Jump to content

Search the Community

Showing results for tags 'voxel editor'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Starting Zone (EN)
    • Rules & Announcements
    • General Discussions
    • Off Topic Discussions
  • Starting Zone (DE)
    • Regeln und Ankündigungen
    • Novark's Registratur
    • Allgemeine Diskussionen
  • Starting Zone (FR)
    • Règles et Annonces
    • Registres du Novark
    • Discussions générales
  • Beta Discussion
    • Beta Updates & Announcements
    • Idea Box
    • DevBlog Feedback
    • The Gameplay Mechanics Assembly
    • Streamer's Corner
    • The Builder's Corner
    • Innovation Station
  • Organizations
    • Org Updates & Announcements
    • Novark's Registry
  • Fan Art, Fan-Fic & Roleplay
    • Novark Agora
    • Novark Story Time
    • Novark Art Gallery

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location:


Interests


backer_title


Alpha


community_id

Found 2 results

  1. About a year ago, I wrote the 2D Voxel Planner now found on "dual.sh". I'm now introducing a fully in-game construct that combines an enhanced 2D voxel planner with an integrated voxel board. Free blueprints for the planner/builder can be obtained at the Objective Driveyards shipyards. The entrance is at ::pos{0,2,23.4393,73.7082,3.5773} The blueprint is labled "2Dplus Voxel Planner Builder" The "plus" refers to the support for multiple (12) "layers" of 2 dimensional voxel plans. These layers can be stacked together to produce 3 dimensional objects. In the picture, on the
  2. What is the current best Voxel Editor to practise on so that when it comes to building in game, you have least transition problems?
×
×
  • Create New...