Blueprinting empty space

Deon Beauchamp shared this feedback 2 days ago
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When designing structures that are placed on voxel terrain it would be useful to be able to specify void spaces around the grid blocks. This would be incredibly useful when pasting facilities that have underground features.

Replies (3)

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1

Diggy diggy hole!

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2

A direct blueprint of the empty space is probably not... But I would welcome the opportunity to create a "project" of the hole or pit that would indicate what needs to be dug.

Ideally with some influence, limiting the reach of the drill bits beyond the marked area

If only because digging something as simple as a nice straight tunnel "by hand" is an almost superhuman task in SE1 , much like creating a flat surface or building a straight road without using blocks or voxel hands.

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2

There are two situations I would like to account for:

1. Pure voxel exclusion within volume spaces within grids, this could be based on airtightness.

2. Voxel spaces as architecture, where pre-excavated voxel forms are part of the aesthetic look of the grid and are recorded as part of the blueprint.

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These are two distinctly different uses... I could see different ways:


1) a precise definition of the volume of voxels to be removed, for example:

- caves for underground structures, tunnels

- foundations of surface buildings embedded in the ground,

- flat areas with a "smooth" voxel surface,

- road construction

- other uses - either for practical or aesthetic reasons


2) precise definition of the volume of voxels to be filled with voxel material - either for practical or aesthetic reasons - filling and backfilling of depressions and pits

- filling and backfilling of depressions and pits in voxels

- construction of bunds, raised terraces

- creating beds in "grid" architecture

- 'concrete' voxel structures


For this purpose, there should be four basic types of voxel material: rock and gravel, soil, ice and concrete.

Concrete should be "manufactured" from rock and/or gravel, while gravel should be produced as a waste material in metal production or by crushing rock.

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At least in SE1, as far as I understand it, the object to be blueprinted exists already (at least on a planet), as planets are a mesh + voxel edits (the hole you dug).

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Is this a mixed blueprint of voxel and grid, and can it be merged easily with existing voxel terrain?

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