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Post by grau on Aug 15, 2020 11:45:35 GMT -5
Hi all. i am first time on this board but i would like to show everyone my voxel project. It already includes all weapon(item) voxel models, all ammo and health pickups, also I work on new sprites for spheres, already made replacement sprite effects for nearly all fireballs. Also i already created a lostsoul volumetric model, and i have a lot more in plans. Version 0.41 brought quake-style gibs for zombies and imps, and the actual 0.42 release brings You new blood effects - i won't make another "brutaldoom" from RDVOX, no. I just wish to underline doom dark style and atmosphere, but still bring you a fresh breathe with new effects and "author's visiom" os different objects. This pack is targeted for playing in software rendering, cause all the color, palete, and offset alignments done in code, alligned for best compatibility with old zdoom's and newer QZDoom's and LZDoom's software renderers. Also i have a separate branch for Delphidoom that looks nearly the same and usualy has the same functionality. You may get it from my site directly, the actual is version is always on the first page: rdw.xp3.bizOr try it right now: Version 0.39C for ZDoom-based ports (works fin even with Zkulltag and Zadronum) rdw.xp3.biz/RDVOX/RDVOX-0.42.zipand a delphidoom version: rdw.xp3.biz/RDVOX/RDDVOX-0.42G.zipDelphidoom download link: sourceforge.net/projects/delphidoom/files/WIP_BUILDSHere are two videos, that i used to take with my low-end test config using Pentium 4 cpu, geforce 6200 as videocard and msi afterburner hardware capture method. I belive - testing on low-end hardware helps in optimization:
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Post by DooMAD on Aug 15, 2020 15:03:11 GMT -5
Nice to see someone attempting a few monster conversions. Lost Soul looks pretty decent.
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dn
Body Count: 02
the motherfucking darknation
Posts: 1,762
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Post by dn on Aug 15, 2020 19:14:12 GMT -5
can someone provide screenshots?
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dmdr
Doomer
is this how I add a title under my avatar?
Posts: 588
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Post by dmdr on Aug 15, 2020 19:26:48 GMT -5
here's some preview images from the last page of the DW thread:
The following is from elend and uses the Vanilla Essence mod for GZDoom:
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dn
Body Count: 02
the motherfucking darknation
Posts: 1,762
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Post by dn on Aug 15, 2020 20:15:40 GMT -5
god damn that lost soul looks great.
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Post by grau on Aug 16, 2020 10:49:57 GMT -5
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dn
Body Count: 02
the motherfucking darknation
Posts: 1,762
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Post by dn on Aug 16, 2020 21:06:35 GMT -5
Really cool guys. Really like the way the psuedo light-sourcing looks on the plasma ammo - moving it slightly in front of the pak so the glow looks like it's coming from the display is a smart move, shows the sort of attention to art design that separates the pros from the chodes.
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Post by grau on Aug 22, 2020 14:57:18 GMT -5
In fact it is a real dynamic light set into the object. But i specially oriented it that way.
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Post by grau on Apr 7, 2021 14:06:46 GMT -5
Well, i am on my way to upgrade the version of RDVOX to 0.41, actually now it's work name is 0.41c Looks like a will NOT finish the pinky demon untill 0.43 may me, but in 0.41 you will have - Improved for network game actor code - i have allready tested the 0.41c wit my friend via internet, using usual LZDoom 0.87a - works fine on 10mbit network, between two different countries))) - Improved effects of blood, bfgball, added BFG "spray" visualization and some more effect fixes - New voxels for Hazmat Suit, Light-amp googles (Infrared),and looks like one or two things more. I think about voxelizing more hang bodies or may be candke with an evil eye. - Improved decals, new special decals for Chainsaw, and may be a new BFG decal, or even more - blood decals and spots on the floor in places where large blood parts fall. Tell me - is this effect needed in classic rdvox, or better make it like an addon for classical rdvox? OFC - some screenshots are here too!
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dn
Body Count: 02
the motherfucking darknation
Posts: 1,762
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Post by dn on Apr 7, 2021 22:32:43 GMT -5
/me looks at pinky demon.
So, wait, is the idea to make a voxel model for both the walk/attack cycles *and* the sprite rotations? That's... a fairly ingenious solution to the "every 3D doom model looks like crap because the shading sucks & can't have artificial contrast depth" problem.
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Deleted
Deleted Member
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Post by Deleted on Apr 7, 2021 22:33:21 GMT -5
grau, hi. Very cool, I hope I can find some time to check this. I mean, it's been somewhile seens I played Doom in advanced source ports - DBPs got me hooked into using PrBoom-Plus all the time for all my Doom needs. Not saying that is a bad thing... but I want to check your stuff out in-game. Amazing stuff.
