Dual Universe Roadmap and Features Upvote
Ability to edit voxels as you would vertices in a 3D engine.
Medium Dev Cost
Please just Pleeeeeeeeeease that's gonna make Designing ships way easer for Designers like me
This just du it.
<3 love voxel mancy
being able to do more with the voxels would make building designs much better
Export/Import from/to external 3D Programms?
Absolutely necessary - current voxel system and tools are totally insufficient, forcing the community to come up with hacky tools that exploit the issues rather than use features to achieve their goal. Besides that, we need a way to stretch and deform primitives to achieve other simple shapes like elongated sphere, not-a-cube, etc. Come on, those are basic!
I got into this game for the ship building aspect, but so far it is very, very disappointing and even more so frustrating. So far boxes or variations of boxes can be made because this game doesn't like triangles or complex structures. AND when you do get something right, the voxels themselves fall out of alignment on one side and becomes impossible to fix. This is one thing I would welcome the change.
I wish it me as simple Build Mode Tool. Select a Voxel, show the Verticles, select which you want to move with multiselect support and move it with Cursor and PgUp/PgDn. This way it would match very good the mechanics of the other Tools.I think this Tool is very important, because buildings ships easier that looks better give the players more fun on the game itself. Right now too many give it completely up and build 100% effective and ugly. That ruins the immersion of the DU game world.
I'm trying hard not to write this in CAPS, cause I would sooo incredibly much love to have this feature! If we're able to see vertices and the actual/deformed grid, I expect this to yield nothing short of a revolution in ship design with much less flying shoe boxes and a better understanding for everyone of how a voxel grid works. Especially including good designers that just aren't too good with the theory and internal visualization of "the invisible things" that led to the term "voxelmancy".
It will be wonderful if we can control vertices like in 3d, snap them to another vertices. Maybe rotate and scale mash. Just classic tools from most popular 3d programs makes our ship's and bases much more interesting and estetic=)
Definitely must-have feature, would open building of advanced shapes for way more people, and would simplify it for ones, who already use voxelmancy. 'cause right now it really pain in the ass, if you whant to build something more complex, than a brick. Sure, we can live with voxelmancy and a voxel libraries, but vertices editor would allow to build desireble shape right away, speeding up the proccess greatly and opening it for everyone, rather than bunch of ppl, who wish to spend weeks building
...rather than bunch of ppl, who wish to spend weeks building something fancy. And desings would be limited more with ppl imagination, rather than their tech-like skills and amount of free time.
It would be very nice to be able to manipulate a voxel saved library as we do elements. Perhaps even declare it as an element so that it can be rotated like one. In the future could even allow these elements to have function ... but more important would be the manipulation of the shape.
One of the game mechanics is building all kinds of constructs. Players should have the freedom to fully realize their creativity. Limitations, based on a given pattern ... limit and discourage not now, but with times.This game stands for self-realization and your answer of all questions is the Power of voxels! Voxel vertices editor! OHHH YESSS!
YES ! Beeing able to have that much control on vertices will make creators able to step up their games to a whole new level ! It will more than probably add a lot of attractivity toward the game as a builder, as currently, learning voxelmancy to actually have the voxel tools not gooing "too" crazy can be pretty hard, and a lot of time you have to submit to what the voxel tools can give you, even if it's not what you want. It will make the building mechanism better than empyrion/starsector/all
This is the most important feature to date to make!
ce serai mieux pour prévisualiser les formes que l'on souhaite intégrer à nos construct
A tool where the user can create custom curves after drawing a line of voxels (maybe using tangent handles). or the user clicks points along a user-defined path then have the game place a honeycomb material along that shape, but then give the user the ability to tweak the shape. https://www.youtube.com/watch?v=kJyWSzfwEk8 skip to 6:45 for a rough idea.
Please oh please oh please!! Additional and refined voxel manipulation tools are desperately needed.
why it wasn't in game from the beginning? it make so much more sense to edit vertices directly. and not struggle with buggy voxel tools or wedge. gonna make thing so much easier
Hell yeah, finally!
YES, this is absolutely necessary! For example, I tried to build Tintin's rocket: teardrop shapes are almost impossible to make, a rocket with 3 legs spaced equally (120º) is also impossible with these tools... My Tintin rocket looks like a playdough monstruosity!
Idk about this one, seems like it would take away from the great voxelmancers and math whizzes that sit and design voxels as a job in-game. Would make it easier for common folk like myself, but voxelmancy adds another dimension to the game.
Agree with Juvenius DrakoniusThis is the most important feature to date to make!
Just du it
The most special thing about this game has been the build tools, in an MMO environment.
This has highest priority in my opinion. During the last week I have almost come to a standstill building a medium sized "detailed" ship. It takes so much patience just trying to get it right. It also seems my 2 neighbors have abandoned half build constructs standing for weeks.
Can you please implement tools for the Editor like... Boolean, Bevel, Cut and Paste Tools... for manual sizes ... that would be nice...
Is it posible to include boolean operations between any shapes and not only the basic ones? Sry for posting here but there is no post/vote with this thing. Ty.
Although I feel this feature is important long term, we already have voxel manipulation as content. The game lacks content in other areas and even if people want this I'm not sure it's what's best for the game. Especially if it costs large dev hours.
This is critical... voxelmancy can produce a lot of general voxel errors as we are using the system in a way it wasn't really meant to be used. I want to build stable, builds and libraries that make it less tedious to enjoy my primary gameplay activity.
Game has to be about creativity not about learning tools. Voxelmancy is more an hack than good tool for creators
@Boartato I think this feature is very important for progress in general. It has a "medium" cost compared to many "high" cost features and keep in mind that all the "pinned" features already are in development or soon will be.It is up to the players to build much of the content in-game (which also take time), e.g. varies agencies, facilities, stations, services, companies etc (limited by imagination). This feature would help accelerate the civilization and make the world become more alive.
