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SLAB6-XL++ Development

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SLAB6-XL++ Development

Postby FaultCheck » Sun Aug 05, 2012 1:00 am

Hey! You Put Slab In My VXL! Hey Your VXL Is In My Slab!!!! :D :D :D

YouTube Fly-Through
http://youtu.be/t0TXW9UBUno

Image

Image

Image

Have VXL Loading!!!!!!!!, still have the palette, so colors are being down converted, going to work on removing palette requirements, but it's in-grained in the system, and will require extra effort and delecacy not to break existing other formats, but here is a taste :D
Last edited by FaultCheck on Sun Aug 05, 2012 3:05 am, edited 1 time in total.
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Re: SLAB6-XL++ Development

Postby jojoestinky » Sun Aug 05, 2012 1:13 am

OMG!!! YOU ARE MY NEW BEST FRIEND!!

thanks verry much, I cant wait to try this!
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Re: SLAB6-XL++ Development

Postby FaultCheck » Sun Aug 05, 2012 1:20 am

jojoestinky wrote:OMG!!! YOU ARE MY NEW BEST FRIEND!!

thanks verry much, I cant wait to try this!


wooohoo! :D

It was pretty fun, frusterating at times, by late last night after several days with time here and there having nothing but trouble with it, it finally fell into place, still going to have to work on the save vxl, color palette removal, making the main engine just use color codes instead of palette pointers, and then optimize it in some way shape or form to run better at the larger grid size... Also due to the grid size, this will have to companion slab6, cause this will allow 512x512 but kvx can't be more then 256x256, so this change will only allow direct load/save vxl and voxel. might have to work on a placing a kvx or kv6 using the existing selection system, so you could still load and arrange...

Thanks for the support jo joe! :D Your Awesome!
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Re: SLAB6-XL++ Development

Postby jojoestinky » Sun Aug 05, 2012 3:57 am

The VXL exporter from Qubicle corrupts the maps for some reason so what I am hoping is that I can port to Slab6, and then to save it as a clean VLX file.

Doing it with voxed does not seem to clean it up, or help it. The old map i made, "ShamRock" had this bug. Randomly it would make the server axe people. Then all of the sudden it will purge then entire server of players. I load it in voxed, and everything works great, but then it either locks up voxed, or it bluescreens my computer with some Clock interrupt error, after only a few minutes of editing.

Also, Qubicke makes broken VOX files. They load fine into Slab6 but for some reason when I load them into Voxed, they have white voxels where the air voxels should be.

Here is an example:
https://dl.dropbox.com/u/1660874/Downlo ... te%202.vox

when i resave from slab6 as vox they are fine, it seems to clean them up somehow.

Would be nice if voxed automatically corrected this too. (or if Tim would fix the #$%^ing vox exporter for Qubicle)

Anyway, I am so very excited. If i can save VXL files from Qubicle that are usable, would save me DAYS worth of work.

Most of my mapping time is set up around what I can port in and out of Slab6, and positioning them properly in Voxed.

If I could just save then entire file, it would just be amazingly easy to make maps for AoS.

My maps would get %100000 (rough estimate :p ) times more detailed

I am looking very forward to trying this new version :)

Maybe you should call it Slab9 or something :D
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Re: SLAB6-XL++ Development

Postby FaultCheck » Sun Aug 05, 2012 4:11 am

Yeah the name is not set in stone, I don't want to technically call is slab9 cause that's Ken's line, he could still work on it, but this is going to be based on the AoS VXL Format, so maybe like Slab-AoS, or something along those lines, so you are not really using it for editing, your just using as a pass through? I was thinking about what you had said about the vox=>kvx command line, I think now that I have the format down, something like that will be possible, skip the visual loading of the data altogether with a different version and turn it into a command line converting tool, should be actually not that hard, it turns it into just a memory shell, can cut away all the directx files, and it would shrink down quite a bit...

You'll have to tell me how it does in the convert process, if at first it doesn't succeed I'm sure we could tweak it, I could write a VXL re-writer on blockman, load and save the vxl, already have the functions in place there to do that... so that could be an option too.


jojoestinky wrote:The VXL exporter from Qubicle corrupts the maps for some reason so what I am hoping is that I can port to Slab6, and then to save it as a clean VLX file.

Doing it with voxed does not seem to clean it up, or help it. The old map i made, "ShamRock" had this bug. Randomly it would make the server axe people. Then all of the sudden it will purge then entire server of players. I load it in voxed, and everything works great, but then it either locks up voxed, or it bluescreens my computer with some Clock interrupt error, after only a few minutes of editing.

