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Post by unskilled on Jul 3, 2021 7:52:34 GMT -5
These two I still don´t remeber in which level they used it (they are very rare): #561, #562 These are in L2: Zilla's Construction. (If you didn't get to them sooner)
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Mxrtxn
Ninja Master
Posts: 344
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Post by Mxrtxn on Jul 3, 2021 8:59:34 GMT -5
These two I still don´t remeber in which level they used it (they are very rare): #561, #562 These are in L2: Zilla's Construction. (If you didn't get to them sooner) Awesome Unskilled! Thanks! I will search the exact location
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Post by dzierzan on Jul 4, 2021 14:04:40 GMT -5
Well, mx made voxel sticky bombs, but I wasn't super fond of colors. Here's my attempt:
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Mxrtxn
Ninja Master
Posts: 344
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Post by Mxrtxn on Jul 10, 2021 18:58:26 GMT -5
Well, mx made voxel sticky bombs, but I wasn't super fond of colors. Here's my attempt: I will that it looks like the one Lo Wang is holding in his hand. I like my version as it looks more metallic, due to the shades and it is also more loyal to the original sprites (I think I will keep both in the voxel pack)
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Mxrtxn
Ninja Master
Posts: 344
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Post by Mxrtxn on Jul 10, 2021 18:59:28 GMT -5
By the way. I haven´t forgotten the Minecraft Mod. Here´s a test reeplazing the enemy with a zombie voxel:
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Post by dzierzan on Jul 21, 2021 15:22:20 GMT -5
0418, 0419, 0420:
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Post by dzierzan on Aug 15, 2021 7:12:03 GMT -5
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Post by dzierzan on Aug 15, 2021 11:43:28 GMT -5
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Post by curseofnight on Sept 25, 2022 9:32:10 GMT -5
Hey Mxrtxn, could you tell me what version of magical voxel you use? The .vox files the latest version outputs cause Ken's slab6 program to crash when you attempt to import them for conversion to .kvx. Well, it crashes for me anyway.
Edit:
MagicaVoxel-0.99.3-alpha is the oldest one I can find on github. Still crashes slab6 when I try to import a .vox file from it. I dunno, maybe I'm doing something wrong.
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Post by curseofnight on Sept 26, 2022 12:22:36 GMT -5
Nevermind, I figured out what I was doing wrong: you have to export as slab6 .vox file. I was trying to import Magica Voxel's standard .vox format. >.<
Other things I learned: To stop the mouse from glitching in slab6 under Win 10 you have to run under vista compatibility mode, disable fullscreen optimizations, and override high DPI scaling behavior. Unsure which of those settings in particular actually fixed the mouse but this works for me. Also, slab6 seems to ignore axis/orientation of imported voxels from Magica Voxel(although I've only tested one voxel so far...) Figuring out how to change the orientation in slab6 wasn't so bad but it took me about 20 mins figure out to actually confirm a new pivot orientation you have press shift + R, haha.
I now have a voxelized whiteboard w/ marker in my game! (tile 490). I would post a screenshot but I don't have an account on an image sharing site handy -- and it's not that impressive anyway. Now that I know the process of getting a voxel from MagicaV into the game, I'm probably gonna try to make some more. I need to actually watch some tutorial videos on MagicaV to figure out do proper shading.
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browneyebilly
New Member
Lo Wang is so fun to watch and hang.
Posts: 48
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Post by browneyebilly on Apr 14, 2023 0:43:12 GMT -5
how on earth do you animate a voxel sprite for Shadow Warrior? i know how to make the voxel sprite models, but have no idea how you would animate them.
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browneyebilly
New Member
Lo Wang is so fun to watch and hang.
Posts: 48
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Post by browneyebilly on Apr 14, 2023 14:31:13 GMT -5
can anyone please tell me how to take my finished Voxel model that has already been converted into .Vox6 or .Kvx or .kvx6 or whatever it was. no one can tell me how to get it into the game. they just say "ok now that your voxel model is done, just put it in the game!" can you believe that craziness??!!
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browneyebilly
New Member
Lo Wang is so fun to watch and hang.
Posts: 48
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Post by browneyebilly on Apr 14, 2023 14:33:03 GMT -5
i finished setting the pivot axis and stuff. what do i do after that to get it into the game so i can open up "swpbuild" or "build" and add the model into my custom map?
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browneyebilly
New Member
Lo Wang is so fun to watch and hang.
