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Voxels in Doom
- After recent developments in the Doom community, the ZDoom port has started a branch with Voxel support. This means we finally get to use the stuff we've made for the Doom Voxel Project in-game.
If you've still got a copy of Doom 2 floating around somewhere, you can download zdoom_vox.zip and unzip it into the same directory as your doom2.wad file. Drag voxel_test.wad over zdoom.exe and have a play.
Early test screenshot:
http://www.teamhellspawn.com/voxels_in_doom.pngEdited by DooMAD at Re: Voxels in Doom
Awesome! I've been hoping for source ports of older games to adopt voxels. They fit in so much better than polygonal models, keeping the retro look while allowing full 3D view angles on objects.
edit: I just tried it out. It's.... it's beautiful! Brings a tear to my eye. Looking forward to progress on this. I'd love to replay through the original levels with fully voxelized objects.Edited by hark at- Glad to hear that. :)
Work on the items themselves is still continuing at a fairly steady pace. I think all the technical stuff is in place, so it's just a matter of converting the remaining items and then possibly starting on the enemies. Although that's a much bigger task and possibly beyond my limited talents. - zdoom_vox.zip has been updated with new items. Green Armour, Blue Armour and Berzerk Kit are all now included.
http://www.teamhellspawn.com/vox_greenarmour.png - great. now you just have to painstakingly recreate the rest of the items + wall/ceiling/floor textures + enemies and hud weapons.
Good luck :-* - Uh... guys...?
http://www.leeland.net/earlydoomstuff.html - Very interesting. It's cool to know that at one point during Doom's development, John considered adding voxels to the doom engine. Of course I can understand why he eventually removed it, too: at the time, Doom-style tech was extremely hard on computers, and the designers were pushed to create scenes that weren't too complex for an old 386/486 to handle, hence the simplistic level designs.
It's also interesting that John called the voxel models "Holograms". Guess he was still obsessed with creating a "Holodeck" at the time. ;) - I updated my strip2vox program, per request of Reaper who's working on the ROTT voxel conversion project.
http://www.host-a.net/u/scott_aw/s2v_var.zip
It now supports creating voxels from strips that are not square. I also added a mirror option so if both sides of the object are the same, you only need half te model. There's still limits to image size, like if the strip is greater than 2000 or so there is distortion on some video cards. Also if you use it in 16-bit color mode it's more accurate and you don't need to use the black fix at prompt. - http://i225.photobucket.com/albums/dd202/highwingx3/jenkobama.png
:o :o
I will start converting all my shock images now :P dead version of tub girl = priceless<3
PROTIP: to prevent empty "air" voxels replacing the colors (when .vox file is loaded into slab6), set color depth to 254 (you can do this with freeware tool Irfanview (Image - Decrease Color Depth, custom value)Edited by ConsistentCallsign at - Having trouble with this new version, everything I try results in a completely jumbled mess. The width dimension should be the width of a single frame, right?
- I found about that last week and made a fix.
http://www.host-a.net/u/scott_aw/s2v_fix111.zip
I didn't realize I was setting the reading ranges with the wrong variables, so even though it worked fine with wide objects, tall objects got spliced and diced. Should be working now.
Still haven't setup any method of a custom transparent color, and it's still recommened to use 16-bit color mode for your display to ensure 100% accurate color copying.
I'm also planning on eventually having a method that will allow you to combine a basic image and a heightmap to create models, but been a little preoccupied doing my TC of duke3d. - Hi everyone.
I wanted to try out tool, but I didn't want to mess about getting it to compile properly.
So I ported RADED to SDL, so it can be used on modern operating systems.
http://www.megaupload.com/?d=PQHRVZFT
I thought some of you might be interested. See if you can make something cool! - You know I just now checked out that link, that was an interesting read. I haven't checked this out yet, what kind of format did it use?
- Nothing special. The 'holograms' are 64 unit tall cylinders. Each disc is divided into 64 points around the circumference, and by 16 concentric circles. For each region a one-byte palette index is stored. So a hologram always takes up 64k (65536 bytes) of memory.
The editor itself does nothing particularly special to display the model. It uses big lookup tables to draw the circular section on the left, and the side-projection on the right. The side-projection is orthographic, but still looks nice when the model is rotating.
As I was converting the assembly routines for the projected display, I had assumed that Carmack used a blank-skipping method similar to what was used originally for Doom's sprites. I was wrong, as it turned out that the routine very simply scans from top to bottom, drawing only opaque voxels. It uses the painter's algorithm, drawing far to near.
I think that this program was Carmack's exploration into voxel modeling in the utility sense, as it seems that his aim was to have something that was usable and not necessarily efficient. I could be wrong.
It's worth noting that the code includes a function to generate one of the lookup tables, but not all of them. I think it is possible that one of the tables was generated through the use of a raycaster. - After checking it out, I can see why it was dropped. Funny that Doom was capable of doing Voxels all along from what I read about the Zdoom subset.
Would of looked good for some of the decor, but only cylinder shaped ones.