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Could there be an Quick Voxel Shading and Exporting to KVX with Offsets? #303

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TsukiZero opened this issue May 23, 2023 · 0 comments
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@TsukiZero
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So to say:

  • Quick Voxel Shading: While we can adjust lighting, effects, etc for rendering, the idea here is to have a way to automatically change individual blocks and palette to add shading effects based on the settings from rendering. Akin to a feature that Slab6 has. The long way one would have to go involves the need to render the model, take screenshots from multiple angles, plot the palette, and individually color each block.
  • Export to KVX with Offsets: Again, something inspired by Slab6. Slab6 allows the offset to be set and stored in the Voxel for ease of use in games. When MagicaVoxel exports to KVX, the offset is completely centered on it, which means that implementing it on something like GZDoom for an example would require using Slab6 to adjust the offsets OR use a TXT file to code the offsets in a VOXELDEF Lump, and this latter option is likely to be unavailable outside certain Doom sourceports.

In case you wonder "Why don't you just use Slab6 in conjunction with MagicaVoxel?", my answer is... Slab6 sucks to use. Unnecessarily complex for what it is supposed to be useful for, and runs the rest of messing your entire hardwork.

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