Code Monkey home page Code Monkey logo

vox4u's People

Contributors

arseniyzvezda avatar marcoaltomonte avatar mik14a avatar phyronnaz avatar shyred avatar

Stargazers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

Watchers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

vox4u's Issues

UE5 Rendering Issue

The Issue

After importing to UE5, models will flicker when viewed from above in the editor. (In game or in the static mesh previewer)

Notes

  • Compiling for UE5 functions perfectly.

  • The import process works for files created under MagicaVoxel 99.6.4

    • // Does not currently work for 99.7 (beta)
  • This will occur with all models that are imported using Vox4u. (does not appear to be a specific model causing the problem)

    • used magica voxel default model "chr_knight" as a test
  • Flickering appears to only occur from certain angles -- usually from above

  • converting the static mesh to nanaite solves the issue

  • exporting the model as OBJ (from magica) and then importing to the engine functions properly (tho its not nearly as nice as this great plugin!)

  • exporting the static mesh to FBX from within the engine and reimporting solves the issue

    • When this happens, the following messages appear

    EXPORT_StaticChar_Knight has degenerate tangent bases which will result in incorrect shading. MikkTSpace relies on tangent bases and may result in mesh corruption, consider disabling this option.

    EXPORT_StaticChar_Knight has some nearly zero bi-normals which can create some issues. (Tolerance of 1E-4)

Runtime import

Hi,
Is it possible to use this plugin to dynamically import models at runtime?

UE 5?

Hi,
Any chance for the plugin to be updated for Unreal Engine 5?

MagicaVoxel 0.99

When importing a .vox file created with MagicaVoxel version 0.99, I get some weird colored voxels.
When importing as static mesh, I can quickly fix this by manually importing the correct palette.png -- but I'd like to import as voxels (cube instances) and that would require manually fixing the color of every material instance.

Models I created with MagicaVoxel 0.98.2 work great!
I will just stick with that for now. I can even open the 0.99-file in MV 0.98.2, then export it and import it into UE4, now with correct colors.

MagicaVoxel 0.99 allows for multiple models to exist in one file. Maybe that makes some troubles?
It would be neat to have them imported as separate VoxelActors.

Reimport Asset Doesn't Work

Great plugin! I noticed that the 'reimport asset' option doesn't seem to update the models though.
Unreal 4.19.1

