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YVORY
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Zorbung
Soldier


Joined: 04 Jun 2021

PostPosted: Sun Feb 27, 2022 2:52 pm    Post subject:  YVORY
Subject description: Yuri's Voxel Factory - editor for VXL, HVA and more
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YVORY
(acronym for Yuri's Voxel Factory)

Description:
This is a voxel editor for Red Alert 2 and Yuri's Revenge only. The purpose of this tool is to help RA2/YR modding community grow and improve, so use it on other C&C games assets at your own risk.

Requirements:
NET 3.5
DirectX 9.0c
3D hardware support video card

Features:
- editor vxl & hva, vpl, pal files
- import/export Wavefront OBJ
- texture painting
- asset manager for easy file management
- voxel paint & build, resize canvas & content, many rendering options, lighting setup, selection tool with scaling & rotation, color limiter to restrict operations on specified colors only, import/export models from 3D software and more...

Help:
There's the "Help > How Do I" menu for basic help, plus mouse tooltips for almost every control.

TODO:
- still need to implement trivial stuff like player colors, screenshot support etc.

Tips:
- I've managed to successfully load ALL game voxels, so don't be shy to open more than one. This is very useful when working on a mod. The current session is saved so next time you start the tool, the same assets will be loaded.
- Use hotkeys for fast editing. Hotkeys can be customized from the Options > Hotkeys menu.
- Use any section dimension (up to 255 which is max allowed by the game), but keep voxel count less than 30K per section or the tool will start to lag.

Source Code:
None, this is closed source at the moment.

>>> Click to Download <<<

If you find bugs, exceptions, or if you have constructive suggestions post bellow, thank you.

Enjoy modding!



yvory.jpg
 Description:
 Filesize:  138.47 KB
 Viewed:  5955 Time(s)

yvory.jpg



Last edited by Zorbung on Thu Mar 10, 2022 8:02 pm; edited 4 times in total

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Mon Feb 28, 2022 3:17 am    Post subject: Reply with quote  Mark this post and the followings unread

I think you should add a quick dropdown to select from available palettes, so that you can quickly compare compatibility with original vs the modded palette. Alternately showing it as a list like you have for the sections on the left, so that you could just scroll to it and click one.

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Zorbung
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Joined: 04 Jun 2021

PostPosted: Mon Feb 28, 2022 1:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

G-E wrote:
I think you should add a quick dropdown to select from available palettes, so that you can quickly compare compatibility with original vs the modded palette. Alternately showing it as a list like you have for the sections on the left, so that you could just scroll to it and click one.

You should be more detailed because I didn't understand much of that Very Happy There's already a dropdown for the current palette which can be switched with a click if you add your custom palette to the asset manager (hamburger button), if that's what you're referring to.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Tue Mar 01, 2022 6:14 am    Post subject: Reply with quote  Mark this post and the followings unread

On a typical screen, 720p+ you have tons of wasted screen space like the toolbar, rather than hiding the commonly used stuff on their own pages, things that don't require constant customization could be added to the main UI elsewhere.

For example I don't think we need to see 20 of the last voxels we opened as much as the tools. Which on that note, why does the VXL tab on the right show a bunch of buttons, and it changes entirely once you've used them? A UI that changes without reason is bad design.

As for the design of the sidebar in general, why isn't it just an expandable/collapsible series of headers like the "texture paint" or "process" and such? Every optional tab could be available in one place without having to flip around to access them, there's really not that many. Some will need clearer names though.

Also there seems to be some wild inconsistency in regards to the origin point on the canvas. When I load a voxel for the first time it was in the bottom corner, but then I loaded another (after playing with some tools) and it was in the middle, the next one I loaded it was offset to one side. I won't guess as to why this is, but I suspect at least some of it has to do with voxel scaling via bounds, as in shrinkage is not being considered. And since the UI rotates around the origin, if it is off to one side, that totally screws with your orientation as you turn it.

PS. I would also suggest adding a tiny + and - symbol to the ends of the origin lines to denote which way things are oriented, since the blank canvas especially don't give you any bearings.

