by BuffetOfLies » Tue Jul 10, 2012 2:06 pm
Yeah. I had to load the model into Voxed, then delete about half of it while making sure none of it was touching the ground level (ie floating), and then save it as a KV6 file with the F7 command (while pointing the cursor at a point on the object you want to save). Then I had to repeat it with the OTHER half of the ship. If you don't delete enough of it it won't save, so it's a bit of a hit or miss to get it just right. I can't remember exactly what dimensions. I think I was aiming for 128 blocks or maybe 256... something like that. (It doesn't need to be precise. If there's overlap that's fine when you rejoin the two halves of the object later. But editing the two halves seperately in Slab6 was annoying.) Then load that KV6 into slab, edit it, and then save that as a KVX so you can load it back into voxed, in pieces, which you fit back together. It was a pain in the ass. Why did I do this? Because of the differing block limitations in the different editors. You have a good eye in noticing that the Titanic model is, in fact, like 320 blocks long or something like that. It was the only way I could make the ship truly as big as it could be. I would have made it even bigger but needed to maintain it's proportions relative to the AoS height limitations being only 64 blocks.
As for loading a KV6 into Voxed, you can do it. But it has it's limitations. You need to place a block where you want to object, as a placeholder, and then while pointing the cursor at that block (i think) you add the kv6. Then I think you hit insert. Unfortunately as soon as you do that the object will become HALF the resolution it was. Why? Hell if I know why. You're better off just converting it to a KVX in Slab6 and importing it normally.