We want Voxels! Voxels are the future!

Discuss all aspects related to modding Zandronum here.
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Ivan
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RE: We want Voxels! Voxels are the future!

#21

Post by Ivan » Fri Jul 13, 2012 12:11 pm

Voxel monsters never look good really, unless they are done professionally. I have seen like only one game where there were wolfenstein enemies in voxels, and it can't really look bad as they are already very low res. IMO, voxels should really only limited to static objects.
Last edited by Ivan on Fri Jul 13, 2012 12:11 pm, edited 1 time in total.
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RE: We want Voxels! Voxels are the future!

#22

Post by one_Two » Fri Jul 13, 2012 2:37 pm

All this talk of voxels made me revisit commanche, does not play well nowdays.

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Zeberpal
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RE: We want Voxels! Voxels are the future!

#23

Post by Zeberpal » Fri Jul 13, 2012 7:11 pm

Ivan wrote: I support this, most handy for Zblood X :)
hmm, not a bad idea. voxels for software, 3d models for hardware. Either here or there true feeling of Zblood wins!
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RE: We want Voxels! Voxels are the future!

#24

Post by Guest » Fri Jul 13, 2012 7:47 pm

I would like to see better 3d models rendering than wasting time developing voxels...

Still, I think this is GZDoom related.

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RE: We want Voxels! Voxels are the future!

#25

Post by VGA » Fri Jul 13, 2012 7:51 pm

Yeah, only monsters should be sprites imo, everything else should be "3d". Voxels or good 3d models.

Almost every 3d model I've seen in the doom community screamed amateurish.

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RE: We want Voxels! Voxels are the future!

#26

Post by DTDsphere » Fri Jul 13, 2012 8:17 pm

Give us fucking voxel models ASAP PLEASE! I've played this map before with a special version of zdoom, I then had clean my keyboard because of how much I was drooling.

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RE: We want Voxels! Voxels are the future!

#27

Post by Wartorn » Fri Jul 13, 2012 8:54 pm

Is this functionality not already included in the latest ZDoom?
Last edited by Wartorn on Fri Jul 13, 2012 8:54 pm, edited 1 time in total.

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RE: We want Voxels! Voxels are the future!

#28

Post by Tosen » Fri Jul 13, 2012 9:08 pm

Yes it is in the latest Zdoom, voxel monsters should be included if you really hate them so much then dont make them in your wad, and it would be nice to have support for both software and open gl since voxels fit better with doom.

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RE: We want Voxels! Voxels are the future!

#29

Post by Wartorn » Fri Jul 13, 2012 9:12 pm

Tosen wrote: Yes it is in the latest Zdoom
Then help us test and stabilize 1.0 so you can get your voxel monsters faster. As soon as 1.0 has been deemed stabilized, it will mark the first official stable release of Zandronum, and our developers can start working on upgrading to the latest ZDoom core.
Last edited by Wartorn on Fri Jul 13, 2012 9:13 pm, edited 1 time in total.

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RE: We want Voxels! Voxels are the future!

#30

Post by Tosen » Sat Jul 14, 2012 12:52 pm

I thought you were just waiting for ZandroNet to be completed, seeing as Doomseeker sucks. Eggs.

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RE: We want Voxels! Voxels are the future!

#31

Post by BloodyAcid » Sat Jul 14, 2012 4:58 pm

Since I'm not completely sure on how this will be implemented, is this optional for Software? (Or is it just some side feature depending on the mod?)
Last edited by BloodyAcid on Sat Jul 14, 2012 4:58 pm, edited 1 time in total.

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RE: We want Voxels! Voxels are the future!

#32

Post by Laggy Blazko » Sat Jul 14, 2012 9:22 pm

Despite voxel monsters would look wrong, I think voxel vehicles (which might behave like monsters) would look nice.

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RE: We want Voxels! Voxels are the future!

#33

Post by FCx » Sun Jul 15, 2012 2:06 am

BloodyAcid wrote: Since I'm not completely sure on how this will be implemented, is this optional for Software? (Or is it just some side feature depending on the mod?)
I hope voxels were optional (like 3d models are via command), and they guarantee not dropping too many FPS...

In case of someone's wondering to themselves (including me) what is it, I found a random image about doom voxels.

