I should clarify that this is not a real-time in-game screenshot (awww!) but just a separate render that took around 20 seconds to create. But it's quite an interesting way to visualise what future voxatron renderers might look like. The current one doesn't use graphics hardware is designed to work on anything -- even old netbooks. So later on I'm keen to try my hand at some higher-end renderers for machines that can support it.
This is great news. I was considering buying Qubicle-Constructor to make voxel arts and export to obj. But now that I know VoxEd will be able to do the same thing, QC sounds like a very expensive solution (it's $75, yikes!)
Use "export something.obj" from the console. Files are saved in the most recently used folder -- e.g. the last location you loaded or saved a level file.
Copy-pasted from voxatron.txt for searchability:
Use the console to export models or in-game screenshots. To bring up the
console in-game, hold down both shift keys or press tilde (~)
useage: export [filename]
Format is guessed from extension: obj, png, txt, pov
e.g. blah.txt will be saved as raw data in a text file.
File(s) are saved into the most recent voxde directory.
obj: A wavefront .obj/.mtl pair are saved.
png: A set of slices are saved as a single png
Include '%d' somewhere in the filename to split into one png per slice.
pov: A POV-Ray description is saved with some default lighting
txt: A text file with raw values is saved:
width height depth
r g b // x 256 lines. one for each palette entry
raw voxel data, 40 space-separated decimals per line
@GnomeSlice there isn't much use directly for Voxatron until there is also an import command. But I think making Voxatron useable as a general design tool will foster a bit more activity in the level designing community over time. And yeah, fancy thumbnails (: