![]() ![]() Name them as follows: yourModelNameA.png yourModelNameM.png yourModelNameE. Some folks suggested generating the voxel terrain in runtime but I'm not really a very experienced math coder to pull that off so I prefer to use meshes for this for now if it is possible.Īnyhow, good luck to the next update and will be following this. If youre gonna use the magica voxel export instead of leveraging another tool like the npm package, then Id do the following (basically how the sketchfab article outlined doing it): Id make another 2 copies of the palette image. ![]() But I'm not really sure if it would work. Maybe if there is a way to just be able to export a hollowed terrain it might help. I think the challenge here will be how to somehow make a MagicaVoxel terrain look good while having reduced number of blocks. It significantly slowed down my game because of so many blocks were generated so I abandoned the idea until I found Grand Designer. Not sure how large is "large" but I also had some problems in Unity using another tool that converts a terrain mesh into a voxel terrain. vox files directly into Unity using the tool I previously mentioned and bypass using MagicaVoxel altogether for basic terrain creation. But I've got a couple of little bits I can't quite figure out. My plan is to then export PNGs from MagicaVoxel from various camera angles to get the required rotations. That may mean I can already import the generated. I don't even know where export 2d is, but your rendered image is saved by clicking the camera button at the bottom left next to the console. I want to use MagicaVoxel to create some sprites in an isometric view rather than creating all the angles in Photoshop. Ok, good to know about the export process and it was close to how I guessed it will work. For the moment, I still have problems rendering large terrains in magicavoxels but it appears correct in the world editor, probably a limitation of MV for the moment. So, GD exports chunks of 126x126x126, you chose the size of the terrain in chunks and the height when exporting and you have it. You can follow me on twitter at: to get updates on this program and other things I'm working on.Originally posted by ignishot:There is a world editor in magicavoxel now and you can assemble individual chunks. If you encounter any bugs or unexpected behaviour, or want to request a feature, please leave a comment on this page, or direct message on twitter. The Ultimate Voxel Optimizer is supported with Windows, Mac, and Linux. ![]() This means that some models, including those made in Qubicle, may need to be loaded and saved in MagicaVoxel to correctly export. vox files using the latest MagicaVoxel specification.
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