Clonehunter Posted March 7, 2013 Looks just right actually, and looks rather fitting for any UAC based map... 0 Share this post Link to post
NerdKoopa Posted March 8, 2013 Update! Added a modern pickup truck in 10 colors to the pack. Screenshot in the first post. I think I'm done with the basic cars portion of the pack. The next vehicles to be added will be aircraft! 0 Share this post Link to post
NerdKoopa Posted March 10, 2013 Update! Added a plane in 8 colors to the pack. Holy crap this was a hard one to model! It's loosely based on Cessna 172. 0 Share this post Link to post
NerdKoopa Posted March 13, 2013 Oh crud.... I just ran into a weird rendering issue with the finished helicopter. Lemme give you some background info first. The main rotor is a separate voxel model from the actual helicopter. This way the rotor can be rotated separately from the main model. This is also to get around the 256^3 voxel limitation of SLAB6. Now, here's where things get odd.... At first glance the helicopter might seem normal, but.... Surprise! The rotor actually renders through the body! And then there's a twist.... I thought that when looked from above, the body would render through the rotor. As you can see, this was NOT the case. (I turned the rotor a bit for this shot.) I'm not sure what causes this, or how to fix it. If I can't find a solution, I might have to axe the helicopter completely. And I really, REALLY don't want to do that after all the effort I put into it! Any suggestions are welcome! 0 Share this post Link to post
Mechadon Posted March 13, 2013 These are really fantastic! I love how voxels look and they fit Doom very well. They have that sprite-vibe but, well, they aren't sprites! From seeing all the vehicles and now the helicopter, I can't help but think these would be really cool in a sort of GTA-style mod :D 0 Share this post Link to post
NerdKoopa Posted March 14, 2013 Major update! Added a helicopter in 6 colors plus UAC theme to the pack. I originally intended for the rotor to be a separate model, but rendering issues wrecked that plan. This has been by far the most difficult vehicle to model. Also, BETA 1 IS HERE! http://www.mediafire.com/?mctz1517dypdva5 The final version of the pack will have the demonstration level as a separate WAD, but currently it's a part of the main WAD. PS: Added a simple logo to the first post. 0 Share this post Link to post
Captain Toenail Posted March 14, 2013 This stuff is great. Any plans for some more sci-fi stuff that could be used in a techbase setting? Small UAC landing craft, lunar buggies for Phobos surface travel? (and no, I don't mean Maes stupid hover-scooter!) etc. 0 Share this post Link to post
NerdKoopa Posted March 14, 2013 Captain Toenail said:This stuff is great. Any plans for some more sci-fi stuff that could be used in a techbase setting? Small UAC landing craft, lunar buggies for Phobos surface travel? (and no, I don't mean Maes stupid hover-scooter!) etc. Actually, my intention is to make a futuristic, military-esque VTOL next. I might also make a futuristic armored UAC truck, or maybe an UAC APC or something. 0 Share this post Link to post
mouldy Posted March 14, 2013 cool stuff. Makes me want to hop in and run over some imps 0 Share this post Link to post
NerdKoopa Posted March 17, 2013 Update! Made a new vehicle, an armored UAC truck. It will be implemented in Beta 2 among with other vehicles. 0 Share this post Link to post
scifista42 Posted March 17, 2013 As I've already said, the vehicles are amazing. Downloaded the beta and really liked what I've seen. Only (as a true technical meddler :)) I would recommend to do something with the collision detection. For example you can make the actor spawn two (or more) invisible actors behind and in front of it, or do what Captain Toenail suggested on the previous page. Or you can also make the vehicles SHOOTABLE and with NODAMAGE flag, so bullets won't pass through it. Or add CANPASS flag so the vehicles could be stacked one on another. Just suggestions ;) 0 Share this post Link to post
NerdKoopa Posted March 17, 2013 Thanks! Gonna add those flags right now. 0 Share this post Link to post
Jimmy Posted March 17, 2013 Have to weigh in here - these are truly great. :D At first I wanted to voice my grievances with the bright colors, but they've grown on me now that I realize that they actually fit in pretty much flawlessly with Doom's aesthetic. I really love the van and the armored truck. Super stuff. ;) 0 Share this post Link to post
cannonball Posted March 17, 2013 I must say these look awesome. Keep up the good work :) 0 Share this post Link to post
scifista42 Posted March 17, 2013 I just tried to add those flags by myself to see the result: Well, the voxels render improperly when looked from downside, and the cars bleed :D (but NOBLOOD flag can improve that) 0 Share this post Link to post
NerdKoopa Posted March 17, 2013 I gave the vehicles proper collisions now with the right flags and bridge actors. The changes will be visible in beta 2 when it eventually comes. Right now I have to figure out a cool design for the UAC VTOL I'm about to make next. 0 Share this post Link to post
mouldy Posted March 17, 2013 Out of interest, can voxels have levels of transparency? Just wondering if a flat layer of semi-transparent black ones under the vehicles could serve as a shadow.. 0 Share this post Link to post
NerdKoopa Posted March 17, 2013 I just checked. Yes, ZDoom supports transparent voxels! However, the shadow would still have thickness, which would make it look bad. 0 Share this post Link to post
mouldy Posted March 17, 2013 Right, I figured it might. Guess its down to the mappers in that case 0 Share this post Link to post
Captain Red Posted March 18, 2013 This is amaze-balls! Make a semi-trailer and a fire engine! (please) With this sci-fi stuff, are you going with Doom's "the future according to the 80's" aesthetic? 0 Share this post Link to post
NerdKoopa Posted March 18, 2013 I think Doom is more "future according to the 90's", but basically yes. I don't want to make something that would look like it was made by Aperture or something. That would really clash with the stock art assets. EDIT: I don't think I can make a fire engine due to the 256^3 voxel limit of SLAB6, but a trailerless truck could be possible. 0 Share this post Link to post
Captain Red Posted March 18, 2013 NerdKoopa said:EDIT: I don't think I can make a fire engine due to the 256^3 voxel limit of SLAB6, but a trailerless truck could be possible. That would be perfect actually! You can more or less make a trailer with zdoom's 3d floors as it is, with the advantage of being able to put powerups or monsters in the back for the noisy player. To that effect, if you do decide to make a truck, could you have a tire as just by it's self? it'd be useful for building a trailer and well as decorating a garage. 0 Share this post Link to post
Clonehunter Posted March 18, 2013 God, that armored truck looks awesome! 0 Share this post Link to post
NerdKoopa Posted March 19, 2013 MAJOR UPDATE! Beta 2 is now here! http://www.mediafire.com/?24j4690di80md9w Added two new vehicles. an armored UAC truck in 2 colors, and a futuristic VTOL in 2 colors. Also gave the vehicles better collisions in the demonstration level. I put completely new screenshots to the first post. 0 Share this post Link to post
Ledillman Posted March 19, 2013 Dude, they're AWESOME specially the last 3 updates, you got skillz! 0 Share this post Link to post
NerdKoopa Posted March 20, 2013 Hmmm... Looking back at the brown variation of the VTOL, I'm not entirely sure about the shade of the color anymore. Should I make it more sand brown and less... Well... Rust brown? 0 Share this post Link to post
darknation Posted March 20, 2013 Have you tried using the propeller blade bug to add cell shading effects? Thank me later. 0 Share this post Link to post