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Topics - Trillster

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1
Tutorial Collection / [RESOURCE] Can't Believe It's Not SLADE
« on: May 21, 2023, 11:27:08 PM »
Can't Believe It's Not SLADE

Can't Believe It's Not SLADE (CBINS) is a command line utility that allows users to easily create and manage PK3-based projects in more modern editors such as Visual Studio Code rather than SLADE.

It does this by providing the ability to create directory structures that can be opened in modern editors and tracked by source control such as Git, but then also providing the ability to compile that directory (including its ACS) into a PK3 file.

Download CBINS v1.2
View Repository

Screenshot
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Basic Usage
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Configuration
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Commands
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FAQ
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Accreditation

- Credit to Russel for the original Doom Archive Manager that has helped development so much already and inspired this project.
- Credit to Ken Silverman for creating pngout.exe which this utility optionally uses for PNG optimization when building.

2
Bugs/Suggestions / Bars and Numbers: a New Default UI?
« on: February 21, 2022, 10:47:35 PM »
It goes without saying that a lot of mods and a lot of people have modified the vanilla status bar in some shape or form. The backend for the status bar is seeing lots of reform for v6b API related reasons, so I anticipate that now might be a good time to get some centralized discussion about what works for the current status bar, and what might not work so well.

The current vanilla status bar has unconventional placements, a comparatively cramped design, and segmented bars which create ambiguity in ammo and HP values, but it is unarguably Mega Man in design and holds a charm for many of us.

We've had talks of the status bar in the development team, but without public perception, there hasn't been an easy consensus. So, the point of this thread is primarily to gauge insights on how people feel about the current vanilla status bar, but also to propose three new potential status bar replacements if the current is seen as undesirable, from minor changes to big overhauls. It is worth noting that these are primarily proof of concept, so if you like a certain layout but don't like the style, bring it up! Tell us what works and what doesn't, and especially fill out the survey at the end.

All of the following are being proposed as full scale replacements to the current default UI. While options would be nice, they are not viable for the modding scene, and would be more likely unsupported as horizontal bars often have been currently.

Genesis Flavor
At a Glance
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Goals
Genesis Flavor is very simple, as it's the current vanilla status bar, but with different bar graphics inspired by Wily Wars
It preserves the Mega Man layout and style with segmented bars, but removes the black portions to prevent ambiguity.

Download and Try!

Compromise
At a Glance
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Goals
Compromise has all the elements of Genesis Flavor, but it also introduces layout changes.
The ammo bar and HP bar are swapped, so that it follows more modern conventions introduced in MM8, MMPU, and MM11.
There is also now a gap between the bars, allowing for breathing room between UI elements.
With the ammo bars extending towards the right, there is more room for additional UI elements.

Download and Try!

Anarchy
At a Glance
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Goals
Anarchy, as the name suggests, overhauls the layout completely.
It uses more minimalist MM8-styled bars, contrary to the NES segmented bar.
It provides borders around UI element ala MMX to make things easier to parse.
In horizontal mode, it resembles more closely traditional shooter UIs, by having the HP on the left bottom corner and the ammo on the right bottom corner.
In vertical mode, it is a compressed version of the UI in the top left for previous vertical users.
Both styles are designed to use the same graphics to prevent modding and graphic work overhead.
Anarchy introduces new UI elements, one of which displays which weapon slots you have in your inventory and highlights the one equipped.
Another new UI element is bars and icons displayed on buster weapons which show charge status and cooldowns.

Download and Try!

Double Take
At a Glance
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Goals
Changes the bar graphic to use a bar closer to NES style, but still, one that fixes the black segments to avoid ambiguity.
Preserves the current order and general placement of bars, however, spaces them out a bit more to allow room for added elements and better reading.
Implements the weapon slot display of Anarchy and would be able to support buster UI elements.
Implements a mugshot that would change with skin.
All numbers have been standardized to one font which is bigger than all the previous ones, making numbers more prominent in the UI.
Vertical moved slightly closer to the crosshair, primarily more towards the right and slightly down.
For all intents and purposes, this is essentially meant to be the vanilla UI, except with stuff spaced slightly better and important information scaled and placed bigger.

Complete the Survey!

Give any further thoughts in the thread below!

