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Reaperman

Joined: 09 Dec 2010
Posts: 42

PostPosted: Thu Dec 09, 2010 9:29 pm    Post subject: ROTT voxel pack. Reply with quote
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

PostPosted: Fri Dec 10, 2010 12:52 am    Post subject: Reply with quote
Nice to see you've made a thread about it over here now Smile. 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?
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Lawstiker, you're not allowed to do what you want. You need to do what WE want :p :p :p


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el zee

Joined: 09 Dec 2010
Posts: 31
Location: New Zealand

PostPosted: Fri Dec 10, 2010 6:07 am    Post subject: Reply with quote
Lawstiker wrote:
Nice to see you've made a thread about it over here now Smile. 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.
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el zee

Joined: 09 Dec 2010
Posts: 31
Location: New Zealand

PostPosted: Fri Dec 10, 2010 6:15 am    Post subject: Reply with quote
actually here are the masked textures if anyone wants them: http://www.mediafire.com/file/a5ccf4cwdssorqh/masked.zip
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Lawstiker

Joined: 12 Nov 2010
Posts: 473
Location: Sol System

PostPosted: Fri Dec 10, 2010 6:32 am    Post subject: Reply with quote
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 Smile

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 Wink
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MikeMiller wrote:
Lawstiker, you're not allowed to do what you want. You need to do what WE want :p :p :p


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Per-Scan

Joined: 12 Oct 2010
Posts: 337

PostPosted: Fri Dec 10, 2010 9:22 am    Post subject: Reply with quote
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. Smile

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

PostPosted: Fri Dec 10, 2010 9:23 am    Post subject: Reply with quote
EDIT: Yeah, thanks for the textures too! Maybe Lawstiker could add them to the ROTTpository? What do you think? Smile
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Reaperman

Joined: 09 Dec 2010
Posts: 42

PostPosted: Fri Dec 10, 2010 1:20 pm    Post subject: Reply with quote
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

PostPosted: Fri Dec 10, 2010 2:51 pm    Post subject: Reply with quote
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? Smile


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:)
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dopefish7590

Joined: 06 Oct 2007
Posts: 324

PostPosted: Sat Dec 11, 2010 4:48 am    Post subject: Reply with quote
Ah! Reaperman!

Welcome to the forums!

Also, I see you are making decent progress on the voxels... They all look great. Smile
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Per-Scan

Joined: 12 Oct 2010
Posts: 337

PostPosted: Tue Dec 14, 2010 9:21 am    Post subject: Reply with quote
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... Smile
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Lawstiker

Joined: 12 Nov 2010
Posts: 473
Location: Sol System

PostPosted: Tue Dec 14, 2010 3:57 pm    Post subject: Reply with quote
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 Smile
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Lawstiker, you're not allowed to do what you want. You need to do what WE want :p :p :p


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jbailey

Joined: 02 Mar 2008
Posts: 127

PostPosted: Tue Dec 14, 2010 7:07 pm    Post subject: Reply with quote
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

PostPosted: Tue Dec 14, 2010 7:12 pm    Post subject: Reply with quote
I'm no coder but I could ask around and see if anyone would be willing to help out if you like. Smile
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Lawstiker

Joined: 12 Nov 2010
Posts: 473
Location: Sol System

PostPosted: Tue Dec 14, 2010 8:59 pm    Post subject: Reply with quote
Perhaps one of the guys getting voxels into doom could help?
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MikeMiller wrote:
Lawstiker, you're not allowed to do what you want. You need to do what WE want :p :p :p


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