Posts: 48
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Post by browneyebilly on Apr 14, 2023 18:45:41 GMT -5
by the way, i wanted to comment on your wonderful Voxel Sprite Models. Those New Voxel Sprites you made look Impeccable. Absolutely gorgeous! it seems that you are most likely a great Voxel modeler for Shadow Warrior or other build engine games. I aspire to hopefully be as good as you some day.
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browneyebilly
New Member
Lo Wang is so fun to watch and hang.
Posts: 48
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Post by browneyebilly on Apr 14, 2023 19:33:19 GMT -5
hey there, CurseofNight. I'm curious, when i press Shift+R it just seems to rotate my Model 90 degrees at a time. is that what happens when you confirm your Pivot orientation? once I have the pivot how I want it, I'm basically just highlighting one of the little x,y,or z boxes and then pressing shift+R. am i doing it wrong? any help would be most appreciated. thank you for your time my Voxel Modeling friend.
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Mxrtxn
Ninja Master
Posts: 344
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Post by Mxrtxn on May 22, 2023 19:51:12 GMT -5
can anyone please tell me how to take my finished Voxel model that has already been converted into .Vox6 or .Kvx or .kvx6 or whatever it was. no one can tell me how to get it into the game. they just say "ok now that your voxel model is done, just put it in the game!" can you believe that craziness??!! Sorry I rarely log into this site anymore, due to my current job taking away most of my free time. I couldn´t have time to even make new voxels. NOW ANSWERING YOUR QUESTION: Yes the voxel must use the .kvx format in order to appear inside the game. What I did was to replace a sprite inside the game with a voxel created by me. To do that there´s a file called swvoxfil.txt Inside the file it looks like this: #Shadow Warrior voxel script file. #Last modified: 11-25-96 #Format: (editart tile number) (unique voxel number) (voxel file name) #Note: do NOT use duplicate voxel numbers or you'll over write the # previous one loaded! #TILE VOXNUM FILENAME #===================== 1802 0 medpak.kvx 1803 1 medkit.kvx 1797 2 uzi.kvx 1817 3 grenade.kvx 764 4 gunbarl.kvx 765 5 camera.kvx 1831 6 40mmbox.kvx 1842 7 mines.kvx . . . . ETC... ETC.. As an example, in the first line above: the 4 digit number (1802) is the sprite and the medmapk.kvx is the voxel that replaces that sprite. So in order to activate the voxel you made you must replace the sprite you wanna transform into voxel by typing in the swvoxfil.txt file. For instance: I wanna replace the sprite 1234 with my voxel called: myvoxel.kvx I type: below the list of the voxels in the swvoxfil.txt file: 1234 8 myvoxel.kvx (I put and 8 but the number should be the last number in the file, so if for example, there´s 156 voxels, you should write 1234 157 myvoxel.kvx) Save and launch the game to test. IMPORTANT: THE VOXEL YOU MADE MUST BE IN THE SAME FOLDER YOU HAVE THE THE SW.GRP OR THE PROGRAM YOU USE TO LAUNCH THE GAME. GOOD LUCK
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browneyebilly
New Member
Lo Wang is so fun to watch and hang.
Posts: 48
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Post by browneyebilly on May 26, 2023 19:30:07 GMT -5
I want to assign my voxel to a empty slot (2566)(in Tileset010.ART) can i do that or can i only replace sprites that already exist as voxels? does the Voxnum entry in the SWVOXFIL file have to be assigned by me? basically what I'm asking is, Can i Just type in any unused number in that field for my Voxel model. so say i want to put my model in tile 2566 and the filename for my voxel model is TChairX.kvx. since 264 is the last used Voxnum in the SWVoxfil.txt file, can i just assign my model the number 265? so basically in the file it would look like this: "2566 265 TChairX.kvx" (without the quotes of course)? how do i assign it an image slot in the Tiles010.ART file(which contains empty tile #2566. does it automaticvally get assigned that when i type it in the SWVoxfil file or do i have to somehow assign it in the application called "Bafed" aka "Build Art Files Editor)? I know Bafed is for textures but do i need to use it for voxels as well? I've already got the shadow warrior palette assigned to it through Slab 6 and converted the colors too. it would seem the colors/palette i used in magica voxel were perfect and didnt appear to change at all when i did that, i assume because i took the sw palette in .png form as one long line of colors like in the guide and used that in magica voxel before converting the palette and colors in slab6. I made sure to save it as .KVX and not .KV6. i also saved it with 5 mips for build engine stuff. I did all thois and it wont show up in swp build. yes i have it saved to swpbuild directory. when i place a sprite, hit v on it to choose a texture/sprite/voxel, mine doesn't appear on the list.
