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Posted: Sun Feb 27, 2005 8:41 pm
by Phoenix
probably not many...

Posted: Sun Feb 27, 2005 8:44 pm
by Doom
Phoenix wrote:yeah, those models do look off..

i tried using Ken Silverman's slab6 voxel editor a few times.


hardest. program. to use. ever.
can you say, "less keys, more gui?!"
For khrist sake man, Slab6 is the best, fastest, most stable (this means stuff here) and most powerful voxel authoring app in existence (yet user friendly, once you get used to the keys, you're done), unless of course, you have large raytraced landscapes or some major professional multi-voxel scanning medical project in mind.

Posted: Sun Feb 27, 2005 8:57 pm
by Phoenix
heh. okay, i believe you. i was just wondering how you actually start a "new file", and if you have to delete that default model thing that comes up every time, and why you can't seem to insert voxels unless there's already voxels to attach them to, and how that works if you want to make separated voxels or whatever.

:?

Posted: Sun Feb 27, 2005 9:13 pm
by Doom
Well, if you delete the last voxel (why would you want to do that anyways if you can simply change it's color if you don't like how it looks?), you wouldn't have stuff to grab onto, that means, you may need to switch to the 2D slice editor and that's quite useless. Instead, simply load the biggest voxel model you can find (or make one yourself), delete everything and leave a single voxel, now you have a big invisible and technically blank canvas you ain't probably going to fill. Now save it and load it everytime you feel like starting a new project. Nothing really hard and it's basically starting from scratch. As for the separated voxels, just draw plenty of them (I'm sure you are aware of what key is needed to simplify this task), carve your model and carve even more till you delete the last voxel on the line and there you have the hole (which obviously separates the voxels) ;)

Posted: Sun Feb 27, 2005 9:18 pm
by Phoenix
okay :) one more thing: what exactly is the 2d slice editor intended to do? i couldn't get it to really do anything from fiddling around in it..

Posted: Sun Feb 27, 2005 9:31 pm
by Doom
Actually it doesn't do much, it's quite useless cos it basically gives you several angles you can paint onto (would you need this for a shotgun?...) as well the possibility to draw a pixel in the middle of nothing (which later becomes a voxel as you switch back to the 3d editor), but again, it's really imprecise when it comes to draw small detailed stuff.

Posted: Sun Feb 27, 2005 9:38 pm
by Phoenix
ah, okay. thank you very much for the help, i'm going to go make a n00b model right now :biggrin:

Posted: Sun Feb 27, 2005 9:40 pm
by Doom
I'm working on one right now, it's an old gameboy, nothing special but looks nice so far :mrgreen:

Posted: Mon Feb 28, 2005 6:03 am
by Lexus Alyus
Okay, IU see your point Doom. If people can actually make good animations out of voxels then this could be pritty cool.Right now I dn't care if Voxels are animated or not, I'd just love to see voxels in Doom. Could easily replace all static objects in Doom and it would look great :).

:twisted:

Posted: Mon Feb 28, 2005 2:54 pm
by Doom
I wonder if it would be possible to have voxels instead of pixels for Zdoom's blood spurting effect :)

Posted: Mon Feb 28, 2005 2:56 pm
by Phoenix
neh. blood never needs to be 3d. and voxels aren't so good for tiny objects..

Posted: Mon Feb 28, 2005 3:28 pm
by Doom
Can you go smaller than a voxel?.

Posted: Mon Feb 28, 2005 3:31 pm
by Phoenix
no. a voxel is like a pixel - there's nothing smaller. i guess you could render smaller voxels somehow, probably, though..but i've never really seen it done - all the voxels i've seen have looked about the same size.

Posted: Mon Feb 28, 2005 3:39 pm
by Doom
That's my point, they are the best for tiny objects.

Posted: Mon Feb 28, 2005 3:41 pm
by Phoenix
well, take a look at a gravestone model in blood, then take a look at a voodoo doll model, which one looks better up close? :P