Just wondering if someone has made voxel sprites for objects in Duke3D. If so, do you know where I can download them?
Awesoken at
There's a link to a voxel pack in the middle of this page:
http://members.shaw.ca/k_saunders/dn3dtextures.html
Someday, I will upgrade my POLY2KVX utility so it converts directly from MD2 to KVX. When I do that, I expect the voxel pack will grow very rapidly : )
Trance at
That would be awesome.
Thanks for the link.
The Commander at
Do voxels have collison detection???
It looks a bit weird being able to walk through my humvee.
JonoF at
Voxels have the same collision properties as MD2 models, that is to say, no more than the basic sprite gives it.
Jonathon
Semicharm at
Use alt+D in 3D mode to set the clipping distance. It doesn't give you true movement clipping of the model itself, but that should help.
The Commander at
Semicharm said
Use alt+D in 3D mode to set the clipping distance. It doesn't give you true movement clipping of the model itself, but that should help.
Thanks Semicharm
Awesoken at
Good news! I expect the voxel pack will soon be growing very rapidly. Today is "someday". Ok, maybe I'll just say it:
POLY2KVX now supports MD2! : )
BarrenSoul at
*is shocked and amazed* that was fast ken :) usually someday is a much longer time period ;)
The Commander at
BarrenSoul said
*is shocked and amazed* that was fast ken :) usually someday is a much longer time period ;)
Maybe someday the next version of JFPort will be released...
waiting... Tick Tock... :cry:
JonoF at
Yes, tick tock indeed.
Jonathon
Trance at
Tick tock THIS, eh!
http://ravenpics.250free.com/oh_snap.jpg
The Commander at
Ouch.... Shit Happens
Kev at
Awesoken said
Good news! I expect the voxel pack will soon be growing very rapidly. Today is "someday". Ok, maybe I'll just say it:
POLY2KVX now supports MD2! : )
Wow, cool. :D
I made that pack of voxel models over a year ago, that you linked to, for a different Duke 3D port that was made by Mr. Blackwell (well, I think that's who it was?). I made them by converting free models that I found off the net (from sites like 3DCafe.com), using your poly2kvx program, then I edited them with Slab6 and SlabSpri. There are also a few voxel models in that pack that you've probably noticed that don't fit in anywhere, like the tank. Those were just things that I was screwing around with at the time, that I've never bothered to take out.
Maybe I'll give this new version a try later, and make some new voxel models out of the polygon models that were made for JFDuke.
Mblackwell at
Um... yeah I made a version of the Eduke 2.1 source that did this.... among other things. But only afew people have it. Do I know you?
:shock:
Kev at
Mblackwell said
Do I know you?
:shock:
I use the screen name Kev_Hectic over at the 3DRUBB, so I'm sure you've seen me post over there more then a few times. But out side of that place... nah, I doubt you know me.
Anyway, I might actually be getting you confused with someone else. I remember someone over there making a thread about a Duke3D port they did that had voxel support, transparent water, and other stuff like that. But maybe it wasn't you? :?:
Mblackwell at
Kev said
Mblackwell said
Do I know you?
:shock:
I use the screen name Kev_Hectic over at the 3DRUBB, so I'm sure you've seen me post over there more then a few times. But out side of that place... nah, I doubt you know me.
Anyway, I might actually be getting you confused with someone else. I remember someone over there making a thread about a Duke3D port they did that had voxel support, transparent water, and other stuff like that. But maybe it wasn't you? :?:
Colourless made a duke port that had that, and later I hacked his voxel code into Eduke 2.1, and did some changes to afew items, and that code was later used in Eduke 2.1.1.
Kev at
^ Oh right, Colourless... that's who it was. :doh:
Does anyone know how to resize the Voxels in game? I know I could just change there size in poly2kvx, but that would just make them look really chunky in Duke 3D.
Mblackwell at
Kev said
^ Oh right, Colourless... that's who it was. :doh:
Does anyone know how to resize the Voxels in game? I know I could just change there size in poly2kvx, but that would just make them look really chunky in Duke 3D.
the voxels will size themselves based off of the sprite, so shrink the sprite, and shrink the voxel model.
Kev at
[qu rite, so shrink the sprite, and shrink the voxel model.[/quote]
I could'nt figure out how to do that, so I went and made a low resolution pack of voxel sprites anyway. Maybe I'll try to figure that out some other time.
Anyway, like I said, here's a new pack of voxel sprites that I made by converting some of the MD2 models that were made for JFDuke to kvx. I didn't convert them all though, only just a few, about 25 or so. Actually, more like 30 if I count the multiple frames of animation for some sprites (like the exploding canister, broken toilet, and etc.). I did some of the weapons/ ammo pick ups, health items, and some of the things from the first level.