Cheello's Voxel Doom for DE

Hi, I'm thinking about starting a port of Voxel Doom for Doomsday, I have already downloaded the mod and SLAB6, now I need to convert the files into something the engine can recognize, since it doesn't have native voxel files support. I was thinking MD2 would be a good fit, and I didn't look too much into what is needed to make a package, but it seems to be very straight forward. In case there's something more I need to know I would appreciate the help. You can expect some updates in the following weeks.

Comments

  • I would prefer MD3 or an other advanced format... if you want to avoid the MD2 wobble effect

    but in the long run if would be preferable that DE supports voxels by default....
  • Hello again, unfortunately I had gave up on this mod at some point, but I'm willing to get back if it's possible. I asked on another forum if there was any way to convert .kvx voxeld into .md2 or any other kind of 3D model, a certain "speciallist" said it wasn't possible, even though I had memories of this tool existing at some point, but what he said convinced me it didn't exist.
    However, I remembered it, it's called Noesis, it has multiple export options, Id Tech's MDx models all generated without textures and flipped 180 degrees in all axis, I could fix them manually, but doing it with 313 models would be way too much effort for me. The file format that worked perfectly for that is .FBX, I only had to select an option to flip it 90 degrees.
    Now, I wanted to test it, but I don't know how to make Doomsday packages yet, and it appears that it isn't a short process to create one from scratch, so I tried to take an existing pack and replace the shotgunner's model with the voxel, but it appears that all download links in this website don't work anymore.
    Even if it is that easy I don't know if it's worth the effort, Veirdo maybe is the only one working on anything Doomsday related right now, and he is also busy with his work at Blizzard, if there is an easier way to load a single model I would like to know.
  • edited Aug 5, 00:09
    https://talk.dengine.net/discussion/877/dhmp-doom-high-res-model-project/p1

    this should help you

    feel free to ask me for more information how i did it
  • I was wondering about that, in my older computer I remember just downloading your mod and playing it, no need to compile it, now it even needs Git to build, or has it has always been like that? But I found a thread which has a few compiled mods, so I'll try to use it now.
  • Well, I have been doing some experiments with it, I found quite a few differences between the way Voxel Doom works and how DHMP works. DHMP has a single model and multiple textures for each thing, and this model uses an skeletal animation to move, meanwhile Voxel Doom has one model for a set of 8 sprite rotations, once it goes to the next frame it changes into another model, since the texture is so small it fits inside the FBX file, but it technically doesn't have any animation or particles. So it isn't as simple as replacing the 3D model with the voxel, I needed to delete the textures and edit the .DEI files, I tried it with a decoration, but I have no idea how I could do it with moving enemies.
    I don't know if I'm going to do it yet, for things that don't move it wouldn't be that complex, I probably could make just a single DEI or DED file and replace the name and thing for each model and it would probably work, but for me it's good enough to know that at least it is possible to have voxels in the Doomsday Engine, again, the community is quite small and not that active, it would mostly just be a curiosity for most.
    That is it for now, thanks for the help.
  • yeah try for a model that doesn't animate first

    yeah it's a shame, doomsday also doesn't work on the latest version of ubuntu 24.04 now :(
  • I think static things like decorations and items already look fine, I mostly wanted to see the Voxel enemies, as I think the old JDoom packs look quite ugly due to them.
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