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GRAU

RDVOX - Voxel/graphics pack oriented to use in Software renderers (Q/L/G/ZDoom, Delphidoom)

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Those are looking really nice. I love how close they are to their vanilla counterparts. Good job.

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This is an exceptionally nice resource and this deserves more coverage.

 

Also thank you @jval for the WIP Version of DelphiDoom that supports this :)

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Very nice work, the visual output of the effects is fantastic, both in 8 bit and 32 bit color!

Special thanks for your efforts to make the DelphiDoom version, and the motive you gave me to add new features and expand the mechanics of my source port!

 

 

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This looks great!

 

Out of interest, how practical would it be for someone to make voxel versions of the ingame monsters? I know very little about using voxels in this way, but I've noticed most games that use voxel assets rarely use them for elaborately animated things like monsters.

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I am really liking this so far. The voxels as well as the new sprites for fireballs, etc. From an artistic standpoint I think that some of the items look a bit too flat. The stimpack is okay, but I always the medkit to be way bigger. Like a box. Same goes for ammo boxes, etc.

 

Also, I noticed this issue with the blue health potions. From a certain angle in OpenGL render mode they look a tad strange. But since you said your focus is on software mode, I am not really sure what you can do about this. Just wanted to let you know.

 

 

 

 

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12 hours ago, Bees With Teeth said:

This looks great!

 

Out of interest, how practical would it be for someone to make voxel versions of the ingame monsters? I know very little about using voxels in this way, but I've noticed most games that use voxel assets rarely use them for elaborately animated things like monsters.

I'm not an expert but I believe voxel models are stationary things that can't be moved or animated in any way.

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10 hours ago, elend said:

Also, I noticed this issue with the blue health potions. From a certain angle in OpenGL render mode they look a tad strange. But since you said your focus is on software mode, I am not really sure what you can do about this. Just wanted to let you know.

 

What was the sourceport, you took those screenshots? I think it was GZDoom. I know that such strange things sometimes happen there, but I can do nothing here except to propose using software or models - this is exactly why I do not guarantee a good display in gl. Well, as for flat items - i have never seen box-shaped medikits in real, but i could make a box-version for you once i will finish all items, as far as i can make a healthbonus WITHOUT any space inside - this may solve some problems in gl, but i am not sure. 

 

2 hours ago, guitardz said:

I'm not an expert but I believe voxel models are stationary things that can't be moved or animated in any way.

 

In doom? Nearly yes. I would like to have bone-animated voxels (The set of coordinates and angles, defining positions for a set of voxel parts like leg_lower, leg_upper, body, etc) but we have no that technology now in doom (but we can see that in Voxelstein game)

But i use static frame sets to create player.

 

Screenshot_Doom_20191231_035755.png.02ec1058b7d4fc61a5fab95d3aaf8e10.pngScreenshot_Doom_20191231_035846.png.e54fe6abf89e6550e449eb2b11d26675.png

 

and enemies

 

Spoiler

Screenshot_Doom_20191231_040024.png.be1c479f5e99a906e03f338c5fb1ee94.pngScreenshot_Doom_20191231_040151.png.2f26a83ad3e5e29f84f19be86e30a8ee.pngScreenshot_Doom_20191231_040152.png.4240651aefc28905db3926f394665146.png


 

...in another mod. 

I think, i will try to make some voxel enemies anyway in RDVOX, after i will finish statics, i'll start from monster corpses (as far as they are not moving anymore), then lostsouls, then cacos, and then i'll try with imp. but i know - each frame will need pre-loading a new voxel model. This will be cpu-heavy, may cause lags even on some i7 if there are a lot of monsters in the scene. 


 

Edited by GRAU

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Yes, that was GzDoom. Sorry, I forgot to tell you. I can live with it, the rest of the items look really great, as well as the new fancy effects. You did a really good job there and I think I would like to include this mod into more of my playthroughs of WADs.