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Zorbung
Soldier


Joined: 04 Jun 2021

PostPosted: Tue Mar 01, 2022 10:57 am    Post subject: Reply with quote  Mark this post and the followings unread

VXL tools are split into groups by usage. Grouping tools like that is essential even for physical tools. Searching for something through a long list was a no-no from the beginning. These groups can also be switched with function keys (F1, F2 etc) which can even be redefined.

There's no "origin" in voxel mode, no point for having one. That's the camera target (the rotation pivot). It moves when you pan the camera around with the middle mouse button. It can also move up/down. It's a very common thing in 3D applications.

This tool has already been used for making lots of models for an already established mod, so it has a well defined design forged through actual practice.

To everyone else: People should get used to it for a couple of days before dropping a bomb of complains like that. Like I said, constructive suggestions only. Demanding an entire revamp like that is destructive and maybe you should just move on and make your own stuff instead.

Keep in mind that I'm just sharing this with you, I'm not working for you. Thank you!

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Wed Mar 02, 2022 1:00 am    Post subject: Reply with quote  Mark this post and the followings unread

You want feedback, but all I see is attitude.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Wed Mar 02, 2022 11:11 am    Post subject: Reply with quote  Mark this post and the followings unread

G-E wrote:
You want feedback, but all I see is attitude.


There's such a thing as showing appreciation. Provide only criticism, and it's natural for people to become defensive.

I haven't yet had the chance to test this tool, but I'm already impressed simply because it's something new and usable. Anything that improves on/replaces the 2-decades old tools we are stuck with is good in my books.

However I urge Zorbung to consider making this open source. The reason why some old community tools haven't been updated over the years is that they are closed-source and the developer has long since moved on.

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NucleiSplitter
Laser Commando


Also Known As: martx
Joined: 28 Oct 2016
Location: PH

PostPosted: Wed Mar 02, 2022 12:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

Won't launch for me, only gives an error when I attempt to.

Here's the log:
Spoiler (click here to read it):
System.IO.FileLoadException: Could not load file or assembly 'Microsoft.DirectX, Version=1.0.2902.0, Culture=neutral, PublicKeyToken=31bf3856ad364e35' or one of its dependencies. Invalid pointer (Exception from HRESULT: 0x80004003 (E_POINTER))
File name: 'Microsoft.DirectX, Version=1.0.2902.0, Culture=neutral, PublicKeyToken=31bf3856ad364e35' ---> System.NullReferenceException: Object reference not set to an instance of an object.
  at RA2ART_Yvory.Program.<Main>b__0(Object sender, ResolveEventArgs args)
  at System.AppDomain.OnAssemblyResolveEvent(String assemblyFullName)
  at RA2ART_Yvory.FormMain..ctor()
  at RA2ART_Yvory.Program.Main()

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PostPosted: Wed Mar 02, 2022 2:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

NucleiSplitter wrote:
Won't launch for me, only gives an error when I attempt to.

Here's the log:
Spoiler (click here to read it):
System.IO.FileLoadException: Could not load file or assembly 'Microsoft.DirectX, Version=1.0.2902.0, Culture=neutral, PublicKeyToken=31bf3856ad364e35' or one of its dependencies. Invalid pointer (Exception from HRESULT: 0x80004003 (E_POINTER))
File name: 'Microsoft.DirectX, Version=1.0.2902.0, Culture=neutral, PublicKeyToken=31bf3856ad364e35' ---> System.NullReferenceException: Object reference not set to an instance of an object.
  at RA2ART_Yvory.Program.<Main>b__0(Object sender, ResolveEventArgs args)
  at System.AppDomain.OnAssemblyResolveEvent(String assemblyFullName)
  at RA2ART_Yvory.FormMain..ctor()
  at RA2ART_Yvory.Program.Main()


It looks like you have a problem with your DirectX 9.0c installation.
Pretty much the same problem & solution here:
https://steamcommunity.com/app/293760/discussions/0/610574827763786630/
I hope this helps.

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Zorbung
Soldier


Joined: 04 Jun 2021

PostPosted: Wed Mar 02, 2022 3:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

Crimsonum wrote:
However I urge Zorbung to consider making this open source. The reason why some old community tools haven't been updated over the years is that they are closed-source and the developer has long since moved on.