3
Projects & Creative / Trill's Addon Shop - Introducing Side Swap
« on: November 18, 2021, 04:37:17 AM »
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I've found myself being interested with the idea of mods that just serve to be general quality of game and play improvements, so here's a few mods I've created that I would consider must-haves when hosting your servers. All the addons in this thread are designed to be interchangeable and compatible with most all mods and modes of play out there.

Damage Display
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Map Voting
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Ping Button
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Side Swap
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4
Projects & Creative / Endless Attack - Roguelike Mission Mode
« on: May 25, 2021, 05:50:24 PM »
Time to see who all remembers the Mission Mode layouts,
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Endless Attack Mission Mode

The name here's pretty self-explanatory. You get segments of various old Mission Mode maps combined with some new segments into a randomized rogue-like inspired game mode that allows you to collect weapons as you progress towards beating every boss. Segments get more difficult with harder enemy types and potential new layouts as your score rises. High scores and fastest times for each segment are recorded, so go for broke with the lives provided for each run. Defeat a boss and everyone gets a free restock of lives to get right back into the action. It's the classic Mission Mode gameplay just with extended replay value and option for mappers to create custom level segment packs and load them alongside the mod for a larger pool of pieces to fight through. Even programmers can get in on the fun with potential for custom bosses and even more weapons to fight for, so it's the ever-expanding Mission Mode experience.

Screenshots
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Credits
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FAQ
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Download Here!

For any inquiries or feedback, you can contact me on Discord at Trillster#2887

5
Projects & Creative / Modular Weapons - Concluded Tech Demo
« on: November 16, 2020, 02:32:59 AM »
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Modular Weapons - A Successful Test

Modular Weapons was a tech demo for the systems now implemented as part of Mega Man 8-Bit Deathmatch V6B. It showed that there was interest and feasibility to a setup that promoted compatibility between mods and it also helped us gauge what modders might be interested in if a system like this would be put into place, such as weapons that gain two types of ammo, means to do custom styled bars, and even further expanded systems to add and randomize new assist items.

As a result, however, this thread is now no longer needed, because the packs built for Modular Weapons are out of date and will be deprecated in favor of updating those mods for Version 6B of MM8BDM. Its legacy will live on, however, as you can now randomize all sorts of pickups in base Mega Man 8-Bit Deathmatch, so be sure to check out the new Version 6B wiki along with its documentation and server settings pages. Make sure to check the relevant threads later for weapon packs that'll be updated for Version 6B!

Visit the Wiki!

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6
Projects & Creative / QBox Rerolled - Randomized Pickups
« on: October 31, 2020, 11:07:56 PM »
Perfect time to start modding for deathmatch again,
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QBox Rerolled

Inspired and influenced by SickSadWorld's original QBox mode, this version aims to be a more lightweight version that's built to last for all future versions of MM8BDM. Version 6 introduced some new modding tools to make that possible, so I wanted to throw my hat into the ring to show how these new tools can be used by example. It's the same simple rules as the last go. Pickups are replaced with mystery boxes that can be broken to reveal a certain type of item inside. Only this time, now the weapons are truly randomized, so expect to see far more Black Hole Bomb in your rounds.

Screenshots
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Download QBox Rerolled v1 Here!

For any inquiries or feedback, you can contact me on Discord at Trillster#2887

7
Tutorial Collection / [RESOURCE] Trill Skin Assembler for MM8BDM
« on: October 20, 2020, 07:30:18 PM »
So I think it's pretty easy to say that going from sprite sheet to skin file can be tedious and annoying. It requires you to remember the rotational numbers while manually renaming each file. I wanted to change that, so here we are.

This resource works best if you've already got a general idea of how the skin creation process works and you may want to have SLADE 3 for adjusting the automatic offsets, so be sure to check out the original skin tutorial found here, https://cutstuff.net/forum/index.php?topic=10931.0

Trill Skin Assembler

Trill Skin Assembler is a GUI-based program to allow people to create skins for Zandronum-based projects, mainly focused for Megaman 8-Bit Deathmatch. It requires far less knowledge of how programming for skins works and allows even new users to go from just a sprite sheet into a fully functioning skin.

The program has support for many extra features of skin-making, such as 8 rotations, implementing a set of crouching sprites, implementing mugshots for addons that display the mugshot as part of the UI, and implementing multiple sounds for each category.

