Primary tabs

Comments by User

Thursday, October 29, 2015 - 16:53

I forgot to update the description until just now, but I'm recommending that people check out the revised versions of these sprites unless they need 8-way facing. Isometric and Ortho. I'm glad you like these, and I hope you like the updates even more!

Friday, September 11, 2015 - 03:44

I just updated this with some fixes to the double-size Super units and some newly-added terrain with elevation so you can have rolling hills and actual mountains, and use slopes if desired to connect terrain smoothly. The previews have been updated for a while now.

Friday, December 19, 2014 - 23:05

I just re-updated because I forgot the animations for being hit by a torpedo and also forgot that the isometric units stand still on the ground, so ortho ones shouldn't jump up and down slightly (changed and uploaded).

Thursday, December 18, 2014 - 21:47

Just finished a big update that adds naval units (a Patrol Boat, a Battleship, a Cruiser, and a Submarine), tweaks colors to be more vivid, and also adds a Civilian by request.  It really barely fits within the 200 MB limit for files... If you want the older sprites with the slightly more grayish color palette, I uploaded them to MEGA here. They're removed from OGA because I'm not sure if I can have multiple 200 MB files on one page... You can compare the rough difference in colors by looking at the old preview image and then the new one.

Monday, November 17, 2014 - 17:01

Mr.Spock: convert.exe is actually from the open source ImageMagick program, is used to generate .gif animations from my animation frames, and isn't licensed like my code is (I should probably mention that in a LICENSE file).  If you want to convert your own voxel files, there's a significantly-older project I started on that works on any MagicaVoxel file, called IsoVoxel (instructions on the bottom of that page), that has ready-made downloads available (easiest on Windows, but it can work on Mac and Linux). It doesn't have a GUI (it's a console application), since IsoVoxel is meant to be run in some automated way.

Otherwise, the code in my PixVoxelAssets project loads .vox files from the same foldier that you downloaded the code into, and because I'm the only one making .vox models with the weird palette scheme that PixVoxelAssets code requires, and I'm comfortable writing the thousands of lines of code that generate the explosions and other animations, I modify my code to change what I'm rendering or any other tweaks necessary, recompile and run. (It's a small set of changes, maybe 10 lines, to change from rendering these wargame sprites to or from something else)  Currently, if you compiled the PixVoxelAssets code without changing anything in the latest revision, it would make a bunch of sprites of undead for a game I'm working on for a friend.

I'll work on making IsoVoxel more usable, and updated to the current stuff PixVoxelAssets can do, if there's a demand for it.  It shouldn't be too hard to add the ortho rendering to the iso rendering it already has.  These are still programs meant for coders to use, and they aren't very user-friendly.  That's why I'm posting the sprites I make, so that they can be used by other people with different skillsets.

Wednesday, November 12, 2014 - 08:37

I added a TL;DR summary; I didn't realize how long the post was until you mentioned it, MedicineStorm (I just wrote and wrote while my computer was copying and zipping the images). Thanks for taking a look!

Wednesday, November 12, 2014 - 01:29

The reason the file is a 7z instead of the more common zip is because it has 73,256 images in there, and compressing as zip made it too big to fit in the 200 MB limit.