[g2.1.pre-1196] Bug : Voxels not sizing up

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CRxTRDude
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Joined: Fri Jul 24, 2015 9:07

[g2.1.pre-1196] Bug : Voxels not sizing up

Post by CRxTRDude »

Hey guys, I've noticed while I'm trying to resize the voxel that I got (saved in Slab6) using "Scale = 0.8", but it does not resize. Seeing that it might be just only a bug for reducing the size, I tried to make it higher like 5.0, but again, it does not resize the voxel in the game.

I also don't know if this is the right place to post it, since I'm using a more Git builds instead of a default build.

EDIT: Just fixed my grammar and spelling stuff.
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Graf Zahl
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Re: [g2.1.pre-1196] Bug : Voxels not sizing up

Post by Graf Zahl »

Please post a demo mod. As it is there is no way to confirm whether is an engine error or something else.
CRxTRDude
Posts: 2
Joined: Fri Jul 24, 2015 9:07

Re: [g2.1.pre-1196] Bug : Voxels not sizing up

Post by CRxTRDude »

Okay, Just a bit second, I'll prepare the wad. Can I upload in this forum?

EDIT: NVM, it only alots 512 KB. Anyway, here's a stripped down version of my mod with a test map called 'BIKETEST' and the voxel.

nikkitest.pk3 - Mediafire

The voxel in question is the motorcycle. You can walk through it and 'drive it'. I made the voxel in MagicaVoxel and aligned in Slab6. I've set the VOXELDEFS with the scale of the voxel to 0.5. I tested and doublechecked it again on the GZDoom version that I specified, using Freedoom. Tested also on Doom 2 and it does the same thing.
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Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany

Re: [g2.1.pre-1196] Bug : Voxels not sizing up

Post by Graf Zahl »

Sorry it took so long.
Voxel scaling actually works, but in the definition is an error that causes it to be ignored: The first line should read BIKBA = "BIKBA" without the 0.

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