[spoiler]Image
Image
At least in theses images they looks good,[/spoiler]

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RE: We want Voxels! Voxels are the future!

#34

Post by katZune » Sun Jul 15, 2012 3:08 am

FCx wrote:
BloodyAcid wrote: Since I'm not completely sure on how this will be implemented, is this optional for Software? (Or is it just some side feature depending on the mod?)
I hope voxels were optional (like 3d models are via command), and they guarantee not dropping too many FPS...

In case of someone's wondering to themselves (including me) what is it, I found a random image about doom voxels.

[spoiler]Image
Image
At least in theses images they looks good,[/spoiler]
well to use voxels u need first download the pk3 or wad, so if you don't want see them remove from the directory or skin folder
Whitout a good PC ATM, i will back when 2.0 come out, :)
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RE: We want Voxels! Voxels are the future!

#35

Post by NeuralStunner » Sun Jul 15, 2012 3:23 am

-=Dark-Assassin=- wrote:The voxels were written for the software render for ZDoom. AFAIK GZDoom has 0 support for voxels.
It converts them to models, the results are pretty great. Sure they were added for ZDoom first, but GZDoom ironed out their visual bugs sooner. :P
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RE: We want Voxels! Voxels are the future!

#36

Post by VGA » Sun Jul 15, 2012 8:57 am

Ah, yeah, that voxel_test.wad works and looks awesome in latest GzDoom. I guess Zand will catch up some day ?

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RE: We want Voxels! Voxels are the future!

#37

Post by Danzoa » Sun Jul 15, 2012 10:47 am

FCx wrote:
I hope voxels were optional (like 3d models are via command), and they guarantee not dropping too many FPS...
Well, Voxels are for the Software renderer, ANY PC bought after 2002 atleast can run it without ANY kind of lags at all, because after all, they're just a bunch of pixels put together, like sprites.
P.S. I completely support this, it's usefull for Zblood X as Ivan says, Alot of players who can't use the OpenGL renderer or don't like it, can atleast have something close to Hardware models, and it might also be able to decrease the FPS drop on BrutalDoom is SargeantMarkIV uses voxels.
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RE: We want Voxels! Voxels are the future!

#38

Post by FCx » Sun Jul 15, 2012 12:33 pm

Danzoa wrote:
FCx wrote:
I hope voxels were optional (like 3d models are via command), and they guarantee not dropping too many FPS...
Well, Voxels are for the Software renderer, ANY PC bought after 2002 atleast can run it without ANY kind of lags at all, because after all, they're just a bunch of pixels put together, like sprites.
P.S. I completely support this, it's usefull for Zblood X as Ivan says, Alot of players who can't use the OpenGL renderer or don't like it, can atleast have something close to Hardware models, and it might also be able to decrease the FPS drop on BrutalDoom is SargeantMarkIV uses voxels.
The only disadvatage I've read is voxels don't support translations..

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RE: We want Voxels! Voxels are the future!

#39

Post by Ænima » Sun Jul 15, 2012 12:50 pm

FCx wrote:
Danzoa wrote:
FCx wrote:
I hope voxels were optional (like 3d models are via command), and they guarantee not dropping too many FPS...
Well, Voxels are for the Software renderer, ANY PC bought after 2002 atleast can run it without ANY kind of lags at all, because after all, they're just a bunch of pixels put together, like sprites.
P.S. I completely support this, it's usefull for Zblood X as Ivan says, Alot of players who can't use the OpenGL renderer or don't like it, can atleast have something close to Hardware models, and it might also be able to decrease the FPS drop on BrutalDoom is SargeantMarkIV uses voxels.
The only disadvatage I've read is voxels don't support translations..
Guess that means that voxels can't be used for making 3D blood pools in software.
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RE: We want Voxels! Voxels are the future!

#40

Post by Tosen » Sun Jul 15, 2012 9:15 pm

Voxel display can be disabled by setting the r_drawvoxels to false.
That quote is from the Zdoom Wiki, so yes, they are able to turn off and on.

For more info:

http://zdoom.org/wiki/Voxel_format
http://zdoom.org/wiki/Voxel
http://zdoom.org/wiki/VOXELDEF

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