I think this tool could be implemented in a very simple way.We activate the tool in build mode. All vertices become visibleThe vertexes are highlighted and clickableOnce clicked, we use our arrow keys, pgup, pgdown and ctrl to move the vertex to the desired position (in the same way we accurately place elements already)We click again, and the vertex is released to its new location.Aside from highlighting the vertices and vertexes, there's no additional UI involved in this method.
Boartato I Disagree. Having better tools to deal with voxels WILL CREATE more content in the game as so many creators will not be so annoyed with the pain of voxelmancy as it stands. More hands on deck with better tools, means far more content added to the game (content comes from players, not really the devs).A vertex edit tool would be a godsend to the voxel-woes.I am a creator, and I approve this message.
Yes, please! Coming from using programs like Blender, the inability to move vertices around is really frustrating. I think this tool would enhance the look of all created content. Right now it feels like a hack to sort of get things to look okay. This is a game changer.
I wanted this tool already since Landmark, so now is the time to get it.Yes back in this days it was possible to manipulate the voxel verticie by using a big library of already manipulated voxels and people kept on expanding on it but all this would be not needed and much more user-friendly with this tool.Definitely an up-vote from me.
I would love a toggle snap to grid especially on rotation of voxels the fixed 90 degree rotates are currently horrible to use.
More than anything i want a symmetry mode/mirror mode for building. Space Engineers has an excellent system for it, something like that would be VERY useful here, especially being as the game wants ships to be balanced. I know a mirror function exists with copy and paste but it is a very tedious stand in, especially considering the size limit of the copy paste area. This would really be a huge thing i would think for a lot of people and encourage more creative building
Allow users to design the layout of honeycomb by placing and linking vertices to each other. Vertices would be placed as dots in build mode, then linked together with a link tool to create a structure. Thickness of the honeycomb would be determined by the thickness of the line between the vertices. Once the player is satisfied with the layout of the skeleton, they can choose to place honeycomb that will follow the shape that is defined by the vertex dots and lines between them.
Since the alpha this has been bugging me, please remove the need for a million voxel reactors and instead allow us to move the voxel edges directly; I have no problem with voxel grids limiting the granularity but making narrow sheets or lines should be simple and not a black art requiring watching multiple movies and tutorials to figure this out... +1
Why is this not pined !
Maybe have a look at Magica Voxel. Ideas could come from here.
An absolute must - would make such a large difference creating stuff.Would give you full control to easily shape voxels... it's a no-brainer!
This is my most wanted feature right now, honestly.
Make it easyer to do something wonderful!
I'd love this because the whole idea of voxelmancy blows my mind and has to this point stopped me from building much besides floors and walls.
Totally not needed. I am a ship builder and I can build any shape you want. I recently built the Naboo Royal Starship in 2 days. a photo from star wars and a screeny of my ship are hard to tell the difference. I don't know voxelmancy. I just lay the blocks down and smooth them. The problem is lazy people that want a beautiful ship instantly with next to no work or thought. The good thing about how things are is working out how to make things.. It isn't difficult. You just have to use your imagination.
we need it right now!
The ability to edit the vertices I don't think is a necessary thing. Yes it would make building a bit easier for some. DU already allows for the use of .OBJ files so a person can simply use a voxel editor that allows files to be saved to an .OBJ file which can then be used with the in game projector. That really should DU it. Also . . . Allowing the direct upload of .OBJ files would pollute the uniqueness of isolated in game builds by the inevitable uploads of other people's creations.NOTE: I have a suggestion for a voxel improvement that has nothing to do with vertices. I will make a separate suggestion.ThanksAddressing a previous comment by Buck_Rogers . . . Your method of building has limitations. I too build the way you describe and soon realized much more can be done beyond that method and those ways would be out of reach for some if vertices are not directly editable. I do mean 'some'.
This is kind of a thing, you can use the pinch tool to get weird shapes, but its interesting and I wouldn't mind being able to get a bit more detail
What would you guys think of maybe being able to build shapes and stuff in blender, and then upload to the game?
The Idea with blender as has been suggested would be great.
Why not an obj (created on C4D, blender etc..) to voxel, I guess it's a huge feature but maybe not impossible, There is tool to convert obj to voxel => https://drububu.com/miscellaneous/voxelizer/
Please make this a reality, building ships is a complete pain and trying to create specific angles and shapes is near impossible without taking a course in voxelmancy and figuring out how to make specific shapes and angles. Please make it alot easier for players to create beautiful ships! I literally have a box, thats it, its near impossible to create unique shapes without spending days in trial and error.
Total unpopular opinion -If you can't make a good ship with the current system, this won't help much. If you don't understand the concept or use the reactor now, which most people don't or can't - then a vertices editor won't help you. This reminds me of people who think if they buy a $2,000 piece of software to video edit they will magically be better at it. It's a skill, it's hard, and the game is NOT world of warcraft. It's takes learning and effort. If you have a cube and that's it, that's on you, a few added tools aren't going to help you frank.
Why this improvement is still under consideration? We spend hours of the gameplay to conjure with voxel reactors. This looks more like a bug rather then a feature.
Absolutely A Must!
This is an interesting concept, but as a voxelmancer, I am not supportive of it's implementation. This would make what I do in the game worthless, and the amassed knowledge, skill, and practice would be essentially rendered useless. By this same persepective, it would be tremendously easier and faster for me to complete projects, but the same would be for everyone else, the value of good voxelmancy would plummet.
I was against this at first. but I revoke my previous opinion. betwwen render issues and voxels not behaving like they are supposed to, let me fix those manually, and everything will be fine.
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