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Post by grau on Apr 9, 2021 17:20:16 GMT -5
is the idea to make a voxel model for both the walk/attack cycles *and* the sprite rotations Something Like ytat. Actualy the advantage of voxel that i dont need to create "rotations" It is basically volumetric and i need to create only one voxel frame per each letter of the pinky graphics (something near 15 frames) but the problem is that i need to recreate each of them dot by dot manually. It takes a long time. But i dont hurry. I could transform some of frames from ones into another, but i need to create at least one frame looking like sprite PINKY first. Actually i will split the pack into "monster" and "all other things" sections for those doomers, who do not like voxel monsters. DBPs got me hooked into using PrBoom-Plus all the time for all my Doom needs Well i would like to see voxel support in PrBoom, but nobody wants to add thos support there.. It's pity, but i found another interesting post with powerfull doom-based soft renderer. It is Delphidoom. sourceforge.net/projects/delphidoom/files/DelphiDoom%202.0.6/delphi-heretic-2.0.6.728-win32.zip/download Try it if you do nit like the QZDoom or a bit "fresher" LZDoom. Both have great software renderer with 8-bit (classic)and 32-bit (truecolor) modes, but i always prefer 8-bit renderer - it loocs like vanilla doom but with palette-based dynlights and voxels. github.com/drfrag666/gzdoom/releases/download/3.87c/LZDoom_3.87c_x86.zip
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Post by grau on Jun 27, 2021 10:06:38 GMT -5
hey, guys, i have something to show you: So, yes - i am implementing the quake-style gibbing logic into RDVOX, i plan to make gibs for nearly all monsters, but for 0.41 there will be Zombieman, Sargeant, Chainguy, and, may be - an Imp))) Others will wait till next revisions of this resourcepack. Ofcourse - i don't plan to make anotgher brutal-doom from it, just make gibs a little more realistic, and this means, that all monsters will spawn DIFFERENT parts, like head, or legs - when gibbed. For example - i voxelized POSSA1 and looks like - i'm going to get a nice voxel zombie in the final. I won't put any of zombie frames into game untilkl i will finish them all, but i will cut this zombie voxel into parts, after finishing)))
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Deleted
Deleted Member
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Post by Deleted on Jun 27, 2021 13:05:16 GMT -5
grau, just checked out version 0.40 in Gzdoom 4.6.0 (hardware rendering for now). I see that so far monsters beside Lost Soul weren't replaced, but the visuals are gorgeous anyway, especially the player's plasma shot (in its entirety, from projectile to impact/dispersing) and Lost Soul of course. This is going to be well-suited to be Brutal Doom killer/alternative visual (and performance) wise, kinda realistic kind of stuff, not over the top gore but naturally violent, because detailed. I wonder what kind of texture resolution would go with the voxels best: 2x? As for BFG secondary impact, it doesn't currently look as powerful/visceral as say a rocket impact, but probably once you voxelize monster sprites, the combination would look visceral sure? Two-shotting cyber is satisfying, though, as always (booted map02 of TimeOfDeath666's ESP2 to check out). I also tried running this in Delphi Doom v2.0.6.728. There are two exes: doom32.exe and GLDoom32.exe. The first one - the software presumably - refused to run RDDVOX-0.40.zip, while GLDoom32 run it okay, but apparently projectiles have lower resolution than in GzDoom? And fuck... now GLDoom32 refuses to run it again with a similar error to doom32, that is InfoGetSpriteNumForName(): Sprite name "CL" must have 4 characters. Well, doom32 says that about sprite name "S*". Deleting Doom2.GWA seems to fix the problem for GLDoom32 and it can launch RDDVOX again. Nothing can fix the problem for non-GL Doom32 however. Anyway, wish projectiles had same resolution as in GzDoom (cooler), is it engine limitation or actually can be tweaked in settings?
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Post by grau on Jun 28, 2021 6:45:07 GMT -5
I wonder what kind of texture resolution would go with the voxels best: 2x? I intentionally make these voxels of the same resolution as the original sprites, so that they look the same detailed, as the original textures, but maybe 2x will look still good, because projectile effects, decals, and some voxels have a bit higher resolution, something like 1.5x. In particular, I will think about texture upgrade when I finish all the decorations, and maybe even all the monsters. Ofc i like to "hear", that RDVOX works good not only in software, because software and GL render voxels itself, and use decal ofsets in different ways. As for BFG secondary impact, it doesn't currently look as powerful/visceral as say a rocket impact, but probably once you voxelize monster sprites, the combination would look visceral sure? May be, i'll update this effect after finishing the monsters, as for present moment - i like the way bfg secondary impact look - I have always believed that bfg uses the same principle of action as teleporters, so i created secondary impacts of telefport fog particle-sprites. Actually i did not change the damage of the weapons, only gib-health parameters of zombie, and a bit speeded-up the explosion animation of lost soul (-5 ticks from the original) I'll check rddvox 0.40 today, it was running on both executables when i tried, and the sprites are the same, but you need to ENABLE translucent sprites in the video options in delphidoom to see the same rendering method as in gz...
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Post by grau on Jul 31, 2021 16:11:23 GMT -5
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Deleted
Deleted Member
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Post by Deleted on Jul 31, 2021 21:29:09 GMT -5
Wow, can almost feel the pain of this impaled guy. Very cool.