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Note that the installer download may be false-flagged as malware. An archive download is provided for that situation. Simply download the archive download, and extract the folder within it.

Download Here

8
Closed / [Improved(?) Animation] Top Platform Voxel
« on: October 04, 2020, 03:37:59 AM »
Super subjective thing but it's always been a bit of a bother with these voxels. The voxel itself looks nice and is a good representation of the platform, but it uses Zandronum's default spinning argument which both looks uncanny when put next to other MM8BDM texturing and animation but also doesn't actually fit the rotation speed when you turn off voxels. So instead, consider doing something such as this for its VOXELDEF,
Code: [Select]
TOPPA="TOPPA" {AngleOffset = 360}
TOPPB="TOPPA" {AngleOffset = 240}
TOPPC="TOPPA" {AngleOffset = 120}

Here's the current for comparison,
Code: [Select]
TOPPA="TOPPA" {spin = 180}
TOPPB="TOPPA" {spin = 180}
TOPPC="TOPPA" {spin = 180}

And here's a video showcasing the newer animation,
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9
Projects & Creative / Objective Combo - Automated 6 Team Mode Rotation
« on: August 18, 2020, 06:08:52 PM »
This thread's been a long time coming,
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Objective Combo

Inspired by a general interest in modes such as King of the Hill and One Flag CTF, Ehibika and I helmed this project to compile six game modes into one automatically rotating mod with a bunch of settings to customize the game experience. It brought optimizations to modes like Evil Escort and King of the Hill while reworking older game modes we've seen such as Assault the Fort into a simplified mode now called Roboenza Reactor. Other modes include a new take on Screw Scramble now called Chip Challenge and a fairer paced version of One Flag CTF called Flag Ball. If those modes don't suit your interest either, there's an enhanced TLMS under the name of Arena.

Because of the concept, our goal is to have this compatible with every class mod to date, as we wanted to be able to encourage greater variety of mode past just TLMS in the server pool. A lot of work went into being able to have a proper respawn system that doesn't break class mods as a result. The settings provided follow a similar rule of thumb, they're mostly fully customizable just to ensure that our project can fit your needs in your class mod. While the settings are designed to try and give the best experience from a quick host, it's recommended to give them a read if you're looking to a host a server with a nontraditional class mod such as Unholy. It is also heavily worth noting that due to the nature of these mods, they are only compatible with CTF maps, however this does include the Recreation CTF pack and many other ones. The server must also be hosted in the TeamGame (ACS) game mode for functionality.

Game Modes
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Server Settings
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Download Objective Combo ve3 Here!

For any inquiries or feedback, you can contact us at either the 8BDM Discord (http://cutstuff.net/forum/index.php?topic=11354.0), the 8BDM Center Discord (https://www.youtube.com/watch?v=QjRAS5z-B0E), or on Discord at Trillster#2887 and Ehibika#3634

10
Halloween came a bit early this year...
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Ghouls versus Humans Arcade

Largely inspired by GvH NES and previous attempts at keeping that mod alive, I felt like there was a demand for some ghouls action. However, previous attempts also ended up feeling a bit lacking in trying to design for and with MM8BDM's maps and overarching design. GvH Arcade aims to take the ghouls design and adapt it better to MM8BDM's environment through various means to push it into being a mod that's more accessible and understandable when compared to other MM8BDM mods.

One such design choice is implementing a daybreak timer for standard TLMS that allows ghouls to keep their iconic high mobility and unrestricted design while also not giving them a win condition for stalling the match out. Similarly, humans have been redesigned to focus on more specialized concepts in the way that more traditional classes might be designed, emphasizing a sense of teamwork for them compared to the ghoul side.

Alongside this goal of accessibility, the in-game menu offers easily viewable change-log menus, class-helps for informing players on how classes work, and various user options to improve the individual's experience such as toggling jump-scares, changing class control schemes, modifying how gore looks, and a death hint system for some added info when you die to a class.

Current Classes
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Screenshots
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Credits
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GvH Arcade Map Pack

As with the original GvH and its many iterations, along with this is a map pack mainly designed to be played alongside GvH Arcade to better take advantage of its unique aspects and class design. Plans to bring in revamps of previous ideas and maps while opening the way for future maps and designs.

Maps
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Map Credits
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Download GvH Arcade v2chh Here!
Download Map Pack v1a Here!

