Not everybody yearns to be a benevolent dictator for life of this or that. An open source project needs a huge cultural effort to collect andĬoordinate technically savvy key contributors before it can work. I totally understand why the author would not like to nanny the internet's eager contributors. "Helping out with the patches" without adult supervision can lead to this: A 3D voxel editor that is free (no commercial license required) 8 bit and super awesome. Oh really? I wonder if he really has read through the entire codebase of the operating system and all of the drivers and all of the programs he runs. This is about the workflow we have been using for creating assets using MagicaVoxel and making them game engine ready using Blender before importing them into Unity. I would like to read the code that I run". The author lays open the reasons why he does not want to release it and the other party just disagrees. Or, if you are inspired, go make your own and open source it!īy the way, that discussion is just horrible. Import MagicaVoxel, Qubicle and Pixel art. Don't give shit for the author for releasing the free tool on his own conditions. 2: Donate Asset to get Premium Asset (Asset Exchange Policy). If someone creates a free tool for making art, their contribution should be cherished, and their tool used for art, and appreciated for it's artistic merits. If the author feels he is not contributing - or not willing to contribute - to the state of the art in voxel techniques or path rendering (both of which are totally fine stances) then there really is no value in showing the source. If you don't trust the author and are afraid that the code does something nasty - just don't use it. If you are interested on the path rendering part there's lots of awesome didactic resources for that as well. If you want to know how it's done just go and read some open source voxel library - there are ton's of them. When someone shares something, if you like it, be grateful, and if you don't, just move along. 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.GitHub is among other things a platform for sharing. 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. I have exported it as an obj file and dragged it into the scene, but it is completely off centered compared to other objects. That may mean I can already import the generated. I am trying to export an object from Magicavoxel to Unity. Ok, good to know about the export process and it was close to how I guessed it will work. 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. 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. That may mean I can already import the generated. So, GD exports chunks of 126x126x126, you chose the size of the terrain in chunks and the height when exporting and you have it. Originally posted by ignishot:There is a world editor in magicavoxel now and you can assemble individual chunks.
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