You must be online when you run the beta for the first time.
When you run it for the first time, it will inform you that it has not found a certain file. Press OK and wait until it downloads all files it needs. Once this operation is over, it will run fine.
Features (compared to 1.38):
- 3D Modelizer feature: transform voxel models into 3D meshes (exporting .obj files with textures).
- Coordinate system is now X (right), Y (top), Z (front).
- Import 3ds into voxels (requires external download)
- Rendering code rewritten (requires OpenGL 2.0 support).
- Remove Redundant Voxels (4-Neighbors) that won't leave gaps in the game.
- New auto normals methods.
- Rotate Model (rotate its pixels 90 degrees for every direction).
- You may now import 2D images with heightmaps as voxels. Check the Import options.
- You may now import models created by MagickaVoxel if you export them as slices (image).
- Select background for all canvas and 3D viewers.
- Several new shortcuts.
- Countless bug fixes. Last edited by Banshee on Thu Feb 27, 2020 4:23 am; edited 12 times in total QUICK_EDIT
Awesome. I've been looking forward to these features.
On the other hand, VXLSE III can't seem to find "phong_vertexshader.txt", so I can't run the program. I've tried to get the file off the SVN directly, but I can't find it :S - and my internet connection is flaky at best and the file won't automatically download via the repair assistant.
EDIT: If this is the beta of 1.4, then what should I be doing to upgrade directly from 1.38 - I'm noticing a fairly sizeable number of newer files on the SVN, and obviously simply replacing the exe isn't going to cut it... QUICK_EDIT
I hope you plan to create a complete installation (as a zip) in future. I'm not a fan of automatic downloads, but since i trust you, i made an exception.
None the less, great work on the new VSE.
The fast 3D-modelizer really gives some astonishing results. At least when viewed in VSE.
I saved the obj (which is quite big btw, 21MB) and opened it with deep exploration 4. There it was however shown without textures.
banshee.png
Description:
left: VSE 3D-Modelizer middle: original 3ds shown in DE4 right: VSE created obj shown in DE4
Internet is flaky from that machine, and this machine is only running Fedora 14 atm. This is compounded my my personal dislike of automatic downloads, and my preference for some kind of hard copy (or in this case, a zip or rar). So if once you've got a more final version of 1.4x, then I'd appreciate a complete install of it for sentimental reasons among other things.
The repair assistant is nice, but I can't actually use it.
Nice that VXLSE III is still being worked on, though - there's some nice stuff going on. QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Fri Nov 12, 2010 8:53 pm Post subject:
@LKO: It doesn't generate textures by default. You have to give it an order.
To do it, go to the button near the rotations and go to Texture Effects -> Generate Diffuse Texture.
There are two options with this name and the one with '...' will allow you to set the angle. At this moment, I recommend 60', in order to have no problems. But higher values may provide better quality, as long as it is smaller than 90'.
@Orac: Download it in your school/university/work/friend's house. Run it there, grab all files and then, copy its directory to your pen drive. And, once you return home, copy it to your hard disk. Run it with WINE. That should do the job.
@Cranium: I'm not focused on the interface at the moment, but I'll add it in the future. QUICK_EDIT
However i tried to optimize the mesh and reduce the faces, but from the initial 237580 faces, i only came down to 232428
-Optimize Mesh didn't remove any faces
-Custom Mesh Optimization removed even with an angle of 179 only 5152 faces (from 237580 down to 232428) which is only about 2%
For comparison, the original 3ds has 690 faces
As you can see in the attached picture, is the orientation of the exported model also different to the 3ds (see image in previous post). It seems like 2 axis are mixed up during conversion (e.g. y and z or x and z).
This might cause trouble when you later want to re-import the model with the 3ds2vxl tool.
bansheetextured.png
Description:
Screenshot from Deep Exploration 4.
For testing purposes i changed the remap to gold in the Modelizer
Joined: 18 Feb 2005 Location: Star Kingdom of Manticore
Posted: Sat Nov 13, 2010 1:02 am Post subject:
I'm REALLY impressed with the modelizer tool... _________________ "Reality is a lovely place, but I wouldn't want to live there." -Adam Young QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Sat Nov 13, 2010 3:17 am Post subject:
@LKO:
-> VXLSE uses the OpenGL coordinates (compatible with Blender, Maya and any other 3D program that was not created from AUTOCAD like 3ds Max was.
