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Using Poly2Vox

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Using Poly2Vox

Postby PXYC » Sun Apr 01, 2012 3:11 pm

Whenever I try to Poly2Vox a file, it always says "Can't find input file". I have no idea what an input file is and why it isn't there, so can somebody help me please?
In CMD, I did "poly2vox burger". I also tried "poly2vox burger.obj".
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Re: Using Poly2Vox

Postby BuffetOfLies » Sun Apr 01, 2012 5:35 pm

Try adding a filename to save it as something.

If you type just "poly2vox" you'll get some help with the command line syntax parameters:

Code: Select all
C:\Ace of Spades\poly2vox>poly2vox
POLY2VOX [input] [output] [/v#] [/s#] [/f#] [/n#] [/r#] [/m#] [/x#] [/p(file)]
by Ken Silverman (http://advsys.net/ken)  Compiled: Jul  9 2009

Converts models from polygon to voxel format.
Supported polygon formats: ASC,3DS,MD2,MD3
Supported   voxel formats: VOX,KVX,KV6,VXL (default:KV6)
Supported texture formats: PNG,JPG,TGA,GIF,CEL,PCX,BMP
POLY2VOX can load files out of a ZIP file. (Model name must match ZIP name)

 /v#  Specify voxel size of longest dimension. 1-1024, <=256 for KVX
 /s#  Specify explicit scale factor. Use this to ensure the size of all frames
      is consistent. This factor depends on the coordinate system used by the
      polygon model, so it can be anything. Run without the scale factor first
      to find a reasonble starting value to try.
 /f#  Specify frame number (MD2/MD3 only)
 /n#  Specify next frame number for interpolation (MD2/MD3 only)
 /r#  Specify interpolation ratio. Range: 0.0-1.0, default:0.0 (MD2/MD3 only)
 /m#  Specify number of mips to save: 1,5, default:5. (KVX only)
 /x   Enable an experimental xor-style converter. It's useful for
      gap-less models but has buggy color conversion
 /p(file)  Specify a pre-defined palette (Build PALETTE.DAT format: first 768
      bytes, range:0-63)

Examples:
 poly2vox bike                        (finds bike.*, writes bike.kvx, size=128)
 poly2vox bike.3ds bike.kv6 /v250   (reads bike.3ds, writes bike.kv6, size=250)
 poly2vox land land.vxl        (finds land.*, writes land.vxl, size=1024^2*256)
 poly2vox pig.md2 pig.kvx /v128 /f2 /n3 /r.5       (convert interpolated frame)
 poly2vox trooper.md2 trooper1680.kvx /s.115 /f0    (use explicit scale factor)
 poly2vox trooper.md2 trooper1680.kvx /s0.115 /f0 /ppalette.dat


C:\Ace of Spades\poly2vox>


So, for example, if you type:

Code: Select all
poly2vox titanic.3ds titanic.kv6 /v64


...it would load the model file titanic.3ds and convert it to a titanic.kv6 model that has it's longest dimension being 64 blocks. Also, if you have a 3d model with texture maps, you can zip them up into a file and poly2vox will read the zip file. The model and texture names must match the zip filename. For example:

Code: Select all
poly2vox titanic.ZIP titanic.kv6 /v64


Something also to bear in mind is that the largest object you can import into Slab6 is 256x256x255. Larger than that and the program says "file not found" or will simply crash. There are ways around this, though, but it involves loading the over-sized object into voxed as a floating object, cutting it in half and resaving it via the F7 command. If the object is too big it simply won't save so it's a bit tricky. But if you save the object into two smaller halves you can load it into slab6 for editing and then merge them into a map on voxed.

Also bear in mind that you need to save as KVX to properly import it into voxed... if that's what you're doing. Hope this clears it up for you PXYC. Let me know if you need more help.
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