It places wherever you point at the voxel specified in the pattern tab on the lower right. How to copy/paste(kinda): under the shape tab, there's a pattern function. In the same bar as the console icon next to the ruler toggles freemode camera Picking colors is done by holding alt and clicking on the cube with desired color V works like pencil in paint ( not very useful)į is face edit and works like a bucket ( you can change if it's color or geo based in the Face tab)ī adds/paints/erases every cube from the cube you clicked to the last cube you dragged Next time you mouse over a function it will tell it's name and hotkeys Most functions are named after letters, so if you want to know what the g,e and f under Line tab mean click the circled i next to the console. png to palette first and then drag the png again, this time into the cubeġ- Get used to the hud. tga ones.Use the png2tga to create the tga, or whatever method you may chooseģ- Execute MagicaVoxel. The sprite I'll use is ww-doomnukem's STIMA0Ģ- MagicaVoxel can't import png files, but it can import. Something to convert pngs to tgas, for example, png2tga - ġ- Pick any sprite you want to do. We can't completely break free from SLAB6 yet. +a bad workaround for copy/paste (comparing to no copy/paste SLAB6 has, it's mighty good) +Face and brush edit ( Now you can paint/remove/add more than 1 voxel at time!) Strip2voxel isn't easy and thinking with slices is counterintuitive. Every little second I used the combo I couldn't help but wonder if there was any other method, and that was no small amount of seconds as voxels took hours. Most other tutorials on how to do voxels for Doom recommend a SLAB6 + strip2voxel combo. Dev uploaded a tutorial that cover 70% of this at. Edit: 21/04/14- MV just got support for pngs, removed tgas from tutorial.
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