Corvin
Ninja Master
Posts: 265
|
Post by Corvin on Oct 19, 2014 16:07:21 GMT -5
I don't remember it, but I haven't played through the game in awhile...
|
|
Mxrtxn
Ninja Master
Posts: 344
|
Post by Mxrtxn on Oct 20, 2014 11:06:54 GMT -5
I don't remember it, but I haven't played through the game in awhile... Nevermind. By the way have you seen this voxel pack for doom?www.youtube.com/watch?v=4tQIf__O7ikLooks amazing. This is what I wanna do for sw. They could even make the flames animated. Wondering why I cannot do the same with the candle voxels... Guess I´will have to ask in the duke4 forum. See ya
|
|
Corvin
Ninja Master
Posts: 265
|
Post by Corvin on Oct 20, 2014 18:52:40 GMT -5
You can ask ProAsm if he can add animated voxels in...since it seems Hendricks is done with SWP.
|
|
Mxrtxn
Ninja Master
Posts: 344
|
Post by Mxrtxn on Oct 27, 2014 19:16:06 GMT -5
You can ask ProAsm if he can add animated voxels in...since it seems Hendricks is done with SWP. Thanks Corvin By the way, do you know where I can get the following sprites (inside the yellow circles)? I couldn´t extract them using GRPViewer: In the meantime here´s the prototype of the second chair: And the latest 2 voxels I made: Thanks again Martin
|
|
Mxrtxn
Ninja Master
Posts: 344
|
Post by Mxrtxn on Nov 3, 2014 21:49:46 GMT -5
This is the black barrel or metal drum voxel, as you can see it is still incomplete. There are some lighting issues probably they used some light tricks to change the color of the original sprites. Although in the first screenshot the voxel changed the blue color to red without any other rare changes... By the way the voxel is exactly the same in both screnshots, so it has to be some map issue (same map level btw). Nevertheless you can disable this voxel ,if you don´t like it, using the voxfil.txt file. Probably in the coming update I won´t include the two chairs as they are still incomplete.
|
|
|
Post by Robman on Nov 3, 2014 23:19:25 GMT -5
Keep up the awesome work bud ... However your use of the word "echoes" confuses me, possibly say "issue" instead? Or I'm just an idiot.
|
|
Mxrtxn
Ninja Master
Posts: 344
|
Post by Mxrtxn on Nov 4, 2014 8:32:35 GMT -5
Keep up the awesome work bud ... However your use of the word "echoes" confuses me, possibly say "issue" instead? Or I'm just an idiot. LOL, you are right, dunno why I keep making that mistake Rob.
|
|
Mxrtxn
Ninja Master
Posts: 344
|
Post by Mxrtxn on Nov 4, 2014 10:26:37 GMT -5
Ok this is strange. Remember the barrels with an odd yellowish color (so to speak)? I just tried the voxel pack on Shadow Warrior Classic (DOS), the free one from steam. No strange change of color. Seems that could be the port or something like that... UPDATEI tried it on Shadow Warrior Redux and this doesn´t happen, the barrel drums dont turn yellowish so it is probably a SWP thing.
|
|
Mxrtxn
Ninja Master
Posts: 344
|
Post by Mxrtxn on Nov 4, 2014 12:11:27 GMT -5
New Shadow Warrior Voxel Pack Update!
Won´t spoil the new voxels so check them out your self (includes a voxelized switch and also the bonus voxel cams)
Enjoy them
|
|
Mxrtxn
Ninja Master
Posts: 344
|
Post by Mxrtxn on Nov 12, 2014 12:27:58 GMT -5
Guys the next update will take some time due to external reasons and lack of spare time. Nevertheless I leave with a picture of one of the next voxels I will include in the next update: Finally now all Shadow Warrior levels have at least one voxel made by me. See ya soon Martin
|
|
Mxrtxn
Ninja Master
Posts: 344
|
Post by Mxrtxn on Nov 25, 2014 12:26:25 GMT -5
There is a problem with certain voxels!It seems that when making maps for sw, it allows to put a sprite upside down, however this change doesnt translate into the voxels, for instance: Secret Level Shanghai Shipwreck:The sprites are upside down but not the voxels What solution do you propose?
Should I create upside down sprites from the original game, somehow maphack the sprites in the game so doesn´t look odd?Any way just disable those voxels if you don´t like the way it looks like... Martin
|
|
Corvin
Ninja Master
Posts: 265
|
Post by Corvin on Nov 25, 2014 17:21:36 GMT -5
The best you can do is document your findings for the future, maybe a fix will be discovered or applied.
|
|
Zaero
New Member
Posts: 5
|
Post by Zaero on Nov 29, 2014 10:52:17 GMT -5
mxrtxn I really love your work, IMHO it matches this game a lot more than models. Personally I use hrp with models disabled to see as much of your work as possible. For some reason, I do not see the some of them (the rice meal, umbrella etc). The park machine, cut tree etc are visible. Is this because I use hrp (even with models disabled)?