Hello I am having issues to package the project unreal engine 5

i am having issues to package the project it always stuck on 130 packages

I have been trying to solve this problem for two days please help

UATHelper: Packaging (Windows): LogCook: Display: Cooked packages 2109 Packages Remain 130 Total 2239
UATHelper: Packaging (Windows): LogCook: Display: Cooked packages 2109 Packages Remain 130 Total 2239
UATHelper: Packaging (Windows): LogCook: Display: Cooked packages 2109 Packages Remain 130 Total 2239
UATHelper: Packaging (Windows): LogCook: Display: Cooked packages 2109 Packages Remain 130 Total 2239
UATHelper: Packaging (Windows): LogCook: Display: Cooked packages 2109 Packages Remain 130 Total 2239
UATHelper: Packaging (Windows): LogCook: Display: Cook Diagnostics: OpenFileHandles=2287, VirtualMemory=3563MiB
UATHelper: Packaging (Windows): LogCook: Display: Cooked packages 2109 Packages Remain 130 Total 2239
UATHelper: Packaging (Windows): LogMaterial: Display: Missing cached shadermap for LandscapeMaterialInstanceConstant_53 in PCD3D_SM5, Default, SM5 (DDC key hash: 145126A95CF19EC44E1C6AC6880840591FE34142), compiling.
UATHelper: Packaging (Windows): LogCook: Display: Cooked packages 2109 Packages Remain 130 Total 2239
UATHelper: Packaging (Windows): LogCook: Display: Cooked packages 2109 Packages Remain 130 Total 2239
UATHelper: Packaging (Windows): LogCook: Display: Cooked packages 2109 Packages Remain 130 Total 2239
UATHelper: Packaging (Windows): LogCook: Display: Cooked packages 2109 Packages Remain 130 Total 2239
UATHelper: Packaging (Windows): LogCook: Display: Cook Diagnostics: OpenFileHandles=2287, VirtualMemory=3605MiB
UATHelper: Packaging (Windows): LogCook: Display: Cooked packages 2109 Packages Remain 130 Total 2239
UATHelper: Packaging (Windows): LogCook: Display: Cooked packages 2109 Packages Remain 130 Total 2239
UATHelper: Packaging (Windows): LogCook: Display: Cooked packages 2109 Packages Remain 130 Total 2239
UATHelper: Packaging (Windows): LogMaterial: Display: Missing cached shadermap for LandscapeMaterialInstanceConstant_105 in PCD3D_SM5, Default, SM5 (DDC key hash: 4FEDD540BB20A8C0FF5C7EF7032DBA5C490F704F), compiling.
UATHelper: Packaging (Windows): LogCook: Display: Cooked packages 2109 Packages Remain 130 Total 2239
UATHelper: Packaging (Windows): LogCook: Display: Cooked packages 2109 Packages Remain 130 Total 2239
UATHelper: Packaging (Windows): LogCook: Display: Cooked packages 2109 Packages Remain 130 Total 2239
UATHelper: Packaging (Windows): LogCook: Display: Cook Diagnostics: OpenFileHandles=2287, VirtualMemory=3605MiB
UATHelper: Packaging (Windows): LogMaterial: Display: Missing cached shadermap for LandscapeMaterialInstanceConstant_133 in PCD3D_SM5, Default, SM5 (DDC key hash: 0AA0B3F7227F1638CBB7B8018FEB8B9032BF85D7), compiling.
UATHelper: Packaging (Windows): LogCook: Display: Cooked packages 2109 Packages Remain 130 Total 2239
UATHelper: Packaging (Windows): LogCook: Display: Cooked packages 2109 Packages Remain 130 Total 2239
UATHelper: Packaging (Windows): LogCook: Display: Cooked packages 2109 Packages Remain 130 Total 2239

Importing multiple vox in a single file

  • expected:
    crashes engine debugger giving nothing

steps:
export .vox from magica voxel with multiple vox files in one .vox,
import into unreal as a single vox file.
observe crash

engine version 4.25

Support for ue5.3?

Is it possible to use this under ue5.3?

Now UE5.3 asks for a recompile and it fails.

Importing vox files

Hello! I have installed the plugin and seem to only be able to import vox files as static meshes. Whenever I try to import as a destructible mesh or vox, the editor freezes and becomes unresponsive.

The only resolution is to force close the editor. This is occurring on a Win 10 PC with UE4 4.19.2. I installed the plugin by downloading the 4.19.2 binaries and adding them to the plugin folder. The plugin appears in the plugin list and is enabled.

Any help would be greatly appreciated!

Error when packaging the project

Hello,

Thank you for bringing VOX4U back to live.

I am having issues to package the project, this is what it says:

