Welcome to this post This Space Engineers – How to set up and create voxel maps tutorial Guide was written to be helpful to you, and we genuinely hope that you do.
This guide will teach you how to set up and create voxel maps using either Voxel Hands or SE Toolbox.
In this guide, I will show you how to create voxel maps and add them to your planets,
What are voxel maps
Voxel maps are stored voxel data that can be used to spawn in things like boulders on planets.
Setting up the mod folder
Creating the mod folders
To begin with goto “AppData\Roaming\SpaceEngineers\Mods” and create a new folder here and call it whatever your mod name is then in that folder create two new folders one called “Data” and another called “VoxelMaps” .
Getting the SBC files for all voxel maps
goto “SteamLibrary\steamapps\common\SpaceEngineers\Content\Data” and copy the “VoxelMapStorages.sbc” and paste that into your mods “Data” folder.
Setting up a Build world
In the game, create a new game, goto the custom game and select empty world and call it whatever.
Then go to advanced settings and be sure to set your asteroid amount to none and voxel hands are enabled, then click ok and start
Now you can decide the method in which you make the voxels, either by using voxel hands or using models and SE toolbox
Creating with Voxel Hands
Advanced Profiling
to make life easier by creating voxel maps for planets, i would recommend setting up SE advanced profiling, which you can see how https://github.com/malware-dev/MDK-SE/wiki/Advanced-Profiling-The-Game – [github.com]Â by digi since this gives us a way to see which orientation and where to start building from on the voxel map
Spawning in an empty voxel map
Once you loaded into your build world, press Shift+f10 and select empty voxel map and set the voxel size to how big you want it to be for this example, i’ll be setting it to 128m and then once you select the size just click to place it in the world now to be able to see it better this is where Advanced profiling comes in handy press alt+f12 then tick Debug draw and select “VRage” and then “Asteroids” and hold alt and select “Draw voxelmap AABB”
Then you can unselect “Asteroids” and press “esc” to return to the game and see a white box with an axis in the middle. This is your voxel map.
Now, fly up toward the middle of the box. Here, your Voxels will spawn onto planets; the green axis faces skyward so if you wish to create one that faces outward from planets you should use this as its starting point.
Now you understand how G Meny works, you should select your voxel hands, press K to change shapes or materials as desired, and start building whatever it is you wish. I used this to make something out of planet earth which looks quite interesting!
once done make sure to save your world and then goto “AppData\Roaming\SpaceEngineers\Saves” goto your build world folder and in there your find a ProcAsteroid “.vx2” this will be your voxel map next copy that and past it into your mod VoxelMaps folder and you can rename it to what ever you want it to be.
Creating with models and SE Toolbox
you need a obj object of what you want can make this in any moding software like blender once you have that you want to download and run SE toolbox which you can get from here “https://github.com/mmusu3/SEToolbox/releases” – []Â once loaded click file open and select your build world
Now go to import “3D model for Asteroid” and then open your .obj now in SE toolbox the direction that faces up on planets is the Z axis which the blue one and not the green one like it is in SE so ussaly if im importing from blender i have to roll it -90 to be facing the right direction up once done hit create and then goto file and hit save.
Now load up that world in SE to see if the model is there as you want it and if everything is okay goto “AppData\Roaming\SpaceEngineers\Saves” goto your build world folder and in there your find the “.vx2” that be named the same as your model. This will be your voxel map next, copy that and past it into your mod VoxelMaps folder and you can rename it to what ever you want it to be.
Creating your VoxelMapStorages.sbc entries
Open your VoxelMapStorages.sbc with software like notpad++ or visual studios you’re going to want to delete all but one of the entries so your left with just left with one and then you’re going to want to change the SubtypeId to be something unique that no other mod will use and then change the StorageFile to be the location of the .vx2 file for that voxel map and so you should have something that looks like this.
Then if you have multiple entries you just want to copy from “<Voxelmapstorage> to “</Voxelmapstorage>” and then past that below the other entry and then give that another unique SubtypeId and change the StorageFile location to the next model so you have something like this
Then save that sbc and your done in that file.
Adding them to your planets
Disclaimer
This part of the guide expects you to know how to set up the basics of planet modding and so only focus on doing changes in EnvironmentItems.
EnvironmentItems
Under EnvironmentItems in the item under “<Items> you going to want to put
<Item TypeId=”MyObjectBuilder_VoxelMapStorageDefinition” GroupId=”Toolbox Example” ModifierId=”ExampleVoxelChange” Density=”0.002″ />
GroupId = The subtyped you set in the VoxelmapStorages.sbc
ModifierId = This is the Subtype of your VoxelMaterialChanges.sbc
Density = is how often the voxel map spawns on the planet
VoxelMaterialChanges.sbc
This is if you want to change material on your voxelmap for example, if you want it to change from stone to snow in a different area or you want to have multiple different ores but don’t want to make multiple voxel maps.
Subtype = something unique i usually call it something simular to where this change will take place
chance = the chance of this change happening
Change = from is whatever that material is in the voxel map is and then To is what you want that to be
Example Mod
Here below is an example mod that i made while doing this guide so if you are stuck anywhere hopefully this can help once subscribed goto SteamLibrary\steamapps\workshop\content\2975903309
Modlink: https://steamcommunity.com/sharedfiles/filedetails/?id=2975903309 – [steamcommunity.com]
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