For any inquiries or feedback, you can contact me at either the 8BDM Discord (http://cutstuff.net/forum/index.php?topic=11354.0) or on Discord at Trillster#2887

11
Projects & Creative / Minecraft Classic - Nostalgia in 8BDM (v5)
« on: May 06, 2019, 04:57:43 AM »
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Minecraft Classic - Nostalgia in 8BDM

Made with the help of Ehibika and Jax with their grid snapping script and inspired by Geekie's Minecraft map, Minecraft Classic is now playable in 8BDM. Now you too can confuse Youtube's automatic game-detection! With 85 blocks at your disposal, it's possible to create whatever you desire on whatever map you'd like. OpenGL with models enabled and having buckshot enabled is recommended for the best, most polished experience.

Screenshots
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Download Here!
Version 1 Download
Version 2 Download
Version 3 Download
Version 4 Download

Changelogs
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12
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Maestroid Prime Hunters - A Metroid Based Overhaul

A joint project between Max, Jax, and myself, this mod aims to bring the class-based experience of Metroid Prime Hunters into 8BDM. With this, Maestroid Prime Hunters sees the return of Metroid Prime Hunter's 6 main weapons and many game mechanics such as jumping after walking off of ledges, rocket jumping, and affinity bonuses. In addition, the mod includes a reworked LMS pickup system which can be toggled on or off with the use of the "MPH_PrimeLMSStyle" server variable.

Classes
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Screenshots
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Changelog
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Download Here!
Mirror

Credits
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13
Skins & Bots etc / Trill's Voxel Props (v2)
« on: May 26, 2017, 08:36:16 PM »
Voxels count as skins right?

Trill's Voxel Props

So voxels are finally usable in Zandronum thanks to the recent 3.0 update. They're like a mix between models and sprites, but they have the benefit of being rendered in both Software and OpenGL. Along with this, much like models, they can loaded in the "skins" folder and can be used to replace sprites. Currently Core 8BDM uses these models for only platforms, so I decided to create voxels for smaller props that you can see outside of the fighting arena.

Screenshots
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Download Here!
Mirror Download

Quick Beam Add-on

Feel free to make suggestions about which props you want to see for future updates!

14
Closed / [Improved Sprites] Proto Shield Front
« on: October 22, 2016, 09:59:15 PM »
Something has always irked me about Proto Shield and I'm quite surprised that (from what I can see) it's never been brought up here. Looking at some official art of Proto Shield, you can see that the entirety of the shield has an outline.
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Simply enough, 8BDM's Proto Shield only has it on one side, easy fix by just mirroring it to the other side as below,
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EDIT :
Figured I would put the pointed shield update in the main post as well.
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15
Tutorial Collection / [TUTOR] It's The Future! : Voxels 101
« on: September 27, 2016, 01:49:00 AM »
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OYE, SO YE THINK YOU'RE READY TO MAKE SOME VOXELS EH?

ARE YOU READY TO DEDICATE HOURS OF YOUR EYE'S HEALTH PUTTING BLOCKS TOGETHER AS YOU QUESTION PERSPECTIVE? ARE YOU USING ZANDRONUM 3.0? (Because you know, these things don't work in any other version currently). LOOKS LIKE YOU'VE COME TO THE RIGHT PLACE THEN!


So if you've been keeping up with Mike's Twitter, the 8BDM Discord, or Zandronum 3.0 news, you'll have learned that Zandro 3.0 and MM8BDM v5b in extension will support voxels. Voxels are a type of 3D model which work in both OpenGL AND SOFTWARE. This is pretty new to software users so the interest's been pretty big for these blocky models lately. However, let's just say the program for making these ain't exactly user-friendly. Fear not! This tutorial's here to explain the basics. You may need to use the scroll bar at the bottom of the post to see things further to the right due to large images. If it ever seems like something's missing, be sure to try this. So let's get right into it.

