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VOXEL PACK V1.0

Posted: Sun Jan 15, 2012 02:34 pm
by No One
So, it voxel pack from 89 high-quality models which can be installed on any user addition.
Image Image

Installation:
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1. Unpack in a folder with Blood
2. Start VOXEL.BAT. It will add all models in BLOOD.RFF but if your addition uses other resource archive, you can change corresponding lines in a BAT-file.

Remarks:
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* - VOXEL.DAT and SURFACE.DAT should be without fail replaced and be delivered together with your addition. I will notice as that files, but not values in them are replaced only. Thus, replacing you only add new models, without replacing the old.

* - All sprites corresponding to models are in file TILES018.ART and it also should be delivered together with your addition.

* - Visual samples of models you can consider in mapfile VOXEL.MAP, and ID - in script MODELS.RFS


About that how to create your own model it is possible to read in this article.

Download:
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filezzz.com
RGhost

Re: VOXEL PACK V1.0

Posted: Fri Jan 20, 2012 12:49 am
by Ransu
This is pretty awesome. I'll have to play Blood with it sometime. If you plan on making updates then I'd love to see them.

Re: VOXEL PACK V1.0

Posted: Fri Jan 20, 2012 11:45 am
by No One
Updatings will precisely appear, while I create mods as itself I use models. Further I do not know. Now I work over last part BAITD (demo next month is planned).

Re: VOXEL PACK V1.0

Posted: Mon Jan 23, 2012 01:46 am
by Tchernobog
Sorry for the slow response to this. Looks great. :)

As someone stuck on a single core (for now), I do wonder what kind of performance drain these may have if used heavily in a mod. Dosbox can be a serious CPU hog sometimes. So how much do voxels add on top?

Re: VOXEL PACK V1.0

Posted: Mon Jan 23, 2012 09:07 am
by No One
Conversations on that models can affect somehow productivity Blood - a myth. As it was described in article about creation of models, poly2vox it is capable to convert model without interiors, that is absolutely empty that considerably reduces requirements to the hardware. Try to play in NAITD and you will see that productivity doesn't fall at all.

Re: VOXEL PACK V1.0

Posted: Mon Jan 23, 2012 08:25 pm
by Tchernobog
No One wrote:Conversations on that models can affect somehow productivity Blood - a myth. As it was described in article about creation of models, poly2vox it is capable to convert model without interiors, that is absolutely empty that considerably reduces requirements to the hardware. Try to play in NAITD and you will see that productivity doesn't fall at all.
Okay, but wouldn't that mean you are using polygons instead of voxels? Still neat though.

Re: VOXEL PACK V1.0

Posted: Mon Jan 23, 2012 08:54 pm
by No One
Yes, but as models are created empty, it is required much less resources to display it. Hence and requirements become less.

Re: VOXEL PACK V1.0

Posted: Mon Jan 23, 2012 09:07 pm
by Tchernobog
No One wrote:Yes, but as models are created empty, it is required much less resources to display it. Hence and requirements become less.
Yes, I understand that. That is why polygons have been the norm for the past fifteen years until Minecraft arrived and suddenly made Voxels this exciting new technology again that can transform gaming! :wink:

Still, in the long term, the real solution is for me to finnally get around to my CPU upgrade. Seriously, trying to play DeathWish at a decent resolution is something of a crawl for me. Or I could wait for BloodXL to mature. :)

Re: VOXEL PACK V1.0

Posted: Thu Jan 26, 2012 11:21 pm
by N0t_mINe
I put all the files into the directory and ran the BAT. Still no new models. Could anyone help this ancient noob out?

Re: VOXEL PACK V1.0

Posted: Fri Jan 27, 2012 07:32 pm
by No One
You have misunderstood a message essence. I meant that everyone mapper, modbuilder can use this package for the future addon.