EDIT: Just noticed: undamaged umbrella is voxel, but the damaged one is sprite - all the oil drums, gas canisters, mugs, bottles are sprites too.
|
|
Mxrtxn
Ninja Master
Posts: 344
|
Post by Mxrtxn on Dec 8, 2014 22:30:30 GMT -5
mxrtxn I really love your work, IMHO it matches this game a lot more than models. Personally I use hrp with models disabled to see as much of your work as possible. For some reason, I do not see the some of them (the rice meal, umbrella etc). The park machine, cut tree etc are visible. Is this because I use hrp (even with models disabled)? EDIT: Just noticed: undamaged umbrella is voxel, but the damaged one is sprite - all the oil drums, gas canisters, mugs, bottles are sprites too. Thanks By the way the voxel pack includes voxels for the oil drums, bottles, mug etc.
Update: If there´s a HPR model for that voxel coded could it be that thing that doesn´t allow you to see the voxels, Nevertheless voxels that doesn´t have their HRP model equivalent will appear like the trash can voxel and others...About the echoe of the upside down voxels, in the next update I will include a foldor with some voxels intentionally upsided down so in the future might be added to the game or maybe be used by modders etc. Thanks again and I am glad you enjoy the voxel pack Zaero. Martin
|
|
Mxrtxn
Ninja Master
Posts: 344
|
Post by Mxrtxn on Dec 9, 2014 10:30:59 GMT -5
The best you can do is document your findings for the future, maybe a fix will be discovered or applied. I will Corvin. By the way feel free to update your site with this update of the Shadow Warrior Voxel Pack. See ya
|
|
Corvin
Ninja Master
Posts: 265
|
Post by Corvin on Dec 9, 2014 18:53:38 GMT -5
I thought I did, the 4th of last month right?
|
|
Mxrtxn
Ninja Master
Posts: 344
|
Post by Mxrtxn on Dec 10, 2014 12:16:58 GMT -5
I thought I did, the 4th of last month right? Yeah, 4th November.
|
|
Mxrtxn
Ninja Master
Posts: 344
|
Post by Mxrtxn on Dec 25, 2014 10:17:41 GMT -5
MERRY CHRISTMASS TO ALL OF YOU!!!
|
|
|
Post by Robman on Dec 25, 2014 14:16:11 GMT -5
I'm on a different computer but Merry Christmas to you also Martin, have a good one
|
|
Mxrtxn
Ninja Master
Posts: 344
|
Post by Mxrtxn on Mar 24, 2015 12:58:00 GMT -5
Just to let you know I am still alive. Nevertheless the next update will take some time due to lack of time. I leave you with one of last voxels I made: Condom machine voxel. see ya
|
|
|
Post by Robman on Mar 24, 2015 20:20:06 GMT -5
I was wondering where you've been! Good to see some more voxel action! As always, looks great.
|
|
Mxrtxn
Ninja Master
Posts: 344
|
Post by Mxrtxn on May 20, 2015 16:10:19 GMT -5
New update 8 new voxels! Including 2 trees, the condom machine etc...One of the new voxels:
|
|
Corvin
Ninja Master
Posts: 265
|
Post by Corvin on May 21, 2015 22:07:26 GMT -5
Cool a new update, as mentioned in your first post with DL link!
|
|
|
Post by Robman on May 24, 2015 22:26:34 GMT -5
Not to be a stickler, but is it possible for you to make sure all the voxels are oriented properly compared to how they would be as just sprites? The Metal grate appears not wide enough in game, leaving gaps when they are lined up with each other. The oil can voxel was rotated 90 degrees from it's sprite counterpart in-game. The lamp voxel appears to point down much farther than it's sprite version also. I haven't even come close to viewing them all yet but I've noticed issues with these few so far. The quality of the voxels is great so I think it would be a good idea to make sure they match their original sprite orientation in-game. Thanks for your effort and support man
|
|
|
Post by Robman on May 31, 2015 16:05:10 GMT -5
Hmm, if you take the voxel pack and plunk it in your main SWP directory, it prevents SWPBuild from opening, saying it can't find some file. Using the SWP launcher to launch the game and play maps continues to work fine however. Some voxels are still not oriented properly though, ie: Oilcan Also, what's that modem.pck file doing in the voxel pack? Upon another look, it seems some voxels, not all, don't respond to resizing. The Grate and Hand dryer I've noticed so far.