Zandronum 3.0 - http://zandronum.com/download (Development Builds)
MagicaVoxel - https://ephtracy.github.io/
SLAB6 - http://advsys.net/ken/download.htm
SLADE 3 - http://slade.mancubus.net/index.php?page=downloads
Voxels Made in this Tutorial - https://www.dropbox.com/s/34jxl16746i0yzc/Voxel%20Tutorial%20Voxels.zip?dl=0
MM8BDM Palette for MagicaVoxel - https://www.dropbox.com/s/13w6bl148i0g7z5/megapal.png?dl=0
ZDoom Forum Summarized Tutorial - http://forum.zdoom.org/viewtopic.php?f=39&t=45680

Congratulations! If you've gotten this far I can assume you've opened the program and hey, there's a first step to everything. So you should've been brought to a screen that looks similar to this,
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Of course it wouldn't be a proper tutorial without some setup though. Let's just say it starts you off with some weird settings such as a messed up camera, some hidden brush settings, and it just doesn't look very good in general. So to fix this, you can press the Brush, GD, SW, Grid, BG, and Free buttons.
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So with your new fancy settings, you should have something that looks like this.
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SHORTCUT KEYS

Now you can either go around clicking the individual buttons or if you want to be a speed master, you can just memorize these shortcut keys.

WASD - Move focus
Left Click - Draw
Right Click - Adjust Camera
V - Voxel Brush
F - Face Brush
B - Box Brush
L - Line Brush
C - Center Brush (or as I call it, Circle Brush)
P - Pattern Brush
1 - Set Mirror Mode to X
2 - Set Mirror Mode to Y
3 - Set Mirror Mode to Z
CTRL+E - Display Edge
CTRL+G - Display Grid
CTRL+F - Display Frame
CTRL+R - Display Ground
CTRL+B - Display Background
CTRL+W - Display Shadow
F6 - Screenshot

Man, that's a doozy, I definitely wouldn't want to remember that but the option's there.

A quick forewarning for any voxel you do decide to make, you can't actually make anything larger than 126 x 126 x 126. Hopefully you didn't have any plans for voxel Gamma.

DEEP DIGGER (Cube Shapes)

So rather than just saying what all the program can do, I think it's better to show it with examples. Considering this is the first example, this one's gonna be a bit more picture-heavy than the rest, feel free to skip it if you know the basics such as importing pictures, palettes, and saving. That being said, the first thing you want to do here is to import your palette.

So to actually import the palette for your sprite, it's rather simple. You take your sprite's file and drag it into the side bar on the left. You should arrive at a palette that looks like this,
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As you can see though, sometimes the palettes don't work out too cleanly. Sometimes they can end up being a funky mess like that. To fix this, you'll have to create you're own palette. Before you start jumping to conclusions though, it's quite simple. You just need to take all of the colors in a sprite and arrange them in a one pixel tall line as shown below.
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So now once you drag your new palette in the sidebar, you'll get a much cleaner one such as the palette below.
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Now with your palette sorted out, you're free to drag your sprite into the actual editing field, bringing you to a voxel which looks like this.
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So obviously you wouldn't want your voxel to be flat, but first  you should take this time to save your project. Afterall, there's never a time to early to start saving.
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Now if you remember Uranus's weapon from Mega Man V, you'll also remember that it was a simple cube that Mega Man picked up from the ground. Because of this, it's also easy to imagine what shape it is. MagicaVoxel currently doesn't have an easy copy and paste function though, so we have to use the Pattern Brush. So to start this, press the Pattern button on the right sidebar to bring up a similar looking menu to this.
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Once you're at this point, press Open and load up the voxel you're working with, in this case, the Deep Digger Block.
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You'll want to keep that saved in your Pattern Brush for later. For now though, it's time to fix the issue of your voxel being flat. Since this is a simple cube, your width should match your length. So in this case, the dimensions should be 16 x 16 x 16 rather than 16 x 1 x 16. To change this, you just type in your new dimensions in the box shown in the image below.
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So great, now while your frame is the right size, your voxel is now in the center of what should be a box.
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Luckily it isn't too much of a hassle to fix this. All you need to do is take advantage of your Move tool.
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To be more specific on what the Move tool actually does, it moves your entire voxel left or right on whichever axis you started holding left click on. Because of this, since we want to move the Deep Digger voxel to the left edge, we need to start holding on the side of the voxel as shown below.
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Once you've moved it to the left edge, it should look something like this.
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Now here's where the pattern you saved earlier comes into play. The Pattern Brush lets you attach, erase, or paint in the specifc pattern you saved earlier. Because of this, by combining the Pattern Brush with the Attach tool, you get an effect similar to copy and pasting. First you have to actually select the two though.
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Now with both of those selected, you can easily start placing the other sides of your voxel shown below.
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You'll notice though, for the other two sides, the pattern you have currently won't work. It's just not facing the right direction. However there's no need to make another pattern as you can just rotate your voxel by opening the following window.
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Once that's done, you can press the Z button to make your voxel look more like this,
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From here you can place the other two sides and arrive at this,
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Once again though, you notice that your pattern won't work for the top and bottom sides. As you can guess, you'll need to rotate your voxel again by pressing the X button this time, leading you to this.
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With the attach tool, you add blocks on top of whichever block you're currently pointing at. Because of this, if you were to attach your palette currently, it would become misaligned with the other sides. So first you have to erase a few blocks to attach to the base, select the Voxel Brush and Erase tool to do this.
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If the Attach tool adds blocks, you can guess that the Erase tool deletes them. The Voxel Brush, compared to other brushes, only edits the block you're pointing at specifically. Because of this it's better for specific details such as deleting these four blocks on both sides.
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So now the voxel's bottom looks like this,
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From here you can just go back to the Pattern Brush and Attach tool to add the two missing sides, making the voxel now look like this.
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One last rotation by pressing the X button to fix the sides' orientation and you'll finally end up with a finished voxel.
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As an optional thing, if you want a more cinematic picture of your finished voxel, you can remove the grid and frame then press F6 for a screenshot of only the voxel.
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ITEM-1 (Circular Shapes)