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Mxrtxn
Ninja Master
Posts: 344
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Post by Mxrtxn on May 30, 2023 23:00:37 GMT -5
I want to assign my voxel to a empty slot (2566)(in Tileset010.ART) can i do that or can i only replace sprites that already exist as voxels? does the Voxnum entry in the SWVOXFIL file have to be assigned by me? basically what I'm asking is, Can i Just type in any unused number in that field for my Voxel model. so say i want to put my model in tile 2566 and the filename for my voxel model is TChairX.kvx. since 264 is the last used Voxnum in the SWVoxfil.txt file, can i just assign my model the number 265? so basically in the file it would look like this: "2566 265 TChairX.kvx" (without the quotes of course)? how do i assign it an image slot in the Tiles010.ART file(which contains empty tile #2566. does it automaticvally get assigned that when i type it in the SWVoxfil file or do i have to somehow assign it in the application called "Bafed" aka "Build Art Files Editor)? I know Bafed is for textures but do i need to use it for voxels as well? I've already got the shadow warrior palette assigned to it through Slab 6 and converted the colors too. it would seem the colors/palette i used in magica voxel were perfect and didnt appear to change at all when i did that, i assume because i took the sw palette in .png form as one long line of colors like in the guide and used that in magica voxel before converting the palette and colors in slab6. I made sure to save it as .KVX and not .KV6. i also saved it with 5 mips for build engine stuff. I did all thois and it wont show up in swp build. yes i have it saved to swpbuild directory. when i place a sprite, hit v on it to choose a texture/sprite/voxel, mine doesn't appear on the list. I never made a map in SW. However I know that someguys added new art and voxels in the past. First have you tried replacing the chair voxel with the chair sprite of the original game? (just to check if it works) Second, try to add a new sprite (just the sprite for the moment) to the new map you are making and see if you can see it once you try your map. If it appears then it can be replaced by a voxel. By the way, Robman, made en entire mod with new art for Shadow Warrior, I am sure he can help you on this. Have you tried asking him the discord channel? (the community is small yes, but very friendly, you would be very welcomed there ) Best of luck
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Post by Robman on May 31, 2023 14:25:50 GMT -5
You can add new art tiles to almost any blank tile space. There's the odd few that are blank but still have previous coding for old enemies or whatever.
Don't count on me remembering everything anymore, getting close to 7 years now that I've done any mapping and many of the fine details are slipping away.
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Post by curseofnight on Aug 15, 2023 21:08:28 GMT -5
hey there, CurseofNight. I'm curious, when i press Shift+R it just seems to rotate my Model 90 degrees at a time. is that what happens when you confirm your Pivot orientation? once I have the pivot how I want it, I'm basically just highlighting one of the little x,y,or z boxes and then pressing shift+R. am i doing it wrong? any help would be most appreciated. thank you for your time my Voxel Modeling friend. Hey there, Some of the controls in slab6 are context sensitive and will do different actions depending what you are currently highlighting with the mouse cursor. So yes, in that context Shift+R rotates your voxel. However, when you place your mouse cursor in the 3D window and press Shift+R it'll set your voxel's orientation based on your current viewing angle. If you downloaded Slab6 from Ken's Silverman's website there should be a text file named slab6.txt included in the zip that lists some basic information including all the keyboard shortcuts and what they do.( I didn't know about this text file at first >.< ) Sorry I'm super late with this reply. :/
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Post by dzierzan on Dec 28, 2023 19:18:04 GMT -5
Looks like I didn't post it here:
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Post by dzierzan on Jan 9, 2024 17:37:21 GMT -5
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Post by Robman on Jan 10, 2024 14:55:21 GMT -5
Looks great! Refresh my memory, these animated voxels only work with certain ports?
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Post by dzierzan on Jan 11, 2024 2:02:27 GMT -5
It works just fine in BuildGDX, Raze and VoidSW. Not sure about Redux and SWP, probably not. Just for the record, Mxrtxn's voxel pack was once uploaded to Github by fgsfds user (he made custom voxels for Blood and later commercial ones for Ion Fury. IF Aftershock ones were made by me ). But now I maintain this voxel pack repository. github.com/fgsfds/Shadow-Warrior-Voxel-PackI do plan putting this pack on Moddb website too, but I wanted to polish more voxels and add some more as well. Ohh and before you ask, no, I am NOT going to make more voxel enemies. Just I wanted to do the hornet because it was small enough. Personally I am not into voxel enemies, but I do make exceptions (I did two voxels enemies for my Dark Forces Voxel Pack).
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