|
|
Mxrtxn
Ninja Master
Posts: 344
|
Post by Mxrtxn on Jun 1, 2015 10:29:44 GMT -5
Hmm, if you take the voxel pack and plunk it in your main SWP directory, it prevents SWPBuild from opening, saying it can't find some file. Using the SWP launcher to launch the game and play maps continues to work fine however. Some voxels are still not oriented properly though, ie: Oilcan Also, what's that modem.pck file doing in the voxel pack? Upon another look, it seems some voxels, not all, don't respond to resizing. The Grate and Hand dryer I've noticed so far. Neither the samurai helmet. What looks oriented in first level looks odd in level 14 Crude Oil (the helmet behind the red door key) Same issue will happen with the voxelized chairs. About the oil can, what level? I try to set the orientation as appear on the sprite, so as the weren using voxelized sprites when making Shadow Warrior they pay little attetion to the orientation of the sprites... About the metal grate, I didn´t make it. So don´t know what is wrong I know it should be together and not how they look in the bath house level. Probably a map setting more than a voxel one but I am not sure. The modem.pck Probably ended up there by accident. about the hand dryer. Don´t know what can be the issue as other voxel are resized for instance in the "kitchen" deathmatch map the phone and other voxels are resized...
|
|
|
Post by Robman on Jun 1, 2015 11:03:24 GMT -5
Hmm, the samurai helmet looked ok to me. (edit.. oops no it doesn't) Oilcan voxel needs to be rotated 90 degrees to the right(clockwise), using the spout as the front of the voxel. I thought you didn't make the metal grate, is that a Torsten creation? The resizing issue doesn't affect all the voxels, just a select few. The condom dispenser voxel looks great by the way .. added it to a new map I'm making called StarGate for the new Sw add-on. Map is 350kb and still not finished, should be a big one. Build skillz are improving which is nice.
|
|
Mxrtxn
Ninja Master
Posts: 344
|
Post by Mxrtxn on Jun 1, 2015 13:36:49 GMT -5
Hmm, the samurai helmet looked ok to me. Oilcan voxel needs to be rotated 90 degrees to the right(clockwise), using the spout as the front of the voxel. I thought you didn't make the metal grate, is that a Torsten creation? The resizing issue doesn't affect all the voxels, just a select few. The condom dispenser voxel looks great by the way .. added it to a new map I'm making called StarGate for the new Sw add-on. Map is 350kb and still not finished, should be a big one. Build skillz are improving which is nice. Are you sure about the oil can? In which level looks odd? The voxels I didn´t make were extracted from the TNE addon and WIWY addon. I never knew who was the guy who made them. let me know when you finish your new map to try it.
|
|
Mxrtxn
Ninja Master
Posts: 344
|
Post by Mxrtxn on Jun 1, 2015 13:48:20 GMT -5
One thing I forgot when using the voxel pack.
When using the voxel pack to play addons that already have voxels on them such TNE or WIWY the original voxels of those addons wont activate and will stay as sprites.
Don´t know why. So if you are going to include a the voxel condom include it as a sprite not as a voxel and play it with the voxel pack to activate the condom voxel.
|
|
|
Post by Robman on Jun 1, 2015 16:01:18 GMT -5
One thing I forgot when using the voxel pack. When using the voxel pack to play addons that already have voxels on them such TNE or WIWY the original voxels of those addons wont activate and will stay as sprites. Those add-ons probably have conflicting .def files that aren't including the voxels from the voxel pack. Don´t know why. So if you are going to include a the voxel condom include it as a sprite not as a voxel and play it with the voxel pack to activate the condom voxel. Well, when creating a map, nothing shows up as a voxel in build except for the stock voxels that are included with the retail version of the game. Meaning build doesn't acknowledge the swvoxfil.def file. That file only gets used when you actually load the game or user maps to play them. ie: The condom dispenser is always selected as a sprite first in build and then the game uses the swvoxfil.def file when you load the map. All the swvoxfil.def file does is tell the game what tile numbers to swap out and replace with the appropriate voxel equivalent. I'll post a screenshot of the oil can but yes it definitely does need to be re-oriented, it's not a case of seeing it it a particular map of the retail game because I notice the error in the maps I'm making Just open up SWPbuild.exe .. make a square room and then press "S" to place sprites. Press "V" twice on the sprite you placed and find the sprites that you've made voxels for. Much quicker way of doing things rather than loading the retail game and looking for them. If you wanted to slim down your voxel pack, you don't really need to include the voxels in the pack that already come with the retail version of the game. I know it's proabably bothersome but there is still some refining to do concerning the voxel pack. I'll make a summary: - Check voxel orientation (make a map with them all and notice how they are oriented compared to when they are just sprites, I might make a map for you if I find the time.) - Remove that modem file. - Remove the voxels from the pack that are already included in the game. If I find any other issues, I'll let you know.
|
|