So if you're like me, you probably don't want literally every one of your voxels to be entirely cubes. Luckily MagicaVoxel has an easy way of making circles that doesn't make me want to rip my hair out. For this example we'll be recreating Item-1's voxel (and this totally isn't just me being too lazy to make another voxel).

Repeating the same beginning steps from before, you'll probably realize this time the palette is a lot cleaner just importing the Item-1 sprite itself. This means you can just skip making your own,
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Since our red platform here is circular, it's width should also be equal to it's length, much like a cube. In this case, this means our dimensions should be 22 x 22 x 13.
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Everyone's got a different order they like to do this stuff but for me I normally focus on the side closer to the frame boundary first,
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So earlier I mentioned an easy method for making circles. This is where the Center Brush comes in. This brush lets you edit pixels in a radius around a single voxel. In most cases I can see, you'll be using this to edit in circles. Before we start going crazy with circles though, we need to remove the top two center pixels of our sprite like so,
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Removing the pixels is self-explanatory enough, you need room to actually attach the circles afterall, but why two of them in particular? Since the Item-1 platform has an even numbered length, you need to overlap two circles to get it to fix the sprite's outline properly. For odd numbered lengths you can do one pixel as normal though. So now here's where the fun comes in, go ahead and select your Center Brush and Attach tool.
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Much like the Move Brush, the Center Brush makes its circle on a different axis depending on which surface you start holding left click on. Because of this you'll want to make sure that you start the circle on the top of the pixels like this,
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From here, just start drawing your circle. Make sure that it reaches all the way out to the left outline. You should end up now with something that looks similar to this,
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You'll notice that my voxels have a purple outline around the edge of them. This is a handy rendering option that can be enabled with the Edge button,
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This is pretty feature to have whenever you're working with a bunch of dark colors that don't show the grid too well. Anyway, since we started with the left pixel's circle, it's time to do the right circle. So go ahead and erase the right pixel again as that just got filled in with the rest of the circle. While you're at it you can also fill in the left pixel.
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Now it's just a matter of repeating the last few steps, be sure to match the right circle with the right edge of the sprite's outline. Also remember to start creating the circle on the top surface of the pixel. After doing that and filling in the missing voxel, you've should've arrived as a platform like this.
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We'll detail the top of that later, first we need to get the shape in order. Now I'm not sure about you, but I'm too lazy to redo that entire process for the next few lines downwards. Luckily we got a workaround to that.
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As you might notice, those lines have the same length as the the first line we did. Because of this, we can just use the Face Brush to expand the circle downwards. What's the Face Brush exactly? It's simply a brush that edits the entire surface of the same color. Can't use a brush you haven't selected though so you should probably do that first,
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Now it's just as simple as selecting your color and attaching a few extra layers, which gives you this.
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Now I'm gonna skip ahead of a few circles here, I'm here to help you guys make some voxels not showcase Circle Simulator 2016. If you've attached your circles correctly, you've now got something that looks like this,
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This part's comparatively simple, it's just using a bit of perspective knowledge to make the propeller part. I guess that that it's a 4 x 4 square with a base of 2 x 2. Thus I attach some voxels as such,
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Get the Paint tools out because now it's time for us to become artists! So you could potentially just combine the Paint tool with the Voxel Brush, but that's not efficient enough and we're clearly about speed here. So instead, we're going to use the Block Brush.
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So to elaborate a bit more, the Paint tool lets you replace voxels without actually attaching or erasing them. Meanwhile, the Block Brush lets you edit voxels in block shapes. This combination is pretty useful for drawing on sprite details such as the shine on a platform. After drawing on all of the details, you'll get something everyone's a bit more used to,
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Now I'll admit, I'm a bit of a cheater, I didn't actually make the full circles.
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Lucky for me, I can just rotate my voxel by pressing the Z button. Afterwards by pressing Mirror located in the Tool tab, I have a full voxel. It even mirrors the pattern I drew on, convenient!
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All's not entirely well though. Mirroring has it's usual effects, backwards numbers and shines. Along with this the black outline is still there. While everyone has their own style, I'm not a huge fan of these pesky outlines on circular objects,
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After a quick bit of polishing, I've arrived at this,
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Even after this huge showcase of screenshots though, we forgot one thing, the top of the actual platform. I always start it off by actually coloring in the top, being sure to leave the outline still. This can easily be done by using the Paint tool combined with the Center Brush.
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You think you've learned all the brushes yet? Nope! One last one, I promise. This one's the Line Brush, it's rather self-explanatory, it draws in lines. Combining this brush with the Paint tool lets you create the shine effects of the platform,
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Awesome! So after that seemingly never-ending hell of screenshots, we've gotten a finished Item-1 voxel.
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GETTING IT INTO THE GAME

