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And that applies to the Nintendo eShop (as explained in this post), though obviously, you need a Nintendo Account set to Japan. Oh and another thing, the pallete issues youve seen is due to the shader i had enabled in slab6.One of the best things about the Nintendo Switch is that it’s completely region-free.
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Plus my solace dreams mod already stands at 100+mb, with a models and textures folder for every object in the game your looking to triple that size at the very least. Please try my solace dreams mod and have a look for yourself, the voxels look great and fit perfectly with doom, i can even enable brightness and fading on voxels which i dont think you can do with polygons. Voxels go straight into the wad files without any unnecessary baggage and loads up perfectly. (which isnt really a problem but its damn time consuming and im doing this alone remember.)ĭoing it this way makes things a whole lot quicker despite it looking ugly sometimes.Īlso i dont require the use of a "texture" & "model" folder which eliminates using a pk3 file which does not work with multiplayer in my experience. If i use polygons i would have to put more effort into texturing and overall quality of the model. That being said, sounds like an interesting project idea and you're definitely capable. It will probably perform even worse in GL mode, as it draws every individual voxel as a cube AFAIK. As awesome as the models themselves look, they have some nasty colors in the palette, frankly. And why use voxels instead of polygons, especially for large and detailed characters? Is this for software rendering? That's just going to slow the engine down unless used sparingly for small objects and very sparingly for large ones.
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