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Post by Robman on Jun 1, 2015 18:00:01 GMT -5
Alright, I made a map with ALL of the voxels currently in the Voxel Pack, presented in the order of which they appear in the Swvoxfil.def file. Yes, it took awhile .... I'll post a screenshot and the map here soon. Screenshot: File: VoxelMap.zip (5.4 KB) All of the sprites/voxels are facing towards the middle of the map (towards the strip of water. The sprites in row 1 face to the right, the sprites in row 2 face to the left for reference.) *Edit - Yeah the Samurai helmet is not oriented properly, I was used to seeing the one from the HRP. So anyway, now you can use this map to compare voxel versions vs the sprite versions, I suggest using 2 installs of SWP one with and one without the voxel pack installed.(Just turning the voxels off in-game will likely work also..d'oh)
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Mxrtxn
Ninja Master
Posts: 344
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Post by Mxrtxn on Jun 2, 2015 9:34:09 GMT -5
Robman that is so cool! You should record a video of that map and upload it to youtube and steam! This is awesome, thanks Martin
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High Treason
Warrior
Resident Pervert and source of offensiveness.
Posts: 234
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Post by High Treason on Jun 9, 2015 12:21:27 GMT -5
Progress looks slow... But damn, it looks good.
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Post by Robman on Jun 17, 2015 0:19:23 GMT -5
5000 views for the Voxel Pack, congrats Martin!(Mxrtxn) Thanks again for helping bring more activity to the forum and your continued support for Sw and the site.
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Mxrtxn
Ninja Master
Posts: 344
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Post by Mxrtxn on Jun 19, 2015 22:33:30 GMT -5
5000 views for the Voxel Pack, congrats Martin!(Mxrtxn) Thanks again for helping bring more activity to the forum and your continued support for Sw and the site. No problem Robman. I wish I had more spare time to finish the rest of the voxels. But lately spare time for me is a luxury. Thanks Robman and the rest. Martin
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Maren
Grasshopper
Posts: 75
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Post by Maren on Jul 12, 2015 0:12:53 GMT -5
Wonderful job so far! Thanks for sharing the pack.
I was thinking the other day about getting that wicked, satanic idol sprite voxelized once and for all, but it turned out to be a bit too complex to get perfectly right on slab6 alone, as much as I love the app.
Then I went and startpaged for quality Kamakura buddha 3D models that could be converted to voxel models for use with SW, and there indeed appears to be a few of them, sufficiently detailed, even 3d-printer ready.
Anybody else thinking of or already working on it?
Cheers.
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Mxrtxn
Ninja Master
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Post by Mxrtxn on Jul 30, 2015 14:07:23 GMT -5
Wonderful job so far! Thanks for sharing the pack. I was thinking the other day about getting that wicked, satanic idol sprite voxelized once and for all, but it turned out to be a bit too complex to get perfectly right on slab6 alone, as much as I love the app. Then I went and startpaged for quality Kamakura buddha 3D models that could be converted to voxel models for use with SW, and there indeed appears to be a few of them, sufficiently detailed, even 3d-printer ready. Anybody else thinking of or already working on it? Cheers. Yes the buddha and the other statues, would be to hard to make them pixel by pixel on slab6. Maybe there´s another program to convert images into full 3d voxels. Maybe something similar to this: www.youtube.com/watch?v=xftqJpE0684Although it can be done in the traditional way it would extremely time consuming just to make one statue. If is there an effective way to do so, please let me know. Martin
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Mxrtxn
Ninja Master
Posts: 344
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Post by Mxrtxn on Jan 29, 2016 23:01:58 GMT -5
Hi guys Here´s a failed prototipe of the pine tree: The chairs are practically finished only need to be painted as the original sprite. There are some particular sprites like the lock and the punching wooden stuff that I can´t get normally. Is there any kind soul willing to post those sprites for me here, so I can convert then into voxels?Thanks Martin
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Maren
Grasshopper
Posts: 75
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Post by Maren on Feb 2, 2016 13:55:58 GMT -5
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Mxrtxn
Ninja Master
Posts: 344
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Post by Mxrtxn on Feb 2, 2016 16:27:52 GMT -5
This one (mainly found in 3 doors in level 1 Seppuku Station): Which can someone extract the sprite and tell me the number. I could easily turn it into a voxel due to its small size. Thanks Martin
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Maren
Grasshopper
Posts: 75
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Post by Maren on Feb 2, 2016 22:38:52 GMT -5
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Post by Robman on Feb 2, 2016 22:47:49 GMT -5
tile# 5043 *edit- ... LOL! Well I guess you're getting the file and info twice! Martin, I'd love to include your voxel pack in the new add-on I'm creating, is it possible to go through the user created voxels in the pack and fix/ verify that they are oriented properly? ie: Facing the proper direction and proper height? It's the only thing that bums me out about it.
