A voxel workflow integrating Minetest for editing and MagicaVoxel for visualization, with a 256 custom game mode pallette.
This implementation reads in a Minetest RegionExport exported .re
format (YAML list with custom header) and exports it into a MagicaVoxelViewer .xraw
format.
- (issue) Currently ExportRegion's output axis is not matching expected MagicaVoxel Viewer orientation - however this concerns byte layout so it's requires a bit thinking to fix it.
- (todo, issue) I think the alpha channel for
.xraw
is not functional? - (todo, experiment) MagicaVoxel max render range is 2048^2, and very likely MagicaVoxel Viewer won't support advanced node properties - try on Houdini and what kind of rendering setup it can produce, and how much larger it can render.
- (todo, idea) Maybe some sort of Sticher that can combine various pieces together (to overcome export generated block range limit) - in this case we definitely need to keep track of
Pos
of exported blocks and use a post-processing to combine those blocks (and sort them). ¶However, explore some real art with our current capabilities - the goal shouldn't lie in the tool, but the content. - (specification) Puretest should have 255 (1 reserved for empty) pure color blocks - along with 255 HHlaf and 255 VHalf blocks (and maybe 255 Stairs, and 255 straight stairs) - those later ones (outside the 255 pure color ones) are entirely for in-game aethetics purpose because during export they will become whole blocks. Apparently to write such a mod we will generate the code instead of hand-write it.