-> When using Custom Mesh Optimization with textured models, make sure Ignore Material Colours is checked. It should increase the amount of removed faces. However, it won't do much damage because the texture itself might have a lot of partitions.
@Marvin: I have no clue whatsoever on what causes this problem. Can you give me more details on what is the step that it was doing and everything that it has done before you get that error? QUICK_EDIT
Posted: Sat Nov 13, 2010 2:09 pm Post subject:
beta
wouldn't it be nice to get RA2/Yuri to use 3D models instead of vxl, lol. How big is you model? Every time I import mine it looks screwed up. Or do size matter? _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
Joined: 24 Sep 2009 Location: Originally from Philipines. Currently on NZ. Hacker Type: Game Hacker
Posted: Sun Nov 14, 2010 1:01 am Post subject:
WHen i try to launch it, it gives me an error (The one above) and then it launches like normal. After a while i noticed that the 3d view part on the lower right corner of the screen isn't working and it's just a plain grey screen. And when i Ctrl+F8 the 3d view form that comes up is the same as the lower right but the view is black. Also when i click on it it gives me another error but different; Only difference is the memory address that was changed. SOmething like 4 bytes and looks like this "00004D90" if i can remember. I'll upload the error later. _________________ Learning C++ QUICK_EDIT
I got this access error everytime I tried to click the magnifying glass button. I was in the normals mode, switched to a different view and tried to zoom in. This only occured me once, and closing and restarting the program no longer produced the error.
Also a small suggestion. There could be a button in the toolbar that switches between normals and colour mode. I didn't even realize the actual function of the smooth normals tool, I've always just used it as a shortcut to the normals mode (unfortunatelly it doesn't return you to the colour mode upon clicking)
Joined: 24 Sep 2009 Location: Originally from Philipines. Currently on NZ. Hacker Type: Game Hacker
Posted: Wed Nov 17, 2010 10:52 pm Post subject:
Cranium wrote:
what kind of vid card you using? and do you have the drivers updated?
I'm currently using an old vid card 'Savage S3', 32mb. I can't seem to find any second hand vid cards here in NZ. _________________ Learning C++ QUICK_EDIT
hmm, I dont know the specs of that one, but from the info you posted I have to say that it's not compatible with the latest vxlseIII. Those are really low end vid card specs and probably why your getting the IE. QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Thu Nov 18, 2010 12:03 am Post subject:
It's definitely not compatible with VXLSE III at all. VXLSE III requires a video card that supports OpenGL 2.0 or better. Perhaps OpenGL 1.4 works if you disable the shader, but I'm not sure about that. There is a high possibility that your video card might not have enough RAM to run the program. 32mb is really low. QUICK_EDIT
@Marvin:
I'm able to pick up second hand cards every few years, it isn't that difficult.
You want to try going into PB Tech or just doing a blanket search on Trademe - but that's beside the point of this topic.
Ontopic: I LURV the 3Dise features. I'd just prefer if it got a more complete interface (the dropdown menu atm would be better if it was replaced with a layout out more like the conventional painting tools, imo).
Also, I'm not noticing much difference when optimising - I have plenty of flat surfaces, but the individual partitions between voxels always seem to remain when exported. QUICK_EDIT
Joined: 24 Sep 2009 Location: Originally from Philipines. Currently on NZ. Hacker Type: Game Hacker
Posted: Fri Nov 19, 2010 4:41 am Post subject:
OffTopic:
Orac wrote:
@Marvin:
I'm able to pick up second hand cards every few years, it isn't that difficult.
You want to try going into PB Tech or just doing a blanket search on Trademe - but that's beside the point of this topic.
Thanks.
OnTopic:
I believe that my computer can do OpenGL coz i could run CounterStrike and i use OpenGL for the game. _________________ Learning C++ QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Fri Nov 19, 2010 10:52 am Post subject:
Marvin, Half Life was released in 1998 and probably uses OpenGL 1.0 or something old like that. VXLSE III makes use GPU with programable pipeline which is a couple of years newer than Half Life. Also, as a voxel based model editor, VXLSE III needs to be able to handle more polygons on screen than Half Life, which may require more video RAM as well. QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Thu Dec 02, 2010 11:34 pm Post subject:
Dear users, avoid downloading the very latest build of the program for the next days. I'm being forced to bring amazing features for the program because of some subjects in my university and, to do this before the deadline ends, I have to mess up with part of its infrastructure without proper testing. For this reason, the very latest builds are unstable and they might stay unstable until I'm done with these homeworks.
