Seeing the upcoming disappearance of our beloved voxel game, which has been and is unique, It's time to do something, or at least trying. Request of a Landmark mesh exporter WHY AN EXPORTER Many of us invested hundreds of hours in our creations, and I say hundreds to say something, because it could be more We're not going to sell the objects next door, since the exporter shouldn't keep the associated features of the objects ( textures, any sort of map and or shaders). Just the rough 3D object. Exporting the mesh to a generalistic format as OBJ or STL may allow us to use the exported object in almost any 3D app for our own enjoyment. HOW IS THAT POSSIBLE? I'm going to use this Voxel Farm article as a starting poing: http://procworld.blogspot.com.es/2010/11/from-voxels-to-polygons.html It's an oldie, but the first sentence says everything. “Voxels are just a way to store 3D data.” Being the next one: “Somehow they need to be visualized. “ That is a 2010 writing, but the core is what is interesting here. In 3D there's universal formats as OBJ. Universal 3D formats can be used in almost all 3D applications, and not all of those are super complex. Some allow painting the 3D object directly! The only voxel data I found in the Landmark folders (I could be wrong here but those are the only ones I've seen) are some of the winning contest templates, and I say some **cough** because certain tower is not in there o/ As voxel data version can be and it probably would be a big problem trying to reimport directly in another voxel editor, that's the main reason for an exporter, being able to work with a generic format as a starting point. From there you have a lot of 3D editors to choose from HOW DOES THAT LOOK? After you reapply textures and do an accurate polishing work, involving the creation of a nice and new 3D scene to get an awesome background, you can use your voxels in that scene. Here's an example on how voxel data looks integrated in Unreal 4: http://procworld.blogspot.com.es/2016/08/system-integration.html EXPORTING OUTSIDE LANDMARK If you think in the social media tool made for Landmark, it's not impossible to export an ingame file to another place. That's what that tool is doing, it gives an order to the file to go to the specified Twitter account (if you're on Twitter given the case). That is the main reason why Landmark is asking for your Twitter account logging data when you first use the tool, you're giving the game perms to upload an image and text to your Twitter wall. I thought a Landmark template exporter could work similarly. A pop up window or button added to the interface could give us the ability to export (put the converted mesh in a cloud folder) and give you the option to download it later in a folder of your choice in your computer. It may look as a big badass block as seen in this wellknown vid! https://www.youtube.com/watch?v=tp6hHpTxdRM SHARING VOXEL DATA It seems our templates are all online and that could be the main reason why big template folders are/were so slow. since they may have to be downloaded in its entirety everytime you ask the game to show your templates collection. I'm just making assumptions on this one based on my own experience working as a tester for a programmer. If someone else has something to share on this, please do it! Ah if it was as simple as it is in here : ) https://www.youtube.com/watch?v=_R_DReCJj-0 http://procworld.blogspot.com.es/2015/09/all-your-voxel-are-belong-to-you.html HENCE THE QUESTION! I already know Landmark is not Voxel Farm, but it's based on it. Like a relative. Processes may not work the same but similarities and familiarity is there. And yes, all of our voxels are not ours, are Daybreak's, so here's the question: Daybreak team (Terry Michaels or Steeve Klug if he's still around), could you consider adding an exporter in Landmark or outside Landmark (via our Daybreak's accounts if the meshes are online) for our mesh templates? Only the ones made individually by us and just the rough mesh, not asking for textures, shaders or maps. A bit of 3D knowledge solves that. That could be a way to keep some of our work and continue doing something with it, just for personal enjoyment. Signing a disclosure agreement as if we were getting a patch or a new game version could solve the license issue. Any input will be well received note: Images and linked writings. All copyrights go to Voxel Farm. note 2: this is not a ranting/hate thread, keep it polite and on topic, please.