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

Ask about editing graphics, sounds, models, music, etc here!
Shaders (GLSL) and SNDINFO questions also go here!
Forum rules
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. If you still don't understand how to use a feature, then ask here.
User avatar
Jekyll Grim Payne
Global Moderator
Posts: 1120
Joined: Mon Jul 21, 2008 4:08 am
Preferred Pronouns: He/Him
Graphics Processor: nVidia (Modern GZDoom)

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

Post by Jekyll Grim Payne »

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?
You do not have the required permissions to view the files attached to this post.
User avatar
ramon.dexter
Posts: 1562
Joined: Tue Oct 20, 2015 12:50 pm
Graphics Processor: nVidia with Vulkan support
Location: Kozolupy, Bohemia

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

Post by ramon.dexter »

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.
User avatar
Cherno
Posts: 1337
Joined: Tue Dec 06, 2016 11:25 am

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

Post by Cherno »

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.
User avatar
Jekyll Grim Payne
Global Moderator
Posts: 1120
Joined: Mon Jul 21, 2008 4:08 am
Preferred Pronouns: He/Him
Graphics Processor: nVidia (Modern GZDoom)

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

Post by Jekyll Grim Payne »

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! :)
User avatar
ramon.dexter
Posts: 1562
Joined: Tue Oct 20, 2015 12:50 pm
Graphics Processor: nVidia with Vulkan support
Location: Kozolupy, Bohemia

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

Post by ramon.dexter »

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.

Return to “Assets (and other stuff)”