 

Regarding the thickness / depth of some items; you don't have to change anything for me only, that would be crazy. Maybe I am the only one who thinks like that anyway.

 

This other mod looks really gorgeous as well?!

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Well, i think there will be more people who don't like my bag-style medikit. I planed anyway some alternative addons like item rockets with red markers (like original flyoing one has) or may be combined 3-d powerup spheres, so that will be not a problem to reprocess a medikit into a box, i'll just wait till some free time for that. The major factor interfering me to work over it a bit faster is free time. I wish lived in 1994 and was an ID software member)

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I have nearly finished a  new voxel - boss cube.

how often do you see a cube playing doom? :D

 

 

Screenshot_Doom_20200103_091043.png

Screenshot_Doom_20200103_091043_01.png

Screenshot_Doom_20200103_091043_02.png

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Looks really cool. I was testing the voxels some more and they even look great in hardware rendering when used with "Vanilla Essence" pk3.

 

screenshot_doom_2020060jbk.png

 

screenshot_doom_20200kgjjg.png

 

screenshot_doom_20200eijmi.png

 

However, there seems to be something wrong with the Plasma Rifle. When selected it looks like this ingame:

 

Spoiler

screenshot_doom_202009fjle.png

 

It is basically hovering above your head (incl. the weapon bob), which looks really funny.

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15 hours ago, elend said:

However, there seems to be something wrong with the Plasma Rifle. When selected it looks like this ingame:

 

  Reveal hidden contents

 

 

Haha! didn't expect that. Then it is GZDoom or something gzdoom-based. ill try to fix that - it just replaces automaticaly sprites when finds a voxel with the same name in the pack. So i think the problem is in the name i have given to plasmagun item voxel.

 

EDITED a few minutes later: Yes, looks like i have fixed it. Try this one please: RDVOX-0.38b.zip

 

 

Edited by GRAU

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Looks like i finished Cell Pack voxel, added some more small palete fixes, improved plasma rifle lights, arachnatron plasma sprites, baron balls and leleport effect, and nearly finished boss cube. But before the 0.38 release i need to fix some problems with chaingunner sprite i found, and maybe replace mancubus fire missiles with something more interesting

 

Spoiler

Screenshot_Doom_20200105_210033.png

Screenshot_Doom_20200105_210044.png

Screenshot_Doom_20200105_210754.png

Screenshot_Doom_20200105_235914.png.bb2d4ec5ded9ad4b4121f963430fc494.pngScreenshot_Doom_20200106_000611.png.2882aaf7e065a299a47c675441a85a4e.pngScreenshot_Doom_20200106_000640.png.dfa479376b522cbb2cd3ac5c673f7caf.pngScreenshot_Doom_20200106_000841.png.a0f48723b282edf0df0eaf7ba9aace43.png

 

Screenshot_Doom_20200105_210020.png

Edited by GRAU

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Well, looks like i have fixed all the problems i had to, and on the way to release RDVOX 0.38 (full) as far as i finish this lamp:

 

bigtech_inprogress.png.837f11fa4c9758c8febe876bba10b2c9.png

 

And here are some of inovations i added to this version:


1) mancubus missiles/fireballs. I prefer to think - they are kind of flamethrower shots, gasoline balls may be)

Spoiler


Screenshot_Doom_20200107_220726.png.2b20151dcfe432ef8fb08fd8c9ffc1e9.png

 

 

Another one is improvement of arachnatron plasma - it is not heading to blue colors near its center, but to yellow sometimes, and small green particles are result of plasma collision with something, but i am still at balancing the radius and color of lights, to give nice effects and nice performance at the same time:

 

Spoiler

Screenshot_Doom_20200107_220822.png.823250eb20984b7f6a9107880147c2eb.png

 

and the bosscube - i have 2 versions now - the usual looking one and a bit damaged one - look it bleeds somewgere, and somewhere has decals looking like bullet or sharpnel hit. I prefer to say that it is not damaget but a painfull one. Will you prefer such changes?

