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Slab6 editing questions
- Apart from some rendering problems I've began loving voxels to death and I have a couple of questions about Slab6 - which I plan to use to create any voxel models I need ( since it looks and works alot like editart, which I've used for quite some time now ).
I've got most of the basics down now ( my compliments on how easy it is to import a palette and getting it to work in Duke; I was expecting a much tougher process ) but there are still some things that I could really use / haven't discovered yet that stand in the way of making some perty models.
One of them being the size of the model - Slab comes with a couple of example models but I haven't been able to find any way to make the area you're working in any bigger, which is kind of a problem. I tried searching for a new model option as well ( that would hopefully allow me to set the dimensions and get a nice empty sheet ) but I couldn't find any.
The second one is importing capts out of Editart. The readme says that slabspri used to have an option to make 3d models out of sprites but that it hasn't been implemented yet in Slab6. It's not a major thing; but it would certainly make it easier to, in example, turn flat tl-light textures into small models.
I hope there's an answer for the first problem and an eta for the second; voxels are sexy and I want to play with them.
http://img.photobucket.com/albums/v693/fakirnogwat/ILOVEYOUKEN.gif
.. ever seen that De Niro movie 'the fan' ? I haven't been able to find any way to make the area you're working in any bigger
You must increase dimensions by inserting voxels in 3D mode - use either the Insert or Home keys. When you save a model, the dimensions are automatically cropped to its minimum necessary size (centering information is preserved).I tried searching for a new model option
There is no such option. You must start a new model by modifying an existing model (such as the built-in KJS logo). I do this so you would have something to work with if you wanted to do everything in 3D mode.importing capts out of Editart ... The readme says that slabspri used to have an option to make 3d models out of sprites but that it hasn't been implemented yet in Slab6.
SLABSPRI still supports that option : ) Don't bother with it though - it's obsolete. The feature would convert a series of 2D tiles (front view, 45 degree view, side view, etc...) to voxels. It worked ok for some models, but it was never very useful since the models always required a lot of touch-up work after conversion. I do not plan on adding this feature to SLAB6. Since then, I've written a much better utility, POLY2VOX, which can convert polygonal models (ASC, 3DS, MD2, MD3) directly to voxel format.- Thanks for the reply. The adding pixels thing worked perfectly!
SLABSPRI still supports that option : ) Don't bother with it though - it's obsolete. The feature would convert a series of 2D tiles (front view, 45 degree view, side view, etc...) to voxels. It worked ok for some models, but it was never very useful since the models always required a lot of touch-up work after conversion. I do not plan on adding this feature to SLAB6. Since then, I've written a much better utility, POLY2VOX, which can convert polygonal models (ASC, 3DS, MD2, MD3) directly to voxel format.
But that's based on 3d models; where I just wanted to import a 2d image straight out of editart in one of the viewports. Is there any chance of that being possible in Slab6? I have no idea if that would require a whole bunch of work or not, ofcourse. Even something like an overlay image ( just another right-clickable box with a pic in it ) would be handy. I just wanted to import a 2d image straight out of editart in one of the viewports.
You can import a picture in SLAB6, although the process is ugly and not perfect:
1. In EDITART, save the tile to PCX using F12.
2. EDITART doesn't generate 100% valid PCX files. You can use PNGOUT to convert it to a valid PNG file.
3. Load the PNG image in MSPAINT.
4. Select the region of interest and copy it to the Windows clipboard.
5. In SLAB6, Enter 2D mode (KP Enter) and put the cursor over one of the 2D slice windows. Press Shift+Insert. The image should paste into the 2D slice (mouse cursor is top-left corner).
The only thing I don't have an answer for yet is palette. Alt+P didn't seem to do much. I think you may have to run TRANSPAL.EXE because SLAB6 uses the transparency lookup table from PALETTE.DAT to convert colors. I'll have to look at it another day.- It worked :D But like you said; the palette is funky. I've tried a bunch of different things but the final image always shows up in 4 or 5 - though I haven't tried your transpal suggestion yet because the RTCM walkthrough for it scared me off :?