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Reaperman
Joined: 09 Dec 2010 Posts: 42
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Posted: Thu Dec 09, 2010 9:29 pm Post subject: ROTT voxel pack. |
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The voxel pack for ROTT is for people who want to add a 3rd dimension to ROTT without destroying the classic look of the game. Anyway the whole point of the project is to turn a few of the games sprites (such as guns pickups, health and scenery) in to voxel models.
Also, if there are any one out there who is interested in this and can make a port that supports voxels it would be greatly appreciated.
Anyway heres some pics:
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Lawstiker
Joined: 12 Nov 2010 Posts: 473 Location: Sol System
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Posted: Fri Dec 10, 2010 12:52 am Post subject: |
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Nice to see you've made a thread about it over here now . They all still look awesome. hopefully Jbailey and Birger can get voxels in WinRott at some point...if not then perhaps they could be use as some add on voxel pack for El Zee's Return of the Triad since there getting Voxel support added on for Zdoom.
Anyway did you ever have any luck getting those masked walls ripped properly? _________________ Head on over to the Rise of the Triad HQ for ROTT news, downloads, and more!
MikeMiller wrote: | Lawstiker, you're not allowed to do what you want. You need to do what WE want :p :p :p |
Lawstiker, the ROTT Community's Official Bitch |
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el zee
Joined: 09 Dec 2010 Posts: 31 Location: New Zealand
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Posted: Fri Dec 10, 2010 6:07 am Post subject: |
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Lawstiker wrote: | Nice to see you've made a thread about it over here now . They all still look awesome. hopefully Jbailey and Birger can get voxels in WinRott at some point...if not then perhaps they could be use as some add on voxel pack for El Zee's Return of the Triad since there getting Voxel support added on for Zdoom. |
yeah we should make a voxel addon for my mod!
Lawstiker wrote: | Anyway did you ever have any luck getting those masked walls ripped properly? |
I can send them to reaperman, I extracted them using some obscure russian program. _________________ http://elzee.cz.cc |
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el zee
Joined: 09 Dec 2010 Posts: 31 Location: New Zealand
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Lawstiker
Joined: 12 Nov 2010 Posts: 473 Location: Sol System
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Posted: Fri Dec 10, 2010 6:32 am Post subject: |
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el zee wrote: |
yeah we should make a voxel addon for my mod! |
I'm sure Reaperman would be ecstatic at seeing his voxels used in something
el zee wrote: |
I can send them to reaperman, I extracted them using some obscure russian program. |
May I ask what program that was?
Oh and thanks for the textures _________________ Head on over to the Rise of the Triad HQ for ROTT news, downloads, and more!
MikeMiller wrote: | Lawstiker, you're not allowed to do what you want. You need to do what WE want :p :p :p |
Lawstiker, the ROTT Community's Official Bitch |
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Per-Scan
Joined: 12 Oct 2010 Posts: 337
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Posted: Fri Dec 10, 2010 9:22 am Post subject: |
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I'm also keeping an eye on Lucius' progress with regards to his voxel implementation in Daggerfall/Dark Forces. Hopefully, he'll open source his solution so that it could perhaps be added to WinROTT. Regardless, I think a Return of the Tirad voxel pack is a great idea.
It's maybe because I'm an old codger but I love sprites, voxels and pixelated textures. They always seem to add a vibrancy and character I find missing in super hi-res models and the like... Maybe I'm just a sucker for quaint tech... |
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Per-Scan
Joined: 12 Oct 2010 Posts: 337
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Posted: Fri Dec 10, 2010 9:23 am Post subject: |
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EDIT: Yeah, thanks for the textures too! Maybe Lawstiker could add them to the ROTTpository? What do you think? |
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Reaperman
Joined: 09 Dec 2010 Posts: 42
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Posted: Fri Dec 10, 2010 1:20 pm Post subject: |
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el zee wrote: | yeah we should make a voxel addon for my mod!
russian program. |
Be fine by me, i would rather not see them wasted. |
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Lawstiker
Joined: 12 Nov 2010 Posts: 473 Location: Sol System
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Posted: Fri Dec 10, 2010 2:51 pm Post subject: |
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Per-Scan wrote: | I'm also keeping an eye on Lucius' progress with regards to his voxel implementation in Daggerfall/Dark Forces. Hopefully, he'll open source his solution so that it could perhaps be added to WinROTT. |
I believe he's going to be releasing his Source Code at some point, but its not until some time after it hits beta stage, so it could be a little while, but at least he said he would.
