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How to rotate objects in voxed?

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How to rotate objects in voxed?

Postby Tek2 » Mon Apr 16, 2012 8:35 am

How can I rotate my kv6 things (trees and buildings) in voxed?
I really wouldn't like making all the objects facing every single way in slab6.
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Re: How to rotate objects in voxed?

Postby SIMOX » Mon Apr 16, 2012 8:59 am

By mashing Numpad keys.
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Re: How to rotate objects in voxed?

Postby Tek2 » Mon Apr 16, 2012 9:16 am

Thx
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Re: How to rotate objects in voxed?

Postby BuffetOfLies » Mon Apr 16, 2012 11:55 am

Pro tip: there's a file in the AoS program folder called voxedhlp.txt that lists stuff like this, similar to hitting the F1 key from within the program for help:

Code: Select all
KP6             For .KVX/.VOX: Rotate object (Switches between x,y,z axis)
KP7,KP8,KP9     For .KVX/.VOX: Flip/Mirror axis (I don't remember which key
                   does what, but I know all 48 possible 90ø cases are in
                   there. Keep pressing on the keys until it looks right.)

KP7,KP8         For .KV6: Rotate object left/right
KP6,KP9         For .KV6: Rotate object up/down (depends on your orientation)
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Re: How to rotate objects in voxed?

Postby Space101 » Wed Apr 18, 2012 8:25 pm

Are you not supposed to use .kvx files when importing props into VOXED?
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Re: How to rotate objects in voxed?

Postby Rert » Thu Apr 19, 2012 9:23 am

Its up to you.
But yes you can import .kv6 files
Note: Its not a .kvx file
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Re: How to rotate objects in voxed?

Postby BuffetOfLies » Thu Apr 19, 2012 11:29 am

You can import a KV6 file into Voxed. If I recall you have to insert and select a single block first as a holding spot and then import the object. Here's what the help file says:
Code: Select all
U               Insert .KV6/.KVX/.VOX file. If you select a .KV6 file, then
                   the object will stay separated from the map. If you select
                   a .KVX/.VOX file, then the object will permanently become
                   a part of the map.

                You can use 'U' to insert a dummy "DOT" sprite. To do this,
                   type any invalid filename, such as "ASDF" at the openfile
                   dialog and it will be saved as "DOT" in the .SXL file.

                You can use 'U' to insert a dummy "BOX" sprite. To do this,
                   first make a box with 2 numbered cursors, then press 'U'.
                   It uses the vx5sprite .s field for the first corner,
                   vx5sprite .h for the second corner, and .p for the
                   "sphere" handle in VOXED. You can use this info too.


As if any of that really makes sense... the part it leaves out is where, once the "object permanently becomes part of the map" it also has it's resolution lowered by half. In other words, the prop that looked so good while you were placing it suddenly looks terrible and blocky. This doesn't happen with importing KVX props, which is why we use those mostly.
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