Spoiler


SSHOT_Doom_20200106_140959531.jpg.3844c6137ebcea2ba85fdf77aee79938.jpgSSHOT_Doom_20200106_140956843.jpg.6c3441046b08b4723fb17329af277a6a.jpg


 

 

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I have some news. I've done a few experiments and got a pretier graphica for imp and mancubus balls:

 

Spoiler

Screenshot_Doom_20200112_211743.png.da0b772d17eee268add7231a8f32d679.pngScreenshot_Doom_20200112_211832.png.603ac206cb64a4d237e45303d32fdfbc.pngScreenshot_Doom_20200112_211839.png.2390c895cf711aecd38803a6bda961f9.png

 

The fireballs becam,e more firy, more red, so now they look more like original graphics, i think. Another one is...

 

soul1.png.aeb8f787a34f4d1144a31b58fe2e0fe7.pngsoul2.png.a90db920bff88494a5fe65d27f6e0c7e.png

 

Yes. it is voxel lostsoul in progress. I'm not sure if this is a good idea, but i'll try to do my best.The main problem is animation. Another one is in combining this voxel head with sprited fire tail. I have added a little original view, adding orange fire on the chicks. If it will look worse ill remove it at all, and reave mourth as a deadly bloody danger full of pixel teath)

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Oh man, I'm gonna love all those decorations. Looking really, really good. Keep it up!

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I have some progress with lost soul. I hgave 2 frames finished, they have minimum difference and replace A and B idle/chase states. So i made some tests of combining this voxel and a flame from red torch. Looks like that vorks:

 

Screenshot_Doom_20200120_103044.png.5fc5b9b27e41e7e6f64ecb05ea88d218.png
 

Spoiler

 

Screenshot_Doom_20200120_103054.png.41792ab12483658bb6285549b9df4b99.png

Screenshot_Doom_20200120_103058.png.05c5286eca6701f8395268b7ddb528d3.png

 

And the last - the object allready changed state to Attack and uses non-replaced sprites, but the fire is ON a few moments)

 

Screenshot_Doom_20200120_103109.png.284f5e48a8beddb7a3dc6fb36a77ced5.png

 

 

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Today i was improving those 2 idle/chase frames. I added a little light above chicks, and a layer of dots from right and left. The most changes were in the place where model contacts with fire effect:

 

Screenshot_Doom_20200120_223815.png.bcebd1a1326921f7c3c057f10eb72353.png

Spoiler

Screenshot_Doom_20200120_223809.png.344665ef401ccba945a58b6b7ac91e28.png

 

and so we get this prety color transition:

Spoiler


Screenshot_Doom_20200120_223824.png.9c1d3d5253a21f907face83d5fdba70a.png

Screenshot_Doom_20200120_223831.png

 

 

Screenshot_Doom_20200120_223844.png

 

Another thing i plan to add to 0.39 is BFG9K. It looks like a sprite from the side:

 

bfg1.png.a15681f50e3701a53a7a2ed86977d19a.png

 

But if we come and look closer we may see some more:

 

bfg2.png.91a06713e3925f891377d116630aea33.png

 

I still can't understand what are those metal trims on the back(in the left of screenshot)

Edited by GRAU

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I think those are just some "handles" to actually hold this god damn big weapon. Maybe like on Vasquesz' gun in Aliens.

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Hmm turns out I remembered it wrong. At least at the front there are some kind of handles... hmm..
 

Spoiler


aliensnecavasequezvwjm6.jpg


 

 

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Well looks like i will make it like in Rage 2 - there the bfg looks similar to dooms one. or remake it into a hi-tech butt

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Your lost soul looks really good, it feels like the original sprite at a lot of angles. You really just need fire sprites that match the original more closely — probably gonna be a pain in the ass for the side views.

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