Open StrikerMan780 opened 6 years ago
I would love the object size to be increased as well. Now, however, you can cut your SLAB6 model into 8 smaller models and import them. In Magicavoxel, if you press TAB, you'll enter a mode where you can paste multiple "126x126" models and align them next to each other.
1024 for me.
I highly agree. 126x126x126 is so very limiting :(
You can always create more than one 126x126x126 model and put it in the world
. You need to split your creation in “smaller” parts but it’s possible to achieve a more then 126x126x126 model.
I agree umberto. But for me this is a painfull workarround.
Why 126x126x126? That's a very strange number. Why not a multiple of 2? 128x128x128 would already be a infinite times better...
Why 126x126x126?
It is somehow related to the way of rendering, I guess. If ephtracy uses bytes(128) for storing model indices then the max is 127 if I recall correctly. But then there's a question why can't he use unsigned bytes with max value 256
NB: #84 and #100 appear to be duplicates of this issue. (This comment should link them.)
0.99, still nothing from ephtracy... would've been much better if he opensourced MagicaVoxel and we could implement it ourselves :P
This is a real blocker that keeps people from using this for professional game development IMO. Any updates regarding the issue?
First voxel project I use and immediately after, I'm looking for a way to increase the canvas size. How frustrating is that.
MagicaVoxel begins to support 256x256x256 canvas size in 0.99.5.
I'd like to use MagicaVoxel to make some voxels for Duke Nukem 3D, because SLAB6 is a royal pain to use. However, only having 126x126x126 prevents me from bringing over some of my work, as SLAB6's KVX/VOX formats support up to 256x256x255, and some of my voxels are around that size.
Any chance that limitation will be raised, or outright removed in the future?