It's not really about me keeping the source code for myself but more about attempting to preserve quality. I have high standards so I hate to see others digging randomly through my stuff. Eventually I might open the code but for now, if anyone's really interested in this thing, I can release key components and documentation so they can make their own custom tools much easier and hopefully better.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Wed Mar 02, 2022 3:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

Crimsonum wrote:
There's such a thing as showing appreciation. Provide only criticism, and it's natural for people to become defensive.

That's not an excuse, I politely suggested additions/changes based on ergonomics, it shouldn't be construed as some ideological attack.

I also fail to see why feedback should start with "It's great buuut...."

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Zorbung
Soldier


Joined: 04 Jun 2021

PostPosted: Thu Mar 10, 2022 2:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

I expected this to be a blast so I'm kinda disappointed how this was received so far, it's like no one is interested in stuff like this anymore, maybe the community has seriously thinned out. Nevertheless, think of this as a beta version, and a new version with major fixes will be out soon.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Thu Mar 10, 2022 4:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Can't download it, gives me a 0kb file...

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Fri Mar 11, 2022 9:24 am    Post subject: Reply with quote  Mark this post and the followings unread

Oh noes! The prima donna isn't loved!

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Zorbung
Soldier


Joined: 04 Jun 2021

PostPosted: Sat Mar 12, 2022 2:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

G-E wrote:
Oh noes! The prima donna isn't loved!

Most of your posts here are just rebuking everything I say or do. At first I thought you're trying to help (in a misguided way) but now I've started to question your intention. What's the point of your last comment? I was only disappointed in the number of comments and downloads because I expected a long time development tool to have a greater impact, what does that have to do with you in any way? I suspect you've misunderstood some of my posts and you're taking this personally somehow. Talking over Internet is easy for that to happen, maybe if you re-read my posts you will realize I've only made a statement and didn't launch any personal attacks. Even so, I still appreciate your feedback and I hope you will stop this trollish behavior.

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Kerbiter
Cyborg Soldier


Joined: 05 Jun 2018

PostPosted: Sat Mar 12, 2022 4:33 pm    Post subject: Reply with quote  Mark this post and the followings unread


_________________

Using MagicaVoxel to create voxel models :: Phobos YR Engine Extension

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Zorbung
Soldier


Joined: 04 Jun 2021

PostPosted: Sat Mar 12, 2022 5:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

Kerbiter wrote:
Hey, it's great to see another voxelling tool with a possibility to replace ye olde VXLSE with it's unhandy workflow. However, currently there is a lot of rough edges that we at Mod Haven discovered and put up in a google doc here...

Thanks Kerb, that's a very organized and useful feedback, I'll look into it. Just a few notes:
- the empty space: I ended up with some room for a new button which I decided to keep for future implementations. If anyone needs some special tool I haven't think of, that will be a good place to put it Very Happy
- "VXL Tool group icons do not signify clearly their roles" I actually spent some time making and rendering those in Blender, I guess I'm not an accomplished artist yet... Not much I can do about that at the moment...
- randomize normal: It can be useful (with a low amount) for adding some lighting noise to a model.
- "Frame animation is broken" - This sounds serious and I'm ready to fix it but I'm not sure what you mean by that, if you can give me an example (PM me with a model or something) I'll be glad to look into it. Every model I've tried so far works as expected.
It will also be useful to detail some other issues (e.g. "the sidebar has consistent drawing issues when scrolling up and down"). Keep in mind some stuff is Microsoft dependent and can't do much about.

Offtopic, best wishes to you, you're pretty much in the front line in a real Red Alert there, I hope you will be okay!

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Kerbiter
Cyborg Soldier


Joined: 05 Jun 2018

PostPosted: Sat Mar 12, 2022 6:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks, will do my best!

Regarding the frame animation - I used this: https://ppmforums.com/topic-47278/twinblade-ish-heli/
UPD: I found the issue, by default all sections have editor visibility toggled off, but that gets overridden for currently selected section, and that also applies to the rendered GIF animation, and considering I animated the voxel using section swap - it just shows the currently selected section. Could you perhaps change the default visibility value to always on since that's what you usually expect from all graphic editors?

