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I should have set this up years ago. But it's no tale of woe.
