Some folks suggested generating the voxel terrain in runtime but I'm not really a very experienced math coder to pull that off so I prefer to use meshes for this for now if it is possible.Īnyhow, good luck to the next update and will be following this. But I'm not really sure if it would work. Maybe if there is a way to just be able to export a hollowed terrain it might help. I think the challenge here will be how to somehow make a MagicaVoxel terrain look good while having reduced number of blocks. There are two main steps that we will go over to get your voxel models into Unity. Pair it up with the Unity game engine and anyone can make their first video game. It significantly slowed down my game because of so many blocks were generated so I abandoned the idea until I found Grand Designer. Over the years MagicaVoxel has become a great choice for game developers because of its various export options. Not sure how large is "large" but I also had some problems in Unity using another tool that converts a terrain mesh into a voxel terrain. vox files directly into Unity using the tool I previously mentioned and bypass using MagicaVoxel altogether for basic terrain creation. That may mean I can already import the generated. Ok, good to know about the export process and it was close to how I guessed it will work. For the moment, I still have problems rendering large terrains in magicavoxels but it appears correct in the world editor, probably a limitation of MV for the moment. So, GD exports chunks of 126x126x126, you chose the size of the terrain in chunks and the height when exporting and you have it. These are the Import and Export formats supported by Mega Voxels: Import (.PNG) Imports a PNG image into the editor as voxels Import (.VOX) Imports a MagicaVoxel VOX file into the current scene Export (. Originally posted by ignishot:There is a world editor in magicavoxel now and you can assemble individual chunks. We will discuss what each of these option mean for you.
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