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[Mod] Mesh Voxelizer [03192013] [binvox]

Posted:
Tue Mar 19, 2013 21:00
by mauvebic

Posted:
Tue Mar 19, 2013 22:49
by Traxie21
ZOMG
ZOMG
ZOMGZOMGZOMG
I will probably try this with a couple of my blender models.

Posted:
Mon Mar 25, 2013 20:02
by mauvebic

Posted:
Tue Mar 26, 2013 16:31
by jordan4ibanez
wow that is truly amazing

Posted:
Tue Mar 26, 2013 22:55
by musicfreak34
Wow thats really nice,
but the voyager.binvox just spawns to 50% and with parts of dirt and lawn blocks? lol
In witch folder i have to put the .obj files if I want to convert them?
In the textures folder it doesnt work, it says sucessfull converted but there is no .binvox file in the textures folder.
Please help me :)

Posted:
Tue Mar 26, 2013 23:18
by mauvebic
binvox/resources folder (.obj's and .binvox's), and make sure regular users have r/w access :-) partial spawn is because of hardware limitations, thats why the reference is saved so you can call spawn again without memorizing where you were the first time, and the dirt and lawn blocks are the result of the mapgen/cave generator :p

Posted:
Thu Mar 28, 2013 16:33
by sfan5-bot
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Posted:
Fri Mar 29, 2013 05:07
by prestidigitator
Conversion
accepted formats: .obj,.off,.dxf,.ply,.stl - i've only tested obj. Returns the binvox name. dimension = grid cube root. (note: blender exports to obj). tested dimension max 1245.
You are frickin' insane. Very nice. Very, very nice. Star Trek, in blocks. Wow.
Out of curiosity, how long does it take to spawn your average model like that?

Posted:
Fri Mar 29, 2013 17:54
by mauvebic
Depends on the size of the model and the processing power available to you, though generally, the voyager model took me a few minutes to spawn (usually 2 passes) :-)