cheello voxels v2.1 lzd
NPC Model 2 commentsThis is Voxel Doom II by Cheello! Fixed for QuestZDoom VR and LZDoom. No features have been removed or added. All credits to Cheello. Ermac from the Team...
Voxel Doom II is the follow up to 2022's award-winning Voxel Doom. This is a new graphics mod that replaces all monsters, weapons, props and items with fully 3d voxel models. It replaces all monsters from both Doom and Doom II.
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This is Voxel Doom II by Cheello! Fixed for QuestZDoom VR and LZDoom. No features have been removed or added. All credits to Cheello. Ermac from the Team...
Verion 2.1. Please ensure you are using GZDoom 4.10.0 or later! PLEASE make sure you unzip the .pk3 file and use that instead of the .zip file itself...
Do you plan to add player crouch voxels?
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Great work, thanks!
A little feedback :)
Doom 2 Evilution. Map 26 'Ballistyx'
Rockets partially can be seen through the wall. I think rocket box is a little wider than should be. At least there is possibility for modders to make a little secrets in game editor with such stuff, but with voxel model the secret reveals itself
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For those who have wadsmoosh version of DooM:
1. Open cheello_voxels.pk3 (with SLADE).
2. Go to filter folder.
3. Rename doom.id.doom2 to doom.id.
4. Save.
This should fix missing voxels but bear in mind it will also affect performance.
P.S.
Voxel DooM is compatible with mods like Babel.
But you have to replace SCTR to SARG everywhere in spectre.txt in order to replace custom pinky to a voxel model.
i did just that and it worked with the monsters but now the soulspheres and megaspheres are 2d sprites now.
i did this guest comment, i just forgot to log in.
This didn't happen to me.
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Strange.
nevermind it works now, i was just being dumb
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Fantastic job with these voxels! I am thoroughly enjoying them.
Performance dips down to a crawl on certain custom maps like the whole 'Crystalline' episode of Eviternity because said maps utilize ridiculous counts of a same prop e.g. that goddamn scraggly tree. That said, Ancient Aliens gives me no lag even in combat heavy situations.
I would like to suggest introducing a map startup script that would avoid replacing certain props if they are either replaced by wad authors or planted in insane numbers. 'Crystalline' normally uses snowy firs and pines in place of Voxel Doom's scraggly trees anyway, and some passageways get blocked when the voxel based vanilla trees drop in their place.
99% of custom maps don't have this issue because few of them have that many props and even fewer combine massive numbers of props with complex level geometry.
Also particle-based weather effects like snow and rain seem not to play well with the voxels performance-wise, so maybe they should be turned off automatically somehow...