So these voxels by themselves do look rather awesome, but what if you actually want to use them? Well, that's where things get a bit messy switching between programs. First though, you need to export your voxel so that SLAB6 can actually use it. This can be done quite simply by pressing the Export button, then selecting the .slab option.
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Now as you would expect, this is the time you ought to get SLAB6 opened so that you can load the new file you just created. Once the file is loaded, go over to the Tools tab.
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This gives you a lot of different options but for our purposes only one is important. Similar to setting offsets for a sprite, you also need to set pivots for a voxel. So go ahead and click on Adjust Pivots to bring up this.
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As confusing as it looks, you can ignore all of it except for the bottom left box. Hover over this with your mouse then use the up and down arrow keys. You'll notice that this changes the elevation of the flashing green lines in your voxel. Depending on the type of offset you want, you'll put this at the bottom or top of your voxel. If this were something like a prop that stands, you'd put it at the bottom. In our case however, since this is a platform, it needs to be at the top. This entire process is to avoid having the voxel clip through things in the game.
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Things don't get any easier from here though, whenever you save the file, you must make sure to save it as a .KVX file, this is the only one that Zandronum 3.0 will support. Along with this, it'll bring up a prompt asking how many mips you want to use.
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It doesn't matter which option you choose, so I normally just go with 1 mip because it has lower file sizes. Make sure that whenever you save your finished voxel, you name it first five letters of the sprite it's replacing. In this case since we're replacing the Item-1 sprite, we would name it ITEMA. Of course things still aren't over though, we can't see the beautiful voxel in the game yet! Now it's time to open SLADE 3. Much like adding a sprite, voxels need to be put into a specific folder geniusly named "voxels" without the quotes. You could add this folder into any .pk3 file as long as it's loaded by the game, this includes skin folders. For the purpose of this tutorial, I'll just be adding it into mm8bdm-v5a.pk3 since it doesn't cause any compatibility errors.
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There's my folder, now I just need to put the file in,
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Finally, after opening the game in Zandronum 3.0, you can see this thing you've worked so hard for.
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It's worth mentioning that if the actor you're making a voxel for has multiple frames, Item-1 actually being one of these, you need to make separate voxels for each frame. So to do a complete Item-1 voxel, you would actually have two .kvx files, ITEMA and ITEMB.

So there you have it, voxels in Zandronum 3.0 and by extension MM8BDM. This tutorial probably has gone on way too long already but if you guys have anything to add or a particular question, feel free to add it below. Happy voxel making!

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