To see this content please enable targeting cookies.įrom here, the voxels are rendered one of two ways depending upon the renderer you choose. That being the case, the voxels look a lot like those you may have seen in Build Engine games like Blood - so excellent, in other words. Voxel Doom requires the GZDoom source port, which uses a voxel loader, borrowed from Build Engine and licensed from creator Ken Silverman himself. Nash Muhandes, who helped Daniel Peterson get his cool voxel modes rendering in GZDoom gave me some details on how it works. To get this working as well as it does is not insignificant. Obviously, the enemy looks different at angles not divisible by 45 degrees but that is the point of voxels in the first place. Peterson did something really cool here: the voxel models are modelled based around those older sprites, so when you are at those key angle rotation points, the voxel model looks near-identical to the old art, but as you rotate around an enemy, you no longer get those harsh transitions. The situation is different for enemies though, as the original Doom used various sprites for viewing your opponents from different angles - when you rotate around them, you can see them changing perspective, but every 45 degrees or so you can see the really harsh transition to a new sprite. The end result is that objects really look like they belong in the pixelated world, with the scope for enhancement too: many objects, including weapons, rotate like an arena shooter of old, something that would never work with flat 2D sprites. Doom's original art never showed the sides, tops, or back sides for many objects so Daniel Peterson had to be creative here, envisaging how those objects would look in 3D and 'sculpting' accordingly, while remaining true to the vision of the original artwork. Here's Alex Battaglia's video on the excellent Voxel Doom mod!Īs you can imagine, making this possible at all required a bit of creative thinking. Enemy sprites? Those required a bit more work. This applies to all camera-facing sprites from the original game so health packs no longer just rotate to face the camera, but instead have tops, bottoms, sides and more that such a box should have in 3D space. On top of that, the overall sense of 'believability' is enhanced as circling enemies or objects doesn't give the same flat view any more as the sprites are given 3D dimensions. If you're looking up at an enemy you're about to shoot, you'll get a perspective-correct rendition of the enemy in front of you. So this new voxelised mod not only looks to add a welcome 3D look to the 2D sprites, it also helps to make the more modern 'mouse look' enabled version of the game even better. This can be a bit frustrating to someone with modern sensibilities for first person games but it can also be annoying as Doom's auto-aim often had strange ideas on what it is you're actually looking to shoot. If you are shooting enemies that are elevated above, you have a hard time seeing them and the game just chooses to automatically aim vertically for you. Original Doom was a 3D game effectively playing out on a 2D plane with no ability to look up or down. In recent times, various source ports have become the method of choice in playing the game on modern hardware and one of the key features over and above the visual overhaul is the inclusion of mouse look. So far I haven't encountered an issue with high-poly stuff with large texturing, although that might be slow in GZDoom if you use a lot of high-poly models.After 28 years, id Software's classic Doom has finally been voxelised, its 2D sprite graphics given an extra dimension in space thanks to modder Daniel Peterson - aka Cheelio - providing us with another excellent excuse to revisit one of the greatest titles in gaming history. obj, but I haven't tested it myself, so I stick with. It's important to note that each frame you have in your animation corresponds to the FrameIndex number in MODELDEF, as I demonstrated above.ĪFAIK, you can use. You would also need different objects for each animation I think. There's a lot of good videos on YouTube that could teach you this better. You can use keyframes to add some interpolation to speed up the process if it's something simple. The last number represents the frame number in Blender, while the letters represent which frame to use in Doom.įor making animations in Blender itself, you'll basically want to make frames for the model using Blender's animating tool. If you have a shooting animation for example that's only 5 frames, you could do something like: You can make an animation in Blender, and every frame you use can be defined in MODELDEF with FrameIndex. This will be covered in the next part, but for now, you can do the following:
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