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Showing results for tags 'voxel editor'.
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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 right, is a voxel board that is the source of voxels placed on the assembly board on the left. In the center is the planning terminal with a "scratch" voxel board behind it. To illustrate how things work, I will walk through the creation of a truncated cone. The process begins by sitting in the provided chair and activating the program board. Note that your plan is saved in a databank on program board deactivation, change of layer, or change of page. The plans for up to 3 different avatars are seperately tracked (the number can be increased by adding additional databanks).
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What is the current best Voxel Editor to practise on so that when it comes to building in game, you have least transition problems?
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- voxels
- voxel editor
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