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Thread: My voxel editor

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  1. #1
    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.
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  2. #2
    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.

  3. #3
    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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  4. #4
    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

  5. #5

    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


  6. #6
    VOX support. Nice!

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