Page 1 of 1
How to use voxels in GZDoom ?
Posted: Sat Oct 23, 2010 21:31
by NeoHippo
DooMAD made a
test map, with voxels between VX_START and VX_END markers.
When I load this map into GZDoom, all I get are the sprites.
As usual I am probably doing something wrong or have misunderstood how this is supposed to work.
Could somebody, please, shed some light onto this.
Re: How to use voxels in GZDoom ?
Posted: Sat Oct 23, 2010 21:54
by NeuralStunner
There's no Voxel support in GZDoom yet. For now, you'll have to use the ZDoom Voxel build included in that zip.
Re: How to use voxels in GZDoom ?
Posted: Sat Oct 23, 2010 22:13
by Gez
If you want to, you can try compiling GZDoom's voxel branch. It's not in the trunk.
Re: How to use voxels in GZDoom ?
Posted: Sat Oct 23, 2010 22:27
by NeoHippo
NeuralStunner wrote:There's no Voxel support in GZDoom yet. For now, you'll have to use the ZDoom Voxel build included in that zip.
Ah, ok. I'm jumping the gun then.
Gez wrote:If you want to, you can try compiling GZDoom's voxel branch. It's not in the trunk.
If I could, I would.
I've tried several times in the last 5 years and always was met with disappointment.
Now, in my old age, I learned just to wait until it is official.
For me, building levels is more enjoyable.
Re: How to use voxels in GZDoom ?
Posted: Sat Apr 02, 2011 23:31
by VGA
Is there a windows compiled GzDoom of the voxel branch ?
I've checked out Zdoom's voxel build and it looks awesome but suffers from instability/crashes. Also, it's the software renderer

Re: How to use voxels in GZDoom ?
Posted: Sat Apr 02, 2011 23:57
by Graf Zahl
The voxel stuff has long been merged into the trunk by now.
Re: How to use voxels in GZDoom ?
Posted: Sun Apr 03, 2011 0:40
by VGA
Ha ! Thanks. I didn't even think to try voxel_test.wad with the gzdoom svn build I already had !
Epic fail on my part, but I don't care, it looks awesome ! It's like 3d sprites
