now :)
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Cherno
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Re: Voxel Chibi Doom! Update: 10/06/2017

Post by Cherno »

Whelp, I'm kinda stuck on the Archvile voxel conversion. I don't wont him to be as squat as the normal humanoid monsters since he is very tall and also emanciated with long, spindly limbs, but this doesn't translate well to the style I chose.
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Cherno
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Re: Voxel Chibi Doom! Update: 10/12/2017

Post by Cherno »

New version uploaded (v3). All items are finally done and there are also some decoration objects, like dead marines and gore pools.

https://www.dropbox.com/s/v25f81ku5ig5k ... 3.pk3?dl=0

I have been thinking about XDeaths, currently they are just copies of the normal death (white blinking, then disappearing). To keep with the voxel style, I might create a massive voxel spawner that generated a variety of voxels from the monster's color range and makes them explode in all directions. It could be a performance killer, in which case I'll just do a similar, albeit simpler thing, using voxel animation frames.
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Ezepov
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Re: Voxel Chibi Doom! Update: 10/12/2017

Post by Ezepov »

Nice!
sdk2k9
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Re: Voxel Chibi Doom! Update: 10/12/2017

Post by sdk2k9 »

This is cool. Any chance of the Cyberdemon and Spider Mastermind getting the same treatment?
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Cherno
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Re: Voxel Chibi Doom! Update: 10/12/2017

Post by Cherno »

Yes, but I have trouble finding the right design for them... With their size, I think I will make them look like SNES era bosses which often had limbs made from several round sprites (like the huge wor in A Link to the Past).
On a side note, my voxel explosions for messy deaths work great and will be included in the next version.

BTW, latest version is v3:
Download
voxelchibi_v3.pk3

Recommended with Low-Res Doom!
JohnnyTheWolf
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Re: Voxel Chibi Doom! Update: 10/12/2017

Post by JohnnyTheWolf »

Out of curiosity, do you plan to alter the blood splatters so that they match their subject's blood colour?
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Cherno
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Re: Voxel Chibi Doom! Update: 10/12/2017

Post by Cherno »

I thought about it, but I'm not sure if and how I can make it work. I suppose the voxels that replace the sprites can't be tinted like the blood particles.
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Cherno
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Re: Voxel Chibi Doom! Update: 10/12/2017

Post by Cherno »

Blood colors (blue for Cacos and green for Hellknights and their big brothers) are in!

I have also added hand and arm to the shotgun so the cocking doesn't look as weird.

Now I have to finally start working on the last three enemies (plus the Wolfenstein SS guy).
JohnnyTheWolf
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Re: Voxel Chibi Doom! Update: 10/12/2017

Post by JohnnyTheWolf »

:wub:
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Cherno
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Re: Voxel Chibi Doom! Update: 10/12/2017

Post by Cherno »

I now have completed the archvile, I made him like the zombie soldiers but naked and with an even larger head (or rather, brain) to give him an air of royalty. However, I always get an error with the VILE^ sprite. I named the file like this because the wiki tells me that "\" is forbidden in pk3s but the DECORATE code will still refer to the ^ sprite when calling the \ sprite frame. I had this error before and neither then nor now do I have any idea how to solve this.
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Mánibranðr System
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Re: Voxel Chibi Doom! Update: 10/12/2017

Post by Mánibranðr System »

Just as a reminder, you forgot to add A_BossDeath in the Baron's Death state. You might wanna fix that for the next release asap.
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Voros
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Re: Voxel Chibi Doom! Update: 10/12/2017

Post by Voros »

Have you tried quotes? eg

Code: Select all

VILE "\" 2 A_FaceTarget
Edit: what exactly is the error? It seems like you got the results you wanted.
Last edited by Voros on Sat Oct 14, 2017 3:03 am, edited 1 time in total.

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