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sat Mar 12, 2022 7:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Zorbung wrote:
Most of your posts here are just rebuking everything I say or do. At first I thought you're trying to help (in a misguided way) but now I've started to question your intention.

Then you don't practice what you preach, since you seem to understand how easy it is to misunderstand, and yet you got upset instead of clarifying.

Zorbung wrote:
I've only made a statement and didn't launch any personal attacks. Even so, I still appreciate your feedback and I hope you will stop this trollish behavior.

Actually you indirectly accused me of not being qualified to give that kind of feedback, because I haven't used it long enough or something in your mind. The speed at which I find bugs or ergonomic issues is not relevant to what I find. Banshee can attest, I find bugs people didn't find for years in his programs in days or weeks.

Secondly you criticized all my feedback instantly, claiming it in totality was some sort of assault on your mindset. Then you cap it off by saying you don't work for me, and that I should make my own if I don't like it. That's plain rude, you should be the one apologizing, but it also paints the picture that you don't actually want feedback. Look at how you respond to Kerb compared to me:
Zorbung wrote:
Thanks Kerb, that's a very organized and useful feedback, I'll look into it.

Now look at his document and under UI Complaints he seems to echo my thoughts with the interface, only I made some suggestions on how to fix it you seemed to dislike, why didn't you get snarky with him? I also don't understand why you believe UI changes are some foundational rework, you called it an "entire revamp" which it absolutely shouldn't be, unless you're a terrible programmer.

Further more you justify your bad attitude by using this other established mod as proof that the tool is the pinnacle of super awesome greatness, when that literally means nothing.

Sorry, I tried to help, your attitude sucks.

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Kerbiter
Cyborg Soldier


Joined: 05 Jun 2018

PostPosted: Sat Mar 12, 2022 8:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

You see when you release some tool like that you expect some appreciation G-E, not the stream of criticism right up. It's not like Zorbung was paid to do this tool nor obliged to do it, and when met with criticism without any visible positive feedback... that simply hurts. Don't be like that.

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Using MagicaVoxel to create voxel models :: Phobos YR Engine Extension

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Zorbung
Soldier


Joined: 04 Jun 2021

PostPosted: Sun Mar 13, 2022 12:36 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
Remap should be red, not yellow by default. That’s the default color which RA2 uses.

Turning off player colors will show the default palette remap. I'll disable it by default and self-enable it when the user clicks on a player color.

Quote:
Custom remap colors preview (RGB input instead of only 8 preset colors).

This is already implemented. Click once to select a color, click again to change it to a custom color.

Quote:
Remove that horrible light source when previewing.

That's the VPL... I'll adjust the default params, but it can already be configured from settings (turn off Tool Auto Lighting and/or set custom Default Light Settings). Besides, setting up lights manually is necessary because every voxel has its own size and it's difficult to find a perfect solution automatically. I'll try to find a middle way though.

Quote:
YVORY eating up a full CPU core in the background.

That was planned long time ago but I forgot about it, will do.

Quote:
A tool for quickly setting up a section swap animation (each frame = different section).

Not sure what's that about, a more detailed example would be helpful.

Some other issues on that doc are questionable/debatable, but thanks for the crash reports, those will be fixed soon.

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Zorbung
Soldier


Joined: 04 Jun 2021

PostPosted: Sun Mar 13, 2022 12:47 am    Post subject: Reply with quote  Mark this post and the followings unread

Since G-E has monopolized this thread I'm forced to stop posting here.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sun Mar 13, 2022 6:55 am    Post subject: Reply with quote  Mark this post and the followings unread

I downloaded it from ModDB & I'm impressed by the amount of options available, it will take me awhile to try them all out.

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Kerbiter
Cyborg Soldier


Joined: 05 Jun 2018

PostPosted: Sun Mar 13, 2022 12:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Zorbung wrote:

That's the VPL... I'll adjust the default params, but it can already be configured from settings (turn off Tool Auto Lighting and/or set custom Default Light Settings). Besides, setting up lights manually is necessary because every voxel has its own size and it's difficult to find a perfect solution automatically. I'll try to find a middle way though.


