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Thread: My voxel editor

  1. #21
    Quote Originally Posted by Ñuño Martínez View Post
    Sorry. I lost focus easily. Yes, I should finish Allegro.
    Well if it is any conciliation to you I have the same problem. I myself also loose focus to easily.

  2. #22
    PGDCE Developer Carver413's Avatar
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    Quote Originally Posted by Ñuño Martínez View Post
    Everytime I see an update here, I wonder to reboot my old voxel engine. I'm sure Thyandyr's one is great, but I prefer a more classic approach.
    I think as long as you enjoy working on it you should continue,you never know where you might end up. there will always be something better out there but that doesn't mean we should all give up

  3. #23

    Cool Version 1.6.1

    Version 1.6.1 is available.

    What's new
    • Create or modify voxels with advanced scripting (thanks to Remobject's PascalScript).
    • Create auxiliary voxel buffers at start-up to avoid repetitive memory allocation and de-allocation.
    • Paint-Editing preview changed to be more "eye-friendly". The borders of the rectangle that represents a voxel/pixel, are not black anymore. Instead we use a color similar to the color of the voxel itself.
    • OpenGL rendering clean-up and fixes.
    • Sprite export in 32 angles, sprite export dialog with many options.


    Downloads


    Screenshots






  4. #24
    Great.

    If sprite exporting can be done in simple bitmaps (i.e. PNG, TGA or similar) then it is perfect.

    Also, allowing to save in VOX format would be great.
    No signature provided yet.

  5. #25
    Quote Originally Posted by Ñuño Martínez View Post
    Great.

    If sprite exporting can be done in simple bitmaps (i.e. PNG, TGA or similar) then it is perfect.

    Also, allowing to save in VOX format would be great.
    When you select the PK3 output file and PNG as the sprite format, the sprites (in all angles) are exported in a PK3(actually zip) file as PNG Images.
    Also the left / right / front otc views are actually a sprite-like representation of the voxel (isometric projection).
    Other voxel formats are a little obscure to implement (tried to make a kvx export but it was much more tricky and difficult than reading them).
    Haven't tried vox format. After some google search, I found some documentation at https://github.com/ephtracy/voxel-model/tree/master/vox.

  6. #26
    Not sure that's the vox format I'm asking from. You can find a description with the Build Engine sources.
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  7. #27
    Quote Originally Posted by Ñuño Martínez View Post
    Not sure that's the vox format I'm asking from. You can find a description with the Build Engine sources.
    I thought you were talking about MagicaVoxel file format

  8. #28

    Cool Version 1.6.3

    Version 1.6.3 is available.

    What's new
    • slab6 *.VOX files support. Both importing and exporting.
    • Convert voxel to 256 color palette.
    • Change working palette.
    • Quantize voxel pixels to 256 color palette.
    • Batch convertion of ddvox files to slab6 *.VOX files.
    • Lowest CPU utilization when idle.
    • Fixes to mouse control movement.
    • Fixed export sprite in PK3/ZIP file.
    • Speed optimizations in export sprite using multiple CPU cores.


    Downloads


    Screenshots


  9. #29
    VOX support. Nice!

    I've tested on Linux using Wine and it works!
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