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DooMAD Site Admin

Joined: 31 Aug 2002 Posts: 186 Location: England
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Posted: Wed Jan 04, 2006 12:02 am Post subject: Comments |
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| Post your comments about the Doom Voxel Project here. |
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EarthQuake Guest
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Posted: Thu Jan 05, 2006 3:42 am Post subject: |
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These look absolutely amazing!
I really do hope that some port implements voxel support after seeing these. Btw, what types of objects in the game to you plan to create? Decorations? Just the items/weapons? |
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Brun Ohn Guest
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Posted: Thu Jan 05, 2006 7:27 pm Post subject: Pretty cool |
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That's neat idea, making items really 3d while maintaining their oldschool pixelness. I wonder if it's possible to make entire maps in that style. Today's machines are quite powerful and should handle voxel space graphics nicely. However, I've never seen detailed voxel buildings in games. Maybe typical voxel terrain is far easier to render than complex architecture.
Waiting for voxel mancubus  |
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Rusty Guest
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Posted: Thu Jan 05, 2006 8:03 pm Post subject: |
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| Very awesomely cool. |
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Guest
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Posted: Sat Jan 07, 2006 3:00 am Post subject: |
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postal d
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Guest
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Posted: Sat Jan 07, 2006 1:34 pm Post subject: |
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| looks terrific! |
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deathz0r Guest
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Posted: Mon Jan 09, 2006 8:20 am Post subject: |
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| That is hot. |
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Shadow Lord Guest
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Posted: Wed Jan 11, 2006 11:19 pm Post subject: |
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Actually, there is an engine that will support OpenGl rendering in the future: Skulltag. Version 97b is in the works, and it will support OpenGl (as I just said). Don't know when it will be released, though. You can visit the site at www.skulltag.com
By the way, the project looks awesome. |
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Shadow Lord
Joined: 11 Jan 2006 Posts: 1 Location: The darkest depths of your worst nightmare
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Posted: Wed Jan 11, 2006 11:36 pm Post subject: |
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Okay, now I realize that Doom Legacy can be used, so you can disregard my last post. I do, however, recommenc you check out Skulltag if you're looking for a good Doom port. _________________ BY T3H T1M3 j00 TR4N54T3 TH15, j0011 B3 D34D |
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DooMAD Site Admin

Joined: 31 Aug 2002 Posts: 186 Location: England
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Posted: Thu Jan 12, 2006 5:31 pm Post subject: |
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| It's not that we need a port with OpenGL, we just need the developer of any source port to create a renderer and implement the feature. The only reason OpenGL was mentioned, is that voxels aren't inherently compatible with it, so it would actually be easier in a software rendered port. |
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Guest
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Posted: Sat Feb 18, 2006 5:54 am Post subject: boo!!! |
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pixels are so yesterday grow up man use polygons instead because they look better besides pixels are lame  |
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Guest
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Posted: Thu Feb 23, 2006 7:52 pm Post subject: Re: boo!!! |
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| Anonymous wrote: |
pixels are so yesterday grow up man use polygons instead because they look better besides pixels are lame  |
Then dont play doom you moron
Anyway, those voxels look pretty damn sexy lmao. |
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Devan
Joined: 13 May 2006 Posts: 3
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Posted: Sat May 13, 2006 2:04 pm Post subject: |
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| It's COOL! I used voxels with duke nukem 3d jonof's port and it was more interesting than md2 and md3 models. But better way is to create voxel models for enemies, not only for items |
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_bruce_
Joined: 31 Jan 2007 Posts: 2
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Posted: Wed Jan 31, 2007 7:47 pm Post subject: |
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| Awesome!!! |
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Guest
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Posted: Thu Mar 08, 2007 6:23 pm Post subject: |
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| QUE ER VOVE |
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Blooddemon Guest
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Posted: Mon Mar 19, 2007 11:37 pm Post subject: this is cool |
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This looks very interesting and cannot wait until this finishes  |
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PumpkinSmasher
Joined: 31 Jul 2004 Posts: 5
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Posted: Tue Mar 20, 2007 5:41 pm Post subject: |
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| So are you still working on this, or have you given up since you realized no port supports these, and no port probably ever will? |
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DooMAD Site Admin

Joined: 31 Aug 2002 Posts: 186 Location: England
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Posted: Tue Mar 20, 2007 5:53 pm Post subject: |
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| PumpkinSmasher wrote: |
| So are you still working on this, or have you given up since you realized no port supports these, and no port probably ever will? |
Not given up as such, but progress has certainly slowed. I've been pretty busy in the real world and everyone else seems to have disappeared.
Even when I do find time to work on the project, the remaining items are proving difficult because they aren't regular shapes. I started work on the chaingun, but can't seem to convert it accurately. I also attempted the green armour, but I'm having problems making it even vaguely armour shaped. |
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PumpkinSmasher
Joined: 31 Jul 2004 Posts: 5
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Posted: Thu Mar 22, 2007 2:30 pm Post subject: |
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| Are you going to try to convince one of the ports to support these once they are complete? |
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DooMAD Site Admin

Joined: 31 Aug 2002 Posts: 186 Location: England
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Posted: Sun Mar 25, 2007 7:45 pm Post subject: |
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| MrRocket is trying to use screenshots of them as HUD graphics for Legacy 2.0 but I don't know whether they'll be officially included or not. Even if it takes the form of an unofficial addon PWAD, I guess that's something. I doubt we'll be seeing proper voxel support in a Doom engine anytime soon, though. |
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ledillman
Joined: 03 Jul 2012 Posts: 1
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Posted: Tue Jul 03, 2012 11:36 pm Post subject: |
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Have to say that the voxels looks good, but, how is going this project? it is dead?  |
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DooMAD Site Admin

Joined: 31 Aug 2002 Posts: 186 Location: England
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Posted: Mon Jul 09, 2012 9:48 am Post subject: |
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| ledillman wrote: |
Have to say that the voxels looks good, but, how is going this project? it is dead?  |
I wouldn't say dead, more sleeping, heh. The remaining items are more tricky to do for various reasons and I haven't been particularly productive as of late. But if anyone else wants to submit a finished voxel item, I'll happily update the zip and include it. I would have thought things would have picked up a bit now that the latest ZDoom supports voxels officially. Might have to check out their forums at some point and see if there's anything going on there. |
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