woof
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Weird voxel rotation
Voxel items rotates towards you and rotate when you look left or right.
Woof version - latest master.
https://www.doomworld.com/forum/post/2731928 oh i see
Perhaps we should tweak this item rotation. @fabiangreffrath What do you think?
I also found it a bit strange at first, but was okay with the explanation that sprites would look just the same, i.e. they will also always face the player. If there's another option that looks more natural, I'm all open for it.
As an optional feature this would actually be quite cool. While we are at the topic: Are constantly rotating voxels (Blood/Quake style) via definition file supported as well? For pickup sprites it's very useful since it avoids the "player facing problem" entirely.
Another promising idea that was once expressed somwhere was to align map things with the closest linedef, so that the front face of the thing is always perpendicular to said line. However, this concept instantly fails e.g. for a map thing in the exact center of a square.
Another promising idea that was once expressed somwhere was to align map things with the closest linedef, so that the front face of the thing is always perpendicular to said line. However, this concept instantly fails e.g. for a map thing in the exact center of a square.
It might be worth experimenting with.
I like the current implementation, but it looks like it needs some tweaking so it doesn't look too clunky. Maybe stop the rotation near the viewpoint.
Yes, or only rotate half the angle or something similar.
Voxel items rotates towards you and rotate when you look left or right.
Silly request, but could you record the same video with sprites instead of voxels? What occurs to you?
I wonder if the voxel models would benefit from being rendered in their own space, not relative to the player's point of view. Apply the trick of pulling the camera (in the model's space) way back and using a narrow FOV. Then only render the models straight on. That is, keep the billboard look and don't tilt the model when it's above or below the player. Basically, it will look like a 2D sprite except with full rotations. Maybe something to suggest to the original author.
Do you think this mod could work on Woof?
https://www.moddb.com/mods/voxel-doom-ii/addons/voxel-doom-ii-with-parallax-textures
Do you think this mod could work on Woof?
Not sure what the meaning of parallax textures is, here the original work: https://www.moddb.com/mods/voxel-doom-ii/addons/voxel-doomii-v2-1 Yes, it will work, this feature was designed with this mod in mind.
@rfomin See this video in action: https://m.youtube.com/watch?v=2UYGVVcZpD0&pp=ygUVUGFyYWxsYXggdGV4dHVyZSBkb29t
@rfomin See this video in action: https://m.youtube.com/watch?v=2UYGVVcZpD0&pp=ygUVUGFyYWxsYXggdGV4dHVyZSBkb29t
This is done using shaders and the GZDoom material system, so it's not practical to support this in software render. We only support models in .kvx format.
This doesn't seem like an issue with the source port, moreso just the mod.