Also, Qubicke makes broken VOX files. They load fine into Slab6 but for some reason when I load them into Voxed, they have white voxels where the air voxels should be.

Here is an example:
https://dl.dropbox.com/u/1660874/Downlo ... te%202.vox

when i resave from slab6 as vox they are fine, it seems to clean them up somehow.

Would be nice if voxed automatically corrected this too. (or if Tim would fix the #$%^ing vox exporter for Qubicle)

Anyway, I am so very excited. If i can save VXL files from Qubicle that are usable, would save me DAYS worth of work.

Most of my mapping time is set up around what I can port in and out of Slab6, and positioning them properly in Voxed.

If I could just save then entire file, it would just be amazingly easy to make maps for AoS.

My maps would get %100000 (rough estimate :p ) times more detailed

I am looking very forward to trying this new version :)

Maybe you should call it Slab9 or something :D
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Re: SLAB6-XL++ Development

Postby jojoestinky » Sun Aug 05, 2012 4:49 am

You'll have to tell me how it does in the convert process, if at first it doesn't succeed I'm sure we could tweak it, I could write a VXL re-writer on blockman, load and save t


Am I missing something? I don't see a download link. I would love to give it test run for you :)
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Re: SLAB6-XL++ Development

Postby FaultCheck » Sun Aug 05, 2012 4:59 am

jojoestinky wrote:
You'll have to tell me how it does in the convert process, if at first it doesn't succeed I'm sure we could tweak it, I could write a VXL re-writer on blockman, load and save t


Am I missing something? I don't see a download link. I would love to give it test run for you :)


lol, sorry I was refering future tense, when I release it out, let me get the save to function first :D jeeez :D already started working on tonight... :D

You need to come up with a good name... lol
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Re: SLAB6-XL++ Development

Postby jojoestinky » Sun Aug 05, 2012 7:57 am

Well, Slab6 backwards is 6Bals.

LMAO! that is 4Balls too many for me :D

I have no idea really, I name things poorly, like a map called LARD, CRUMB, and Killroy.

Open source projects commonly do names backwards, like Xvid for Div-X
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Re: SLAB6-XL++ Development

Postby SIMOX » Sun Aug 05, 2012 10:36 am

This..... This is AWESOME! Is it going to have slice editor like SLAB6 does and will you be able to insert kvx files into it?
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Re: SLAB6-XL++ Development

Postby FaultCheck » Sun Aug 05, 2012 1:19 pm

jojoestinky wrote:Well, Slab6 backwards is 6Bals.

LMAO! that is 4Balls too many for me :D

I have no idea really, I name things poorly, like a map called LARD, CRUMB, and Killroy.

Open source projects commonly do names backwards, like Xvid for Div-X


roflmfao..... oh BALS6 it is... hahahahah

SIMOX wrote:This..... This is AWESOME! Is it going to have slice editor like SLAB6 does and will you be able to insert kvx files into it?


This is slab6, so all features you are already use to in slab6 will be present, and the possibilities of new ones being added also.

I'm just modifying the released open source of slab6.
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Re: SLAB6-XL++ Development

Postby EssigGurkenFred » Mon Aug 06, 2012 8:12 pm

You are great! I ever wanted to have this! And now you did it! i can´t wait to get it, too! :)
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Re: SLAB6-XL++ Development

Postby FaultCheck » Mon Aug 06, 2012 9:12 pm

EssigGurkenFred wrote:You are great! I ever wanted to have this! And now you did it! i can´t wait to get it, too! :)


Thanks! :D Should have something out very soon, most likley by weeks end. Want to get loading and saving down, then I will get it released, then continue working on a couple other things the community has requested. Also the source will be available if anyone wants to throw up their sleves and dive into it with me.. :D
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Re: SLAB6-XL++ Development

Postby MissionCo » Mon Aug 06, 2012 9:54 pm

Looks interesting. I'll be sure to try it when it comes out!
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Re: SLAB6-XL++ Development

Postby burntlemons » Tue Aug 07, 2012 1:55 am

Damn this side of the forum is so helpful. Why doesn't this many views?
Btw thanks for the helpful tool!
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Re: SLAB6-XL++ Development

Postby FaultCheck » Tue Aug 07, 2012 2:01 am

burntlemons wrote:Damn this side of the forum is so helpful. Why doesn't this many views?
Btw thanks for the helpful tool!


Ty, I didn't write this though, this is Slab6, I'm working with the original source code, adding features, I don't think it has been touched in a while lol

I did write blockman2d though, just to clarify.
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