This subject was already brought up in
but since this is a subject that directly impacts me, I have decided to bring it up again.
Is it possible to enlarge or eliminate the current 126 x 126 x 126 size limit in Magicavoxel?
I know you said larger grid sizes slow the program down, but how about allowing larger sizes but adding a warning popup to let users know larger sizes slow things down?
I am working on two hobby projects in a modified version of the old DooM engine that supports both 3D models and voxels. I have not had much success with the 3D models. Over the past couple of months voxels have proven to be a viable alternative to 3D models.
Followers of my projects and myself have been very excited and entusiastic about the addition of voxels ...
... but ...
I am finding the 126 x 126 x 126 size restriction in Magicavoxel to be a severe constraint. In many cases it is preventing me from from creating objects for the projects I am working on. I can give many examples where this is so.
--A few days ago I used Magicavoxel to turn a PNG image of a puddle of blood into a voxel puddle to put on the floor in DeiMWolf. I had to limit the size of the image to 126 wide, and when I brought the resulting voxel object into the game its resolution was
much coarser than the texture of the floor it was sitting on. On the forum and in instant messenger conversations I received comments like this:
That looks really, really good. Shame about the resolution though, it really messes up the edge.
A larger voxel object made with a larger version of the same image could have been scaled to match the resolution of the surrounding floor. I could also have made it 3 or 4 voxels thick instead of 1 voxel thick and given it a rounded edge. The 126 x 126 x 126
size limit prevents me from doing this however.
-- In DeiMWolf there is a relief that appears on several of the walls. Right now the relief is just a texture on the wall. It would look much better if it actually projected out from the wall like a real relief. All I would have to do is import the image into
Magicavoxel, use scaling to give it some thickness, then sculpt it to add details and round off the edges.
How big is the relief?
368 x 243
Nope. I can't do it in Magicavoxel, because of the size limit.
I suppose I could chop the image into smaller pieces, and make multiple voxel objects. Sculpting all of these pieces seperately would make it difficult to match up their contours at the edges of course. Also, I would have to place multiple objects in the game
for that one relief, and would have to do so where ever the relief occurs.
--In DeiMwolf there are portraits on some of the walls. Again, they are just flat wall textures, but they would look many times better if their frames actually had some dimension.
I could make voxel versions of the frames, but how big are the frames?
232 x 312
--There are shields on the walls in DeiMWolf. Wait. Too big.
--There is a flagpole in DeiMWolf, and it ... is too big.
--There is a plaque on another wall in DeiMWolf ... and ... too big again.
--There is a statue ... Awe forget it!
--In the Ultimate Chex Quest there is a sign that hangs on the side of a diner ... and it is too big again. Dagnabbit!
--Vehicles parked on the city streets in The Ultimate Chex Quest?
I am thwarted by the size limit again.
--The Ultimate Chex Quest begins with the player standing in a spaceport landing bay with his trusty space ship standing behind him. The space ship is currently a sprite, and looks large and flat, and would really look 10 times better if it was a voxel object,
... but it looks like there is a bit of a pattern forming here ...