With a bit of time and reading, I managed to figure out most of the tricks to overcome various issues of drawing and shading. I had to disable actor shading for decor in CON files, as well as palettes. I make use of the original Duke3d palette, but also use Fatmancraig's extended palette lookup table for more variations in coloring.
Currently there are more voxels then sprite based actors, although I still need to do the trees, this project should show the true potential of the Build engine's original classic renderer.
To fix some of the issues I was having with shade and clipping, I had to set actors to spritenoshade, since I had manually set shading in mapster. Additionally I found that if I'm going to have voxel models on a wall, they need to be somewhat off the wall or they'll have clipping problems, like you could see windows through the tops of the roof.
Video was captured on a netbook.
I'll be putting game/progress information on a blog at blackshadowgame.blogspot.com
Jinroh at
Re: Black Shadow, voxelized Build
Looking rad broham!
I like the idea of loading up levels with voxels to make them seem more than they are. ^^ Voxels really play more to the look of the classic renderer than polys.
Can't wait to see more of the stuff you got going on with it. ^^
Scott_AW at
I think modern computers play a part in pushing build further, but its nice to see just how far I can take it. I'm working on the trees next, and I still have to convert the jib splash, its just a blacked out version of the original right now.
Trees done. http://www.youtube.com/watch?v=M72WuYdF8Tw
Edited by Scott_AW at
CaimX86 at
Awesome! Very good work, waiting for more.
Scott_AW at
I decided to redo the grass, I was using masked walls but that had limits and seemed to slow things down.
I was going to just make them sprites, but I thought this would look better. That and you can cut the grass, so I think I'll have it get shorter as you destroy it.