That's a feature. I see you've been using KWALK mainly as a viewer. That's fine, but keep in mind that KWALK is also a voxel model animation editor. I suggest you extract VOXDATA.ZIP and load some of the sample files in the KV6 subdirectory (especially ANASPLIT.KV6 and ANASPLIT.KFA). This should reveal clues on how animation is done. (Also see KWALKHLP.TXT)
JazW at
I understand that kwalk sees unconnected shapes as seperate objects, I'm trying to set up the turret and cannon as linked animated subobjects of the chassis, but random bits of the surface are disconnected, leaving holes where you can see the interior voxels.
Sorry if I'm being dense but how is this a feature...?
For shape connectivity, KWALK only follows the 6 directions (up/down/left/right/up/down). It does not follow any diagonal connections. You could fix the code in KWALK, but since you're not a programmer, I would suggest editing your tank in SLAB6 and adding some more voxels to glue those dangling voxels together. Keep in mind that SLAB6 is an 8-bit color editor, so you may lose color information at loading. Thankfully, your tank model seems to fit in an 8-bit palette ok.
JazW at
If you ever revist kwalk, an option to collapse any odd bits that didnt import correctly would be nifty.
Much as I rateSLAB6 I was hoping to be able to go straight from 3dsmax into kv6, but I'll see what I can do.
Still havent actually got the source to compile yet, only thing I have here is Visial c++ Express 2005, but it chokes bad on compile.