The latest stable revision is the Revision 314. Do not download anything newer than this until I post a reply here saying that the latest beta is stable again. QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Sun Dec 05, 2010 1:49 pm Post subject:
Update: The 3D Modelizer is more stable in newer revisions. It's mostly as stable as revision 314 and the results generated by it look better (specialy the normals which are now equal to the ones generated by Westwood Studios).
Now I'll finish the bump mapping texture generator. I just need to finish the rendering code and it will become testable (which doesn't necessarily means that it will work ). QUICK_EDIT
Just a question. How come the cordinate system seems so random. I have always known the letters stand for X width, Y lenght, z depth as in most 3d editors and games. Not X (right), Y (top), Z (front).
This confused me when I first started using the voxel editor, because the lettering made no sense.
Also a feature which I have long wanted to see is a direction pad for nudging voxels. Like a tool bar that has up, right, down and left arrows on it so you can just nudge the voxel with the click of your mouse instead of having to go to menus. This would be very helpful to speed up canvas resizing and reallignment of the voxel.
Maybe add the direction pad keys on the keyboard to be short cuts for the nudge feature if you haven't already. QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Mon Dec 06, 2010 1:38 am Post subject:
The coordinate system is not random. It uses the OpenGL coordinates system, which is used by most 3d modelling programs, except for the ones based on AUTOCAD. 3ds max is one of the exceptions based on AUTOCAD.
Quote:
have always known the letters stand for X width, Y lenght, z depth as in most 3d editors and games. Not X (right), Y (top), Z (front).
Guess what? They are exactly the same thing. Except that the program indicates which direction gets the positive value. So, x is width, positive in the right direction. Y is length, positive in the top direction. Z is depth and the positive is in the direction of the user (leaving the screen).
Quote:
Also a feature which I have long wanted to see is a direction pad for nudging voxels. Like a tool bar that has up, right, down and left arrows on it so you can just nudge the voxel with the click of your mouse instead of having to go to menus. This would be very helpful to speed up canvas resizing and reallignment of the voxel.
Maybe add the direction pad keys on the keyboard to be short cuts for the nudge feature if you haven't already.
You are waiting for something that exists. Here's a log from a commit that Roaches did some years ago:
Quote:
I've added shortcut keys to the latest 1.39.04 revision 48 executable. Modified source files contains extra declared shortcut codes added.
Tested and works like a charm
Draw = Q
Eyedropper = S
Line tool = A
Eraser = E
Flood Fill = F
Flood Erase = R
Filled Rectangle = D
Framed Rectangle = W
Darken tool = Z
Lighten tool = C
Toggle disable 3d view = X
**XYZ navigation keys**
J = move up one layer in the X axis
Shift+J = move down one layer in the X axis
K = move up one layer in the Y axis
Shift+K = move down one layer in the Y axis
L = move up one layer in the Z axis
Shift+L = move down one layer in the Z axis
//Nudge shortcuts already exist in the latest version
//Shift+Ctrl+up = Nudge up 1
//Shift+Ctrl+down = Nudge down 1
//Shift+Ctrl+left = Nudge left 1
//Shift+Ctrl+right = Nudge right 1
Just a question. How come the cordinate system seems so random. I have always known the letters stand for X width, Y lenght, z depth as in most 3d editors and games. Not X (right), Y (top), Z (front).
This confused me when I first started using the voxel editor, because the lettering made no sense.
I disagree.. it makes perfect sense to me. On a conventional graph, Y is the vertical and X is the horizontal. Then, on a 3 dimensional graph, Z is the second horizontal - depth.
