EDIT: Check this other topic for Slab6-XL++ Updates
http://ace-spades.com/forums/viewtopic.php?f=164&t=13161One down side, on normal render, with this large of a grid, it drops down to 4 fps, I have to switch to bounded box rendering to get a clean 40fps so that you can move around, I may contact Ken and see if he has any tips to making it run faster with larger maps, the source code has a 1024x1024 grid laid out in comments, so he must have had it working with the large formats like that before...
Dany0 wrote:Just wanted to remind you that you can e-mail Ken Silverman any time with questions, he's very open about it.
lol, I shot him an email last night asking his opinion on the subject, I was surprised when he replied less then 2 hours later, but he didn't see any reason why slab 6 couldn't be upgraded to allow vxl loading/saving with some tweaks, I just wanted to make sure there wasn't something that would go against the law of voxel, lol so to speak, so I'm a go, now it's just about time to sit down and crank on it lol, should have some more time to play with it later this week.. also found a couple issues with blockman I need to get sorted, vxl output colors are all wacky... dang it! :D
jojoestinky wrote:voxed can open KVX and vox files for prefabs. If you could remove the 256 color cap on Slab6 would be pretty awesome too.
I think VOX and KVX can both handle 32 bit color.
Anyway, thanks for the efforts!!
I think that's going to have to be updated to 32 bit color to really load the vxl, otherwise everything will have to be down-converted, and that's going to look bad, and just make more work, so this will be a vital part for allowing vxl in/out.
Ty! :D