Every figure is now its current 2D frame on one flat quad, the shader's alpha discard cutting the silhouette. It still faces south and leans by the camera's pitch, so it reads face-on at every tilt as before. Removes the contoured slab and the carved visual-hull models -- lib/VoxelModels.lua, tools/build_voxels.py and ~70 generated files under assets/voxels/ (2 MB). A sprite is a drawing, not an object seen from one side: Gen 1's overworld figures are 16x16 icons with a fixed front-on reading, and solidifying one invents a body the artist never drew. Those files were also the one place this mod carried a description of the ROM art, since a carve records a sprite's silhouette pixel for pixel. The card needs no pixel access, and the solid draw, the sun pass and the player's occlusion silhouette now share one mesh -- which the inverted depth test the silhouette uses requires, since self-overlap would repaint the figure on open ground. overrides/voxels/<name>.lua still wins where a mod ships one.
Dramatic Shape Voxel Mod
A mod for the Pokémon Gen 1 Recompilation Project.
The overworld as a 3D diorama. Terrain is extruded into real geometry, occlusion comes from a depth buffer rather than a y-sort, characters stand as leaning sprite slabs, a shadow map throws real cast shadows across whatever they land on, and an optional tilt-shift pass sells the miniature-model look.
Purely presentational. Nothing here reaches collision, movement, triggers or scripts — it changes what the world looks like and nothing about what it is. Battles, menus and cutscenes are untouched; only the free-roam overworld draws differently.
Controls
Every key is free-roam only, and each one is also a row on the OPTIONS menu.
| control | does |
|---|---|
3, or the VOXEL options row |
OFF → 15 → 35 → 50 → 75 → OFF (camera pitch) |
5, or the V-GRID options row |
OFF / ON — a one-pixel wireframe on every voxel |
6, or the T-SHIFT options row |
OFF → 1 → 2 → 3 → OFF (miniature blur) |
7, or the V-CURVE options row |
OFF → 1 → 2 → 3 — bend the world over the horizon |
Two of those keys are taken off the engine: 3 was TILT and 5 was
GBC FX. Neither is reachable by key while this mod is enabled, and both
are still on the OPTIONS menu. Pressing 3 also switches both off — they
fight the diorama, and it is the way back from having left one on.