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Mxrtxn
Ninja Master
Posts: 344
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Post by Mxrtxn on Feb 3, 2016 16:27:18 GMT -5
View Attachmenttile# 5043 *edit- ... LOL! Well I guess you're getting the file and info twice! Martin, I'd love to include your voxel pack in the new add-on I'm creating, is it possible to go through the user created voxels in the pack and fix/ verify that they are oriented properly? ie: Facing the proper direction and proper height? It's the only thing that bums me out about it. First, Thank you so much Maren and Robman! How did you find it so fast? It is possible for you guys to extract this last 3?
Of course Rob, but which ones do you think are bad oriented? I thought they were perfect as they are... Martin
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Post by Robman on Feb 3, 2016 18:14:58 GMT -5
5062 ----- 5063 ------ 4947 How do we find them so fast? I can't speak for Maren but I know I've spent waaaay too much time in the Build editor Some of the Voxels are backwards or off-center compared to how they would be as sprites. It's not good to load the voxel pack and see some of them clipping through walls because they are turned, way too high etc.. It would be a bit of work but it really does need to be corrected, just use the Voxel Map I made up for you to cross reference which ones need to be fixed, it's not many of them. That map is obviously Map1 Seppuku Station, so I just loaded the map in Build, pointed at the sprite and it tells you which tile# it is.
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Post by Robman on Feb 3, 2016 18:32:37 GMT -5
4948 The head for the broken dummy, I'm not sure if it's even used.
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Mxrtxn
Ninja Master
Posts: 344
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Post by Mxrtxn on Feb 8, 2016 17:45:53 GMT -5
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Maren
Grasshopper
Posts: 75
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Post by Maren on Feb 8, 2016 18:01:57 GMT -5
Hmmm, I actually posted 5062 in the previous page.
Definitely looking forward to the seeing that dummy voxelized! That type of shape's generally difficult to get right in SLAB6.
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Mxrtxn
Ninja Master
Posts: 344
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Post by Mxrtxn on Feb 8, 2016 18:08:56 GMT -5
Hmmm, I actually posted 5062 in the previous page. Definitely looking forward to the seeing that dummy voxelized! That type of shape's generally difficult to get right in SLAB6. Maren, can you check if Hendricks patch works on your computer? You gotta extract it and paste it on you SWP folder. I cannot make it work and still waiting Hendricks reply. You can get the patch here: swforum05.proboards.com/thread/90/new-swp-patch-animated-voxels?Thanks for your support Martin
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Maren
Grasshopper
Posts: 75
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Post by Maren on Feb 8, 2016 18:23:33 GMT -5
Works fine here on the 32-Bit version of Windows XP Professional Service Pack 3.
I, however, didn't have a SWP folder, so I just extracted SWP.exe in a new folder where I also placed a copy of SW.GRP and it ran ok.
Let me know if you want me to try something else.
