Name | Modified | Size | Downloads / Week |
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DD_VOXEL_1.6.4_bin.zip | 2020-04-01 | 825.9 kB | |
DD_VOXEL_1.6.4_src.zip | 2020-04-01 | 1.1 MB | |
readme.txt | 2020-04-01 | 4.6 kB | |
Totals: 3 Items | 2.0 MB | 0 |
DelphiDoom Voxel Editor (DD_VOXEL) ----------------------- Version 1.6.3 (20200401) ----------------------- Key sortcuts for changing the editing level: F: Front view B: Back view L: Left view R: Right view T: Top view B: Bottom view X: X axis Y: Y axis Z: Z axis +: Increase editing level (next level) -: Decrease editing level (previous level) Added the View menu, with all the above commands. ----------------------- Version 1.6.3 (20191004) ----------------------- slab6 *.VOX files support. Both importing and exporting. Convert voxel to Doom, Heretic, Hexen or Strife palette. Change working palette. Quantize voxel pixels to 256 color palette. Batch convertion of ddvox files to slab6 *.VOX files. Lower CPU utilization when idle. ----------------------- Version 1.6.2 (20190924) ----------------------- Fixes to mouse control movement. Fixed export sprite in PK3/ZIP file, it generated WAD file instead. Speed optimizations in export sprite using multithreading. ----------------------- Version 1.6.1 (20181114) ----------------------- Create or modify voxels with advanced scripting (thanks to Remobject's PascalScript). Create auxiliary voxel buffers at start-up to avoid repetitive memory alocation and deallocation. Paint-Editing preview changed to be more "eye-friently". The borders of the rectangle that represents a voxel/pixel, are not black anymore. Instead we use a color similar to the color of the voxel itself. OpenGL rendering clean-up and fixes. ----------------------- Version 1.5.2 (20181002) ----------------------- Fixed bug that didn't clear the OpenGL grid after switching view level. Added option to export sprites in 32 angles (DelphiDoom 2.0.4 build 715 or higher) Export sprite dialog with various save options. Progress form for lengthy operations. ----------------------- Version 1.5.1 (20180209) ----------------------- Added option to export sprites (8 or 16 angles). Sprites are exported as PNG images inside PK3/ZIP files. You can use SLADE3 to convert them to Doom patch format. ----------------------- Version 1.4.2 ----------------------- Corrected file menu recent files order. ----------------------- Version 1.4.1 ----------------------- Low level multithreading functions Edit front, back, left, right, top and down views as a 2d plane. Crop heightmap & shrink heightmap functions. Elevation tool. Voxels can now have any size from 1 to 256. Create backup files while saving. File menu history. ----------------------- Version 1.3.1 ----------------------- Fast OpenGL voxel rendering. Export and import of front, back, left, right, top and down views. Option button in toolbar to show/hide the grid Version 1.2.2 ----------------------- Floodfill, colorpicker and eraser tools for drawing. Inscreased undo-redo buffer. Version 1.2 ----------------------- This programm is a simple voxel editor to acompany DelphiDoom. It has simple interface, multiple undo/redo, with simple editing, just like a basic paint program (select a level on xy, xz or yz and paint with the mouse), you can also import images into current editing level and also rotate it. It uses it's own save format (*.DDVOX files - ascii). Imports *.KVX, exports *.DDMESH files. DelphiDoom can use voxels with all three above formats, but it is recommented to use this tool to create files with DDMESH extention if you want to use it with the OpenGL version. DDMESH format contains highly optimized mesh information for DelphiDoom OpenGL renderer. The other two formats does not contain mesh information and DelphiDoom generates it at loadtime. Depending on settings and computer speed this can be a time-consuming operation during loadtime when using KVX or DDVOX files, but not with DDMESH files. If vx_maxoptimizerpasscount console variable of DelphiDoom is set to 0 then a fast mesh generator creates the polygon mesh, higher values of vx_maxoptimizerpasscount variable give better results (less polygons) but its time consuming at load time especially when using old hardware. The software renderer version of DelphiDoom is not affected by the voxel file format used. To use voxels with DelphiDoom you must define them in a file named 'voxeldef.txt' placed inside a pk3 file (zip) or in a lump named 'VOXELDEF' inside a custom wad file. All (multiple) files with same name will be parsed. Example of a VOXELDEF definition file: http://sourceforge.net/projects/delphidoom/files/Tools%2C%20maps%20and%20examples/VOXELDEF.txt/download Source code is included.