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TIGSource ForumsDeveloperPlaytestingSproxel - A Sprite-Sized Voxel Model Editor
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Andrew Gardner
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« on: May 20, 2011, 07:47:29 AM »

Inspired by upcoming games like Fez and Voxatron, I've written an open-source modeling package that should help people make their own sprite-sized voxel models.  It's available for download for Win32, an older version exists for OSX (would love help building newer versions), can be easily built in Linux, and should be a good start towards a robust tool for making some rad stuffz.

It's still in active development, and you can...
Read more about it on its blog here: http://sproxel.blogspot.com/
Or download the binaries and peruse the code here: http://code.google.com/p/sproxel/

Thanks!  I hope someone finds it useful, and if you have comments or suggestions, please feel free to post here, on the blog, or on the google code page.

Andrew
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increpare
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« Reply #1 on: May 20, 2011, 07:58:43 AM »

Post pictures in your post, man!  Smiley

I just tried the mac version, doesn't do much at all from what I can tell, beyond adding/removing blocks (I'm not able to offer help out with a build right now).
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Andrew Gardner
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« Reply #2 on: May 20, 2011, 08:06:50 AM »

Yeah, all apologies for the ancient OSX version.  I believe saving and loading were in that version (CTRL+S, CTRL+O), and you can change your active color with CTRL+C, but it's just there as proof of concept now.  The Win32 download is a lot more mature.  Here's a UI shot from the latest download:

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Gered
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« Reply #3 on: May 23, 2011, 01:13:03 PM »

Just wanted to say, thanks for sharing this! It's exactly what I was looking for Smiley. Like you, I was greatly inspired by videos of Fez and Voxatron and have begun my trek into the wonderful world of voxels. Sproxel looks like it will be a great timesaver (saves me from writing my own editor off the start, or using some text editor to manually build up voxel data).
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Rob Lach
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« Reply #4 on: May 23, 2011, 04:43:54 PM »

the more voxel tools the better.
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Andrew Gardner
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« Reply #5 on: May 23, 2011, 08:57:31 PM »

You're totally welcome!  I'm glad someone may get some use out of it.   Grin

I'm going to knock out some simple UI things next.  Setting the dirty bit properly, background color options, grid display, etc, but if an animation timeline or expanding grid dimensions are more important to ya, I'll definitely shift gears.

Good luck with your games!
Andrew
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Andrew Gardner
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« Reply #6 on: June 06, 2011, 09:17:17 PM »

I just released a new version of the Sproxel voxel editor.  (I hope this isn't seen as forum spam - if it is, I'll totally refrain from doing it in the future)

Read about its new features here: http://sproxel.blogspot.com/
And download the win32 binary here: http://code.google.com/p/sproxel/downloads/list

This is a Maya 2012 screenshot of a voxel model created within Sproxel and exported with the new OBJ+MTL export functionality.


If you like Sproxel but think it could be better, please feel free to tell me how to make it more useful for you!
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Deidril
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« Reply #7 on: June 07, 2011, 03:26:51 AM »

Hello,

this is a very interesting project.

I'm currently still thinking to the rendering technology to use for my game and voxel was one of the possibility.

I didn't know about voxatron and i must say i'm jaw-dropping after seeing the video on your blog.

Something i will dig more further now.

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e-dog
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« Reply #8 on: June 09, 2011, 09:58:31 AM »

Oh! Good tool. I was going to write my own soon Smiley
I'll use it for my game.
But it still needs a lot of improvements. I'll post a comment to wiki.
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Andrew Gardner
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« Reply #9 on: July 02, 2011, 09:30:04 AM »

Version 0.4 of Sproxel, the open source voxel editor, has been released!

Read about its new features here: http://sproxel.blogspot.com/
And download the win32 binary here: http://code.google.com/p/sproxel/downloads/list

The project web log also contains a post about some of the new features in the works for Sproxel.  Python bindings, builds for OSX, and a lot of helpful feature suggestions have all been bubbling around in the Sproxel brew.  (http://sproxel.blogspot.com/2011/07/development-news.html)

In the meantime, this is an image contributed by Metin at http://www.sevensheaven.nl/ highlighting what can be done with Sproxel 0.4's improved seamless OBJ/MTL export:


As always, if you have any feature requests or ideas for how it can best suit your development needs, please let me know either on this forum, via the blog, or via the google code page.
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Andrew Gardner
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« Reply #10 on: September 10, 2011, 08:33:56 AM »

Version 0.5 of Sproxel, the open source voxel editor, has been released!

Read about its new features here: http://sproxel.blogspot.com/
And download the win32 or OSX binary here: http://code.google.com/p/sproxel/downloads/list

EDIT: The OSX version is now available for download at the above link!

This version retooled a lot of the code under the hood to allow for a bunch of upcoming features.  Layers, animation, selection, cut/copy/paste, indexed palettes, and a few other goodies are all in the pipe.  In the meantime, please enjoy a couple new user-requested features such as voxel outlines in the UI and tool preview:


As always, if you have any feature requests or ideas for how it can best suit your development needs, please let me know either on this forum, via the blog, or via the google code page.

Thanks for the continued interest!
« Last Edit: September 10, 2011, 10:10:54 PM by Andrew Gardner » Logged
poe
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« Reply #11 on: September 11, 2011, 01:58:45 PM »

I love this! How does it export the files? Any chance you could help me make them importable via Game Maker?
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Andrew Gardner
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« Reply #12 on: September 12, 2011, 10:26:56 AM »

Hey poe,

Sproxel can export OBJ files (with associated .MTL bindings) by clicking File->Export.  There are two export file types available in the "Files of type" pulldown at the bottom of the export dialog:  "OBJ files (*.obj)" exports quadrilaterals (4-vertex polygons) into the OBJ.  "OBJ triangle files (*.obj)" exports an OBJ file containing triangles in place of quads.

I'm not familiar with Game Maker myself, but according to some of the tutorials I've found online, Game Maker appears to be able to import these OBJ files.

This link seems to be a good explanation of how to get OBJs into Game Maker:
http://blog.martincrownover.com/examples-tutorials/3d-model-import-simple-uv-map/

Try following the steps on that page using Sproxel as the modeling tool instead of TrueSpace.  If Game Maker cannot import Sproxel's quadrilateral OBJs, try using a triangle OBJ.  If neither of those work, please feel free to contact me on these forums so we can sort out the issues.

Thanks for your interest!
Andrew
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increpare
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« Reply #13 on: September 12, 2011, 11:37:42 AM »

Mac version?  WHeeeeee

*goes to try*

 Gomez
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poe
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« Reply #14 on: September 13, 2011, 03:23:16 PM »

Ah alright thanks didn't download it so I didn't know :S
But yeah this is great! :D
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Chentzilla
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« Reply #15 on: December 14, 2013, 10:32:02 AM »

Made it in Sproxel, based on my old pixel art, then imported into obj and animated with Blender.
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