Voxelgram

Voxelgram

View Stats:
 This topic has been pinned, so it's probably important
Procedural Level  [developer] Jan 16, 2020 @ 9:34am
Workshop Tutorial
Workshop is now supported, but to create puzzles you will need external tool. Here is how to do this.

Tools Required
You will need this tool to create dioramas:
https://ephtracy.github.io/
Or use this link and pick version based on your system:
https://github.com/ephtracy/ephtracy.github.io/releases/tag/0.99.4
Note - currently only whole sets are supported! There is no way of importing single puzzle into the game.

How to
http://prntscr.com/qoo4h5
Building a proper diorama is quite simple.

Room/Background/Diorama
First, you will need to create room object. Hard size limit is at 128x128x128, however larger dioramas might cause performance issues so test before you upload!
Name has to start with "r_". Name is later used to recognize your world, but will be changeable in the future inside the game. Set it to something unique but recognizable for you.

Puzzle
Puzzles have to fit inside room model boundaries, no exceptions.
Maximum size for them is 15x15x15.
Name has to start with "p_" to indicate it's a puzzle. If more than 1 object on a scene have the same name, they will be treated as the same even if model is different.
Puzzles can float.

Other
Color palette - choose whichever you find best fit for you, no limitations here.
Flip, mirror and rotate is now fully supported in world scene. Scale is not.

Importing into the game
Go to the game folder. Them follow the path: Voxelgram_Data->StreamingAssets->Workshop
If folder doesn't exist, either create it or launch the game.
Create a folder for your scene. Drop .vox in it and launch the game.
Go to Editor, you should see your file on a list there. Hit import, wait till it's done. Now you should have "Local" collection in main menu. You can playtest it before uploading if you want.

When you are done, hit Upload. This also doubles as update button.

Issues when importing
If there is an issue with importing, you should get a popup after it's done explaining what went wrong. If any of the is not clear, or you spot an "unexpected" one, feel free to contact me.
Last edited by Procedural Level; Jul 5, 2024 @ 2:19pm
< >
Showing 1-15 of 42 comments
reeeD Jan 28, 2020 @ 7:11am 
Originally posted by Procedural Level:
Workshop is now supported, but to create puzzles you will need external tool. Here is how to do this.

Tools Required
You will need this tool to create dioramas:
https://ephtracy.github.io/
Note - currently only whole sets are supported! There is no way of importing single puzzle into the game.

How to
http://prntscr.com/qoo4h5
Building a proper diorama is quite simple.

Room/Background/Diorama
First, you will need to create 40x40x24 room. Size has to be exactly this, otherwise it will not load!
Name has to start with "r_". Name is later used to recognize your world, but will be changeable in the future inside the game. Set it to something unique but recognizable for you.

Puzzle
Puzzles have to fit inside room model boundaries, no exceptions.
Maximum size for them is 15x15x15.
Name has to start with "p_" to indicate it's a puzzle. If more than 1 object on a scene have the same name, they will be treated as the same even if model is different.
Maximum number of puzzles is currently 10. You can create less if you want.
Puzzles can float.

Other
Color palette - choose whichever you find best fit for you, no limitations here.
DO NOT scale, flip, mirror or rotate while in world scene or your puzzle might import incorrectly. Exception is Z rotation - this one is supported. Generally when you solve a puzzle it should be oriented more or less the same as in world view.

Importing into the game
Go to the game folder. Them follow the path: Voxelgram_Data->StreamAssets->Workshop
If folder doesn't exist, either create it or launch the game.
Create a folder for your scene. Drop .vox in it and launch the game.
Go to Editor, you should see your file on a list there. Hit import, wait till it's done. Now you should have "Local" collection in main menu. You can playtest it before uploading if you want.

When you are done, hit Upload. This also doubles as update button.

Issues when importing
If there is an issue with importing, you should get a popup after it's done explaining what went wrong. If any of the is not clear, or you spot an "unexpected" one, feel free to contact me.



Nice
JBoyy Feb 5, 2020 @ 10:27am 
:)
dsegel4 Apr 27, 2020 @ 6:24am 
When I follow the link to download the tool, it's not clear to me what I'm supposed to download. There are several links. If I click on 99.4 there is a list of zip files.

Could you please be more specific as to how and what to download for the tool.

