Magicavoxel import qb
![magicavoxel import qb magicavoxel import qb](https://cubik.studio/img/modes/preview.jpg)
I already implemented a converter (a python3 script) of YR/TS palettes into. Works with 256 color palettes (actually the 256th color is unused, probably because it's used to represent blank voxels or smth). Support for "frames" - different models in the same file - which can be used to represent different sections Full-blown yet simple to use ray tracing renderer with support for different materials, including reflective, translucent and emissive materials (also with MarchingCubes smoothing support) that will be nice for creating cameos Very handy UI and editor controls of MagicaVoxel It would be nice to have a support for importing (and exporting maybe) MagicaVoxel's. I won't be adding civilian vehicles now, but I may do so in the future, like the civilian Cruiser.Attach signature (signatures can be changed in profile)īasically what the title says.
![magicavoxel import qb magicavoxel import qb](https://i.imgur.com/8BsXLnF.png)
If I'll add NOD or GDI, I'll just work on Tiberium Sun instead. There are some NOD and GDI models in the RA2 files, but I won't add them. The Yuri head building has a model, but I'm not interested in adding it. Some building turrets have models, like the Grand Cannon, and the Gatling Gun. I believe things like the Terror Drone, and the flying Siege Chopper have sprites. Some units don't have models, as they only have sprites. The Mirage Tank and Tank Destroyer don't have rotating turrets, so I was able to add them easily. I will work on these later once I figure out a way to determine the true turret locations on the vehicle models. This doesn't include vehicles with turrets, such as the Robot Tank, War Miner, Slave Miner, Lasher Tank, Gattling Tank, Prism Tank, Tesla Tank, Magnetron, etc. The models are correctly mirrored to as how they're seen in-game, and I put together the Aircraft Carrier, Dreadnought, and Kirov Airship. I uploaded the final version onto models-resource. Import those with MagicaVoxel and export them as. Ytnktur.vxl (Yuri - Gattling Tank Turret)ĭownload link for some QB files: (Not all inclusive) Sub.vxl (Soviet - Typhoon Attack Submarine) Schdtur.vxl (Soviet - Siege Chopper Deployed Turret) Schd.vxl (Soviet - Siege Chopper Deployed) Smcv.vxl (Soviet - Mobile Construction Vehicle) Sapc.vxl (NOD - Subterranean Armoured Personal Carrier)ĭredtwo.vxl (Soviet - Dreadnought - Empty)
![magicavoxel import qb magicavoxel import qb](http://www.geeks3d.com/public/jegx/2018q1/magicavoxel-01.jpg)
Mcv.vxl (Allied - Mobile Construction Vehicle) Hornet.vxl (Allied - Hornet - Aircraft Carrier) Pcv.vxl (Yuri - Mobile Construction Vehicle) Make sure you choose Pallet > Red Alert 2 > uniturb.pal. The pixel model is better because it's a direct export, and it looks better than the mesh. This will render the voxel as a mesh instead of a pixel model. xvl files with Voxel Section Editor, select Tools, and 3D Modelizer. qb files, converting them, then merging them in Blender. I can work on the Kirov Airship by splitting the left half and right half as. obj file because this method uses colors, not textures. It will be imported, but there will be difficulties exporting as a. zox, then use the plugin to import that into Blender. qb files with MagicaVoxel, import them with Zoxel and export as. Note: MagicaVoxel has a size limit, so things like the Aircraft Carrier, Cruiser, and Kirov Airship are cut off. The final model will be mirrored on the Y axis qb files with MagicaVoxel and export them as. vxl files with VoxelShop and export them as. Open local.mix or localmd.mix with XCC Mixer and extract. Open ra2.mix or ra2md.mix with XCC Mixer and extract local.mix or localmd.mix I kept the original pixel theme when converting them to. Red Alert 2 uses voxels for the vehicles, ships, and aircraft. * These models are hollow, if you want I can fill them and re-upload for the purposes of 3D printing. * These models are mirrored on the Y axis.