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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 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).
  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?
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