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Post by grau on Aug 26, 2021 7:04:19 GMT -5
So - i am very close to the release of RDVOX 0.41. This is gonna to be the largest update, after 0,38. In 0.38 i added all frames of lost soul and it's explode into parts of bones instead of classic death animation and some others. Here i added the large "(zombieman?)body on a stake" decoration, radiation suit, nightvision, and the most interesting - quake-style gibbing for all 4 "junior" monsters - ShotGAy, Zombieman, ChainGay, and the last - an imp. Now gibs for first two are ready, and an imp head is ready too. I need to make a chainguy head, some chainguy body parts (nay be a hand or a part of torso, and an imp leg - i belive - that will be enough to show which monster was gibbed. Ofc. - there are "universal" meat parts which will be spawned for any red-blooded monster, and i have a zombieman leg, and some kind of human hand for exploded zombs.
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Deleted
Deleted Member
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Post by Deleted on Aug 26, 2021 7:20:54 GMT -5
Eagerly awaiting v0.41! This is going to be hell of a brutal show with all the gibs and decorations. I will play this on Gzdoom to avoid the trouble I'm having with DelphiDoom. I think DBP39 will be a good fit for it when it's released.
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Post by grau on Aug 26, 2021 13:13:19 GMT -5
Version 0.41 for (Q/L)ZDoom and Skulltag/Zandronum is out! You may get it here: rdw.xp3.biz/RDVOX/RDVOX-0.41.zipOr find it on the project page: rdw.xp3.biz - Added new voxels for item "Infrared" (ampga.kvx, ampgb.kvx) - Added new voxel for item "HazMat Suit" (Radiation-Shielding Suit?) (suita.kvx) - Added new voxel for decoration "Dead on a stake" (stakeguy.kvx) - Improved the voxel for decoration "Hanged Body 3" (hanged3.kvx) - Implemented quake-style gibs for enemy "Zombieman", "ShotGay", "ChainGay", and the "DoomImp" I highly recomend to use software renderer of LZdoom wint "Display Options"->"software renderer"->"models" set to "OFF", because it affects on voxels Too and render 'em as tonns of poligons, causing heavy drop of fps: Delphidoom version is under construction yet, but i plan to port all the changes there till 4 september
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Post by grau on Apr 10, 2022 13:13:46 GMT -5
Hey buddies, looks like ihaven't been here for ages. Anyway i have progress on my projects. Even despite the fact - i live in Ukraine, in Kharkov, everyday i hear explosions in few kilometers from me, but the real challenge is to connect to internet. We have gigabit internet broken, We also have no electricity sometimes. but i have a cool ability - i know how to make my doom mods compact and lightweight)) So here some innovations for You: 1) RDDVOX-0.41PLUS (RDVOX for Delphidoom) - this one improves new gibbing system from RDVOX 0.41(Zdoom) and converts it to work with Delphidoom. Some hanging new guys included! rdw.xp3.biz/RDVOX/RDDVOX-0.41plus.zip2) New sub-project branch - RXVOX (RZXVOX) - An "RDVOX" but for Hexen. it's full name is "Renaissance heXen VOXelpack", and i hope - you will like it. I have no delphidoom version yet complete, but i allready have an RZXVOX 0.1: rdw.xp3.biz/RDVOX/RZXVOX-0.1.zip3) Another good news for You - i added a special section on the project site - now you can download the regulary updated "development" or better say - "backup" versions of all existing voxelpacks. The links are extremely short, but some subversions can have some "fresh" bugs. Use "AS IS"... I also DO NOT change the file name for each new dev version - i just replace the elder one pack with a new file with the same name. But you can always download the last oficial release - they are tested much better. Visit my homepage - RDW.XP3.BIZ, to get those goodies
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Lobo
Doomer
Posts: 594
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Post by Lobo on Apr 10, 2022 14:54:46 GMT -5
You might be interested to know our very own Ketmar has been adding voxel support to K8VaVoom.
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Post by jval on Apr 18, 2022 12:48:25 GMT -5
Nice work with the Hexen voxels. I did some work on ZDoom compatibility about VOXEL definitions lately, and the latest private build of DelphiHexen is able to load the RZXVOX-0.1.zip voxels without modifications!
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Post by grau on Apr 21, 2022 0:37:01 GMT -5
I did some work on ZDoom compatibility about VOXEL definitions lately, and the latest private build of DelphiHexen is able to load the RZXVOX-0.1.zip voxels without modifications! Really love to hear that - your work will help delphidoom users to have at least zdoom-compated voxels untill i finish some delphidoom-specific improvements - zdoom ports kind'a can not handle alpha for voxels in SW (any of them but NOT ZDoom itself - zdoom has alpha, and that is really strange for me!) I will add some extra features for DD version, but i plan to release out this first:
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Post by jval on Apr 23, 2022 3:02:15 GMT -5
Transparency in voxels could be tricky. The most obvious thing I can think of is that rendering requires the back (no visible) side of the voxel to be rendered too.
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