If the voxel produces strange artifacts, modify or discard them as you see fit. Keep a picture of your intended final product handy. Remember the voxels are your guide not your master.You want to give yourself enough detail to save yourself guesswork and trouble later. You are using the voxel as a form to create the skeleton of your ship. On a large ship this can take quite a while. Using your hardened hull, trace every important feature on the half-hull you have, and watch in satisfaction as it's symmetrical twin materializes in space on the other side.Select odd-symmetry, and Y-Z plane symmetry, centered on the core.You should now have a nice hideously colored half-ship floating in front of you with it's exposed core in the middle.Load your halfship "/load OMGHalfMyShip TraceShip".Conjure a crapton of that color hull, preferably hardened, "/giveid username 271 50000" for instance.Figure out what color you DO want as the primary color for your hull.Launch StarMade-starter.exe and DO NOT upgrade when prompted."File/Save as/Blueprint" and name it something descriptive like "OMGHalfMyShip".The last step should have selected the entire Starboard side of the ship, not including the meridian line where resides the core.SMEdit figures its coordinates based on the core. Don't look at me like that, it's not my fault. EndY and EndZ Should be 300 (Or whatever).StartX, StartY and StartZ should all be -300 (or whatever)."Edit/Select Specific" Instead of 300, just make sure you use a value large enough to encompass the whole ship.When we're done, not one imported voxel will remain. Crank the "radius" setting up to 64, and paint the entire ship that disgusting hue.or at least a color which won't be the primary color of your hull. Your ship is now pointed in the same direction as your previously displayed isanth. Modify/Reflect and set Fore/Aft to "true". At this resolution you only have a silhouette, but the the imported model will come in with the same core orientation as the isanth we were just looking at, so we can tell that the structure of our ship is "backward" relative to the core.File/Import/Binvox (then browse to your binvox file).Point the isanth slightly off all axis so that you know how it's oriented in three dimensions.If you remain uncomfortable, go to File/Properties and try inverting things until rotating ships becomes compatible with your brain. Play with rotating the isanth until you are comfortable.Smedit will load with an isanth fighter in the window. Launch SMEdit using your LaunchSmedit shortcut.Step 5: Loading and orienting your voxel model target: C:\Windows\System32\java.exe -Xmx3072m -Xms2048m -jar "C:\SMedit\StarMade\SMEdit.jar".You will probably want to work with some fairly large models, so the ability to add some memory to the program is preferred, so edit the properties of the shortcut with whatever file paths match your system.Create a shortcut to SMEdit.jar your SMedit directory called LaunchSmedit.Copy SMEdit.jar into your SMedit/StarMade directory.Unzip the downloaded folder into SMedit/StarMade.Copy your StarMade-starter.exe file into SMedit folder.Make a new directory in SMedit called StarMade.Step 4: Setting up your SMedit environmentĪs of this writing, smedit does not yet play well with StarMade 0.1 You will need to fall back to StarMade. The fleet you save from ridicule might be your own. If you see someone flying a glob of hull masquerading as a ship, be a good friend, and talk to them about voxel abuse. ![]() Public Service Announcement: As a reminder, Voxel imports can be abused. OK, I'm starting to set up for my build of Intrepid, and this seems like a great time to finish my Voxel Tutorial
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