UATHelper: Packaging (Windows (64-bit)): Running AutomationTool...
UATHelper: Packaging (Windows (64-bit)): Parsing command line: -ScriptsForProject="D:/Projects/2. DeadMonkey/GGJTest/GGJTest.uproject" BuildCookRun -nocompile -nocompileeditor -installed -nop4 -project="D:/Projects/2. DeadMonkey/GGJTest/GGJTest.uproject" -cook -stage -archive -archivedirectory="D:/Projects/2. DeadMonkey/GGJTest" -package -clientconfig=Develo
pment -ue4exe=UE4Editor-Cmd.exe -pak -prereqs -nodebuginfo -targetplatform=Win64 -build -utf8output
UATHelper: Packaging (Windows (64-bit)): Setting up ProjectParams for D:\Projects\2. DeadMonkey\GGJTest\GGJTest.uproject
UATHelper: Packaging (Windows (64-bit)): ********** BUILD COMMAND STARTED **********
UATHelper: Packaging (Windows (64-bit)): Running: D:\Epic Games\UE_4.18\Engine\Binaries\DotNET\UnrealBuildTool.exe GGJTest Win64 Development -Project="D:\Projects\2. DeadMonkey\GGJTest\GGJTest.uproject"  "D:\Projects\2. DeadMonkey\GGJTest\GGJTest.uproject" -NoUBTMakefiles  -remoteini="D:\Projects\2. DeadMonkey\GGJTest" -skipdeploy -noxge -generatemanifest -N
oHotReload
UATHelper: Packaging (Windows (64-bit)):   Using 'git status' to determine working set for adaptive non-unity build.
UATHelper: Packaging (Windows (64-bit)):   ERROR: Could not find definition for module 'VOX4U' (referenced via default plugins -> VOX4U.uplugin)
UATHelper: Packaging (Windows (64-bit)): Took 0.639736s to run UnrealBuildTool.exe, ExitCode=5
UATHelper: Packaging (Windows (64-bit)): ERROR: Command failed (Result:5): D:\Epic Games\UE_4.18\Engine\Binaries\DotNET\UnrealBuildTool.exe GGJTest Win64 Development -Project="D:\Projects\2. DeadMonkey\GGJTest\GGJTest.uproject"  "D:\Projects\2. DeadMonkey\GGJTest\GGJTest.uproject" -NoUBTMakefiles  -remoteini="D:\Projects\2. DeadMonkey\GGJTest" -skipdeploy -n
oxge -generatemanifest -NoHotReload. See logfile for details: 'UnrealBuildTool-2018.01.28-01.19.43.txt' 
UATHelper: Packaging (Windows (64-bit)):        (see C:\Users\Oliver\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+Epic+Games+UE_4.18\UAT_Log.txt for full exception trace)
UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=5 (5)
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults: Error: Unknown Error

Unreal Engine 5.0.3 crashes when I try to import my voxel

After I press import or import all, Unreal Engine crashes and returns this error:

Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:C:\Program Files\Epic Games\UE_5.0\Engine\Source\Runtime\Core\Public\Containers\Array.h] [Line: 691] Array index out of bounds: -1 from an array of size 256

UnrealEditor_VOX4UEditor!UVoxelFactory::CreateVoxel() [D:\Users\Mikiya\Projects\GitHub\VOX4UPlugin\Intermediate\VOX4U\HostProject\Plugins\VOX4U\Source\VOX4UEditor\Private\VoxelFactory.cpp:233]
UnrealEditor_VOX4UEditor!UVoxelFactory::FactoryCreateBinary() [D:\Users\Mikiya\Projects\GitHub\VOX4UPlugin\Intermediate\VOX4U\HostProject\Plugins\VOX4U\Source\VOX4UEditor\Private\VoxelFactory.cpp:79]
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor_AssetTools
UnrealEditor_AssetTools
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
kernel32
ntdll

Unable to Re-Compile for Unreal Engine 4.20

I know that Unreal Engine 4.20 was recently released but I was wondering if you had any plans to release an update to make this compatible with the newest update. It does not appear that the newest engine version is able to re-compile the plugins.

Importing is not possible

MagicalVoxel: 0.99
UnrealEngine: 4.19.2
OS: MacOS HighSierra

Hello,
i tried several combinations of bringing the plugin into UE4.
Source and Prebuild.

The plugin itself builds fine and also iam able to select and load it in the editor. But when i try to import a .vox file it tells me the file is not a valid extention.

I also tried the Demo Project Repo, but that didnt work either, even tho the plugin was also successfully build.

Material information. More like future request.

Is where any possibility to request adding material information as texture file from .vox MATL?
like separate RGBA texture into main material? and assigning RGB channels to (emissive/metalines/spec/rough)?

after you updated plugin to UE5, i started to use more of it. but still trying to figure out better way with material properties.
as example this is how it looks one of mine materials (pardon my spaghetti) .

materials

Scale is grayed out

I cannot change scale on import; it is grayed out.

Using MagicaVoxel 99.6.4 on Win64 with Unreal 5.1.1. I've changed nothing, just copied git into project, restarted, and dragged .vox file in. Imports fine otherwise.

Unable to import .vox file with multiple parts

When I import the .vox file with multiple parts edited in the world editor of MagicaVoxel 0.99.4.2 as a static mesh, the result mesh is cracked;
When I import it as a destructible mesh, the unreal editor suspends.

Unreal Engine: 4.24.3
I used the proper build of the plugin.

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. 📊📈🎉

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google ❤️ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.