not a valid voxel file — what's wrong with my model?

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not a valid voxel file — what's wrong with my model?

Postby Jekyll Grim Payne » Sat Jul 07, 2018 5:29 am

I created this rocket voxel model (in the attached archive) in MagicaVoxel but it won't work in GZDoom. The wiki says SLADE3 can process vox files just fine but upon loading it says it's "not a valid voxel file". I wanted to convert it to KVX, but SLAB6 crashes when I try to open the model in it. In MagicaVoxel everything is fine.

Could anybody tell me what seems to be the problem?
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Jekyll Grim Payne
 
Joined: 21 Jul 2008

Re: not a valid voxel file — what's wrong with my model?

Postby ramon.dexter » Sat Jul 07, 2018 11:39 am

Use the magicavoxel EXPORT feature, it has even "slab" option. This will make a .vox file that SLAB6 can open. SLAB6 cannot open magicavoxel's stock .vox files.
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Re: not a valid voxel file — what's wrong with my model?

Postby Cherno » Sat Jul 07, 2018 11:41 am

In MagicaVoxel, you have to export your file as "slab" (the middle export button of the nine). Note that the extension is still *.vox but the file type says "Slab6 (*.vox)". This file can then be opened in SLAB6 without problems.
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Re: not a valid voxel file — what's wrong with my model?

Postby Jekyll Grim Payne » Sat Jul 07, 2018 1:53 pm

So, the *.vox you get by saving a MagicaVoxel model is not the same *.vox that SLAB6 or SLADE3 can read even though the extension is the same? Talk about counter-intuitive...

Thanks, guys! :)
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Re: not a valid voxel file — what's wrong with my model?

Postby ramon.dexter » Sun Jul 08, 2018 5:53 am

Jekyll Grim Payne wrote:So, the *.vox you get by saving a MagicaVoxel model is not the same *.vox that SLAB6 or SLADE3 can read even though the extension is the same?


Nope. Confusing, but you can get used to it.
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