Anywho. Banshee, is there any hope of options to customise shortcut keys? I actually prefer the old Shift+X, Shift+Y and Shift+Z layout for navigating voxels.. Of course, the way the latest revisions seem to be laid out makes it a bit of a moot point. QUICK_EDIT
Joined: 05 Mar 2007 Location: Less than 10 minutes from the internet
Posted: Mon Dec 06, 2010 6:55 am Post subject:
Actually, Ive been experimenting with how to accomplish just that: customized shortcut keys for the user to decided at their discretion. I got a crude version to work in the older 1.38 version, but it has its limitations, and its just for my purposes of learning at this point.
Here's where your confusion may be from, DaRTzO:
Voxel Editor II first introduced the keyboard shortcuts. X/shift + X moved you from front to back in the voxel. Y/shift + Y moved you side to side, and Z/shift + Z moved up and down.
However, when Voxel Section Editor III was released, the controls became Z for front to back, X from side to side, and Y for up and down.
I'm fiddling with how to implement it on the latest version to avoid conflict with the other new tool shortcuts that Banshee added. _________________ QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Fri Dec 31, 2010 7:21 pm Post subject:
Update: The current beta is stable again. The only things that doesn't work are the bump mapping generation and normal mapping as well. I have to figure out how to send glUniform attributes to OpenGL. And I also need to fix the triangle filler algorithm used for the bump mapping. QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sat Mar 19, 2011 11:12 pm Post subject:
Sorry if I post this into the wrong place.
I gave a go to this new VXLSE, especially checking those new 3D features, I downloaded it from the link in the first post.
The problem is, when I open that 3D Modelizer, there is no model in it. I only see my model if I generate the diffuse texture, and every modification after that removes the model from the Modelizer, while the comments implies that the preview should be generated immediately.
I have an Asus Radeon A9550 (128 MB), with it's Asus CCC (Original ATi CCC never liked my card), it's version is 2009.0303.2224.40202, it's OpenGL driver version is 6.14.10.8543. According to Everest Home, my card has OpenGL version 2.1.8543 in it.
All the other 3D views are working, albeit I can't find any extensions starting with GLSL in the supported list. QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Sun Mar 20, 2011 4:08 pm Post subject:
Your card supports VXLSE III features (OpenGL 2.0). I think your problem is that your video card driver did not like my shader (phong_1tex_fragmentshader.txt or phong_1tex_vertexshader.txt). ATI has released a recent driver for it in 2010. You should try to update it and see if it solves the problem.
In the modelizer window, you can also disable the shader and use the fixed pipeline by clicking in the button that shows all options and unchecking Display -> Enable Shaders. QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Tue Mar 22, 2011 10:03 am Post subject:
Yeah, the shader seems to be the problem. I guess I'll go without it currently. I'm already planning to reinstall Windows, so I think I'll replace the ASUS Catalyst with the ATi ones, then. I'll report back.
Thanks! _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Thu Jul 28, 2011 8:13 pm Post subject:
Hey guys, we have a new version available (1.39.120) with a lot of new features:
- Normals are now showed with red (x), green (y) and blue (z), according to the direction of the (x,y,z) normal vector. So, the voxel will have a similar look to normal maps. (Thanks to HBD)
- Remove Redundant Voxels (4-Neighbors), which was the HBD Method that he has implemented. It won't leave gaps ingame, just like the old way (renamed to 8-Neighbors) does. Note that in this revision, I've fixed a couple of things related to undo/redo. (Thanks to HBD)
- Smooth Normals tool has a new cursor... and it is not crashing here.
- Users may hold down the right button to erase voxels (thanks to HBD)
- You may now import 2D images with heightmaps as voxels. Check the Import options.
And there is an important fix at the rendering code which will now render the model when the shader uses multi-samplers (such as our stupid bump mapping and normal mapping options, at the Texture Effects... inside the Modelizer).
Use the links in the first post to download it and enjoy it.
PS: This version requires a graphics card compatible with OpenGL 2.0, otherwise, you'll have problems... or disable the shaders in the 3d preview window/3d modelizer. QUICK_EDIT
Is there a read me or something explaining the process of using the new 2d image importer? I have a tool that generates Height Maps for any image. But as you see in the pic, after I import the main image and the height map, when its generated, it's exploded.
vxlseIII error.png
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_________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
Much better than the original VXLSEIII, I think that's VXLSEIV for now _________________ If you are a MetalHead (Heavy Metal Fan) and don't want to be a metalhead, Just remove your metal ball from your head. �:p .
QUICK_EDIT
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