Thank you in advance.
Dohi64 Apr 27, 2020 @ 6:30am 
Originally posted by dsegel4:
When I follow the link to download the tool, it's not clear to me what I'm supposed to download. There are several links. If I click on 99.4 there is a list of zip files.

Could you please be more specific as to how and what to download for the tool.

Thank you in advance.

depends on your operating system. if it's 64-bit windows, grab MagicaVoxel-0.99.4.2-alpha-win64.zip, etc.
dsegel4 Apr 29, 2020 @ 9:08am 
OK, so I have downloaded the MagicaVoxel and finally found a good tutorial on how to create a "room" and basics on making a shape.

How do I make separate puzzles inside the room? How do I then convert the shapes into Voxelgrams?

Is there a more detailed tutorial on this? I've googled and have not found one.
Blink Apr 29, 2020 @ 10:08am 
On the right hand menu there is an icon like a bullet list, click on that.
you will see
<root>
* <vox>

a <vox> is an item in the scene. The first one will be your room itself and should be named starting with r_ like "r_SCENE".

To make a new item click on <root> and press Ctrl n, you will see a new <vox>
The puzzles should each be names starting with p_

When you click on a <vox> in the right panel it selects it. With one selected you can see the vox dimensions at the top if the main window e.g the default is 40 x40 x40. Make this the correct size for the puzzle.

(you can cut/copy/paste selected blocks form one vox to another, if you have made puzzles already in your scene. and use 'fit' to make the vox fit the contents).
Blink Apr 29, 2020 @ 10:10am 
you can download a completed .vox file here to play with and see how it works:

http://blinkfrog.com/vox/PC3D-Easy-Level1.zip

Other useful hints:
Ctrl+B when you have a vox selected - hide/show all the other vox, so it's easier to create that item

Ctrl+G shows the grid, useful for when creating larger items.

Make sure the cube in the bottom corner has the blue line on the left. This shows you the angle that the scene will be viewed in the game.

Also under that the icon with the arrow into the half circle mean 'reset camera on selected item'.
Last edited by Blink; Apr 29, 2020 @ 10:33am
dsegel4 Apr 29, 2020 @ 10:46am 
I appreciate your help and this did help a bit BUT when I created my r_room and then tried to put in a p_bed it overwrote the r_room. I don't want to take up your time, I was wondering if there was a tutorial out there that would explain how to make a room, how to put things in it and then how you would create the puzzles out of your finished items and room.
Blink Apr 29, 2020 @ 11:13am 
I couldn't find any tutorials when I started making levels.

I have made a couple of very basic videos showing you how to make a really simple vox and how to import.

http://blinkfrog.com/vox/vquick-videos.zip
Last edited by Blink; Apr 29, 2020 @ 11:14am
dsegel4 Apr 29, 2020 @ 11:42am 
Originally posted by Blink:
I couldn't find any tutorials when I started making levels.

I have made a couple of very basic videos showing you how to make a really simple vox and how to import.

http://blinkfrog.com/vox/vquick-videos.zip

Oh wow, this was super, super helpful! Thank you so much!

So when you import your vox file, it automatically creates the numbers?
Procedural Level  [developer] Apr 29, 2020 @ 11:43am 
Great explanation.
Numbers are generated when importing, large puzzle might take few seconds to do that. If there are any issues (naming, size, unsovable) you will get a popup with a list of issues with short description.
Blink Apr 29, 2020 @ 11:50am 
Originally posted by dsegel4:

Oh wow, this was super, super helpful! Thank you so much!

No worries. Very happy to help :funnycube:
dsegel4 Apr 29, 2020 @ 11:54am 
Blink, I have a question. After you created the r_scene, how did you get "vox" to appear in the bulleted list again? I have created my r_room but can't get a new vox bullet to create my "p" object.
Blink Apr 29, 2020 @ 12:01pm 
Ctrl + n when you have <root> selected makes a new <vox>
Gatebase Apr 29, 2020 @ 12:54pm 
Oh yeah, this stuff took me ages to figure out when I started making levels. You have a model editor and a world editor and you switch between those two with [Tab] or the button with the two arrows in the top of the screen left of where the "Edit" toolbox is.

You have to be in world editor to create new models (either [CTRL]+[N] or press the plus sign in the top bar). And only when you select the individual models in the main screen of the world view can you rename them or move them.

It's a bit obtuse and how you have to use it for Voxelgram isn't really covered by any of the official tutorials.
< >
Showing 1-15 of 42 comments
Per page: 1530 50