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Mxrtxn
Ninja Master
Posts: 344
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Post by Mxrtxn on Feb 8, 2016 18:35:18 GMT -5
Works fine here on the 32-Bit version of Windows XP Professional Service Pack 3. I, however, didn't have a SWP folder, so I just extracted SWP.exe in a new folder where I also placed a copy of SW.GRP and it ran ok. Let me know if you want me to try something else. Then it is probably me.... I used win7 Can you upload the patch and send it to me? Were you able to see the voxelize candle animation? Thanks Martin
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Maren
Grasshopper
Posts: 75
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Post by Maren on Feb 8, 2016 18:57:11 GMT -5
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Mxrtxn
Ninja Master
Posts: 344
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Post by Mxrtxn on Feb 8, 2016 19:12:43 GMT -5
Here are the 3 candle voxels for the animation: Seems I gotta do something else on the voxfil file besides the usual...
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Corvin
Ninja Master
Posts: 265
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Post by Corvin on Feb 8, 2016 21:37:49 GMT -5
Was there an example text file included?
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Mxrtxn
Ninja Master
Posts: 344
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Post by Mxrtxn on Feb 8, 2016 21:49:11 GMT -5
Was there an example text file included? The voxfil file? yes of course Nevertheless the patch didn´t work, Hendricks told me he still gotta figure out what the exact problem is... swforum05.proboards.com/thread/90/new-swp-patch-animated-voxelsThere are some voxel relatively easy that I will include in the next update (the chairs, painted. Also the briefcase and other similar to that)
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Post by Ninjakitty on Jul 24, 2016 12:21:28 GMT -5
The chair voxel looks great!
Do you know if it would be possible to create a patch that fixes flattened voxels? When I flatten a voxel on the floor, it still appears to be standing up right. The only bad thing about this is that one of the grate voxels can't be used as the floor to my elevator as it will appear to be standing up right and it won't flatten.
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Mxrtxn
Ninja Master
Posts: 344
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Post by Mxrtxn on Jul 24, 2016 12:27:55 GMT -5
The chair voxel looks great! Do you know if it would be possible to create a patch that fixes flattened voxels? When I flatten a voxel on the floor, it still appears to be standing up right. The only bad thing about this is that one of the grate voxels can't be used as the floor to my elevator as it will appear to be standing up right and it won't flatten. Not sure what you mean. Do you have any screenshots to see what is the problem? As making a patch I sincerely don´t know as I have zero knowledge on programing and stuff like that. Maybe Hendricks can answer that question better than me.
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Post by Ninjakitty on Jul 24, 2016 12:40:42 GMT -5
In this screenshot, neither one is flattened to the ground. The one on the left is a sprite and the one on the right is a voxel Now, I flattened both of them to the ground. However, only the sprite flattened and the voxel stayed standing up. I wanted to use the grate as a floor for my elevator (which is made entirely out of flattened sprites) But it won't flatten on the ground.
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Mxrtxn
Ninja Master
Posts: 344
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Post by Mxrtxn on Jul 24, 2016 12:57:09 GMT -5
View AttachmentIn this screenshot, neither one is flattened to the ground. The one on the left is a sprite and the one on the right is a voxel View AttachmentNow, I flattened both of them to the ground. However, only the sprite flattened and the voxel stayed standing up. I wanted to use the grate as a floor for my elevator (which is made entirely out of flattened sprites) But it won't flatten on the ground. I see now. Yes, it seems voxels can be rotated in a 45 degrees or more in one plane but not flattened as you want. The solution, as I see it, would be to rotate that voxel, flatten it (doing it in slab6 of course) and save it as an extra voxel. That problem also happen with the yellow light in some levels the original sprite is upside down however its voxelized version doesnt upside down. In the next update I will include a folder with alternative positions of some of the voxel including yours.
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Mxrtxn
Ninja Master
Posts: 344
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Post by Mxrtxn on Jul 24, 2016 13:02:45 GMT -5
Another solution would be to disable that particular voxel and use its sprite which is easily flattenable. In the text file of my voxel pack there are instructions on how to do so.
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