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All you'll need to do is to adjust the pivot in slab6 to prevent the model from sinking into the ground, but that's done in literally seconds.Īs for texture, you need a model with a baked texture (a single texture and a single object). It should now work straight out of the box in slade, no need to go through any conversion. I mean, i bothered Arjan for way too long with my selfish requests. I think we've just finished tuning the tool. That's neat, but it doesn't seem to transfer the texture/UV map? So you end up with a colour-less/texture-less voxel object. The tool itself is pretty intuitive to use so that helps. kvx, and my request was actually fulfilled! like in the same week, which is amazing.Ĭonverting directly to kvx is a new feature so it hasn't been tested properly, but it should help in skipping at least one step in this tutorial and make things a little easier. I found this whole process of converting a file a bunch of times a bit cumbersome, so i asked the guys at if they would implement conversion directly from.
#RENDER MAGICAVOXEL TOO PIXELATED HOW TO#
Thank you, I could find it out how to make it work ^_^ You do this in Slab6 by moving the mouse cursor over the small rectangle that represents the axis (it will start glowing) in the bottom left corner, then hitting the arrow keys until the pivot point is at the required position. Thanks a lot for the "export" tip on Magica Voxel, I was using Goxel on Linux and was exporting my test model to VOX (Magica Vox) format but it never open in Slab6 (not in Windows7 nor under Wine on Linux - not compatible), so I am opening it now on MagicaVoxel (running through Wine too), and with the option Export to Slab6 VOX, now it opens on Slab6 and it lets me save as KVX and now I can see it in game, gotta check how to fix the pivot point tho.
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You just need to put it at the base of the model, so it doesn't clip though the floor in-game.ģ- Save it as. Mouse into the boxes on the left and use the arrow keys to move the base point. Open the Tools tab and click Adjust pivots. A file named should have apeared in the export subdirectory of your MagicaVoxel folder.Ģ- Open it up in SLAB6.
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Voxelbro wrote:1- Done with that voxel? now it's time to get it working.
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