Per-Scan wrote: | EDIT: Yeah, thanks for the textures too! Maybe Lawstiker could add them to the ROTTpository? What do you think? |
I'm thinking I'm going to check all the programs on the Wad tools section and see how they all handle getting the masked textures out. If the others have similar problems like with XWE, then I think i'll be adding that to the "Other Tools" section just for convenience:) _________________ Head on over to the Rise of the Triad HQ for ROTT news, downloads, and more!
MikeMiller wrote: | Lawstiker, you're not allowed to do what you want. You need to do what WE want :p :p :p |
Lawstiker, the ROTT Community's Official Bitch |
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dopefish7590
Joined: 06 Oct 2007 Posts: 324
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Posted: Sat Dec 11, 2010 4:48 am Post subject: |
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Ah! Reaperman!
Welcome to the forums!
Also, I see you are making decent progress on the voxels... They all look great. _________________ -Swim, swim, hungry |
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Per-Scan
Joined: 12 Oct 2010 Posts: 337
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Posted: Tue Dec 14, 2010 9:21 am Post subject: |
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I PM'd Lucius regarding the source code just to see if it was a definite that he would release the code and also to ask if he thought it would of any use to Birger and jbailey. He replied:
"...As for the voxel code, it will be part of the DarkXL and DaggerXL source. In a few weeks I plan on releasing the DarkXL Beta at which point I will be releasing the source code - including the voxel rendering code.
The voxel rendering code requires the use of shaders, though only at the vertex level so most hardware can handle it and for hardware that can't, it can be emulated. Of course for filtered voxel rendering, which I will implement later, you'll need decent hardware shader support.
As for whether this code will be useful for WinROTT, I'm not sure. The code itself isn't really tied to DarkXL, the same code with only small modifications will also be used for DaggerXL which is a different type of engine. That said, without looking at the WinROTT source I can't be sure how useful the code will be..."
So, there may be a future for ROTT with voxels yet... |
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Lawstiker
Joined: 12 Nov 2010 Posts: 473 Location: Sol System
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Posted: Tue Dec 14, 2010 3:57 pm Post subject: |
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I thought I remembering right when he said he'd release it when it got to beta
Hope that will be useful in getting Voxel working _________________ Head on over to the Rise of the Triad HQ for ROTT news, downloads, and more!
MikeMiller wrote: | Lawstiker, you're not allowed to do what you want. You need to do what WE want :p :p :p |
Lawstiker, the ROTT Community's Official Bitch |
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jbailey
Joined: 02 Mar 2008 Posts: 127
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Posted: Tue Dec 14, 2010 7:07 pm Post subject: |
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I'm game for getting voxel support into winrottgl, but I'll need quite a bit of
programming help to get the voxel code into the winrottgl source code
and running properly.... |
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Per-Scan
Joined: 12 Oct 2010 Posts: 337
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Posted: Tue Dec 14, 2010 7:12 pm Post subject: |
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I'm no coder but I could ask around and see if anyone would be willing to help out if you like. |
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Lawstiker
Joined: 12 Nov 2010 Posts: 473 Location: Sol System
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Posted: Tue Dec 14, 2010 8:59 pm Post subject: |
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Perhaps one of the guys getting voxels into doom could help? _________________ Head on over to the Rise of the Triad HQ for ROTT news, downloads, and more!
MikeMiller wrote: | Lawstiker, you're not allowed to do what you want. You need to do what WE want :p :p :p |
Lawstiker, the ROTT Community's Official Bitch |
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