Regarding that yeah I see now, I checked it myself. I think the light in YR is calculated from an infinitely distant source, so all light rays are parallel to each other. Implementing such behavior would solve the issue of needing to adjust light source.
Regarding current implementation:
- IMO Show Sun should be a checkbox because it alternates between two options, and I guess having it on by default would be good too.
- By default sun moving with camera is a rather unintuitive approach. In all 3D editors it's not moving with camera by default so that's what you would expect here as well.
- Reset sun settings button also resets sun moving with camera but doesn't reset the checkbox, so you have to click the checkbox a few times for it to display the real setting.


Zorbung wrote:

Not sure what's that about, a more detailed example would be helpful.

See my voxel that I linked in the previous post. Some of the voxels are animated by displaying only certain sections, usually untransformed, on each frame. Others are hidden by setting the transform matrix to zero matrix.
What I would like is some kind of a dialog to add frames and select the displayed sections like this (in this example I still ise my Twinblade section/frame setup):

Code:

Frame amount: [-] [ 4 ] [+]

Frame       1   2   3   4
ShadowSect [ ] [ ] [ ] [ ]
Section1   [v] [ ] [ ] [ ]
Section2   [ ] [v] [ ] [ ]
Section3   [ ] [ ] [v] [ ]
Section4   [ ] [ ] [ ] [v]

     [ OK ]  [ Cancel]

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Using MagicaVoxel to create voxel models :: Phobos YR Engine Extension

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Kerbiter
Cyborg Soldier


Joined: 05 Jun 2018

PostPosted: Sun Mar 13, 2022 1:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

UPD: I've been personally poking around in the tool, it seems to be really powerful and has a great potential with all the stuff that's available. I especially liked the normal painting. I have a few more pieces of feedback on that:
- When you paint normals the normal orientation tool at sidebar is extremely handy, but I see a potential for even more intuitive way of displaying that - draw a normal vector that is gonna be painted right at the current brush position (and/or the plane which is this normal perpendicular to).
- Perhaps it would be useful to be able to set orientation of the normal vector manually via yaw/pitch? (just like the sun if you're gonna make it work like parallel rays as I suggested) And also adding shortcuts, perhaps via mouse wheel rotation, to adjust those two angles. Would be super handy to manually paint normals then.
- What autonormals algorithm is being used compared to VXLSE? Maybe it's worth exposing the parameters for autonormalization?

I'll post more stuff, but maybe it's worth doing a GH Issues page for that? We would very much like the tool being open-sourced, and unlike what you have said that doesn't mean you have to accept any code without quality control, so you shouldn't worry about the degradation of code quality.

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Mon Mar 14, 2022 5:55 am    Post subject: Reply with quote  Mark this post and the followings unread

Zorbung wrote:
Since G-E has monopolized this thread I'm forced to stop posting here.


Please, don't do that. I do understand that G-E has his own awkward manners and doesn't seem to be adept at constructive criticism. His attitude is definitely something we do not endorse here. However, there are other people here interested in this tool and who can contribute to it by testing it and by providing feedback.

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Miggi
Civilian


Joined: 17 Jul 2021

PostPosted: Mon Mar 14, 2022 11:32 am    Post subject: Reply with quote  Mark this post and the followings unread

This program is unreal for a beta. Thank you for sharing it with us.

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Ever_Valiant
Cyborg Engineer


Joined: 04 Feb 2017

PostPosted: Fri Mar 18, 2022 8:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

I like this editor and would like to use it for making TS voxels.

Also is there a way to change the background color?

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Kerbiter
Cyborg Soldier


Joined: 05 Jun 2018

PostPosted: Wed Mar 23, 2022 9:09 am    Post subject: Reply with quote  Mark this post and the followings unread

The author left PPM and won't be posting or monitoring this thread. You can message him at PPM, he's known as Trufales.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sat Mar 26, 2022 6:26 am    Post subject: Reply with quote  Mark this post and the followings unread

Tell the man-child to open source it, so his efforts won't go to waste.

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DuisPlay
Vehicle Driver


Joined: 18 Jan 2021
Location: Germany

PostPosted: Mon May 02, 2022 2:42 pm    Post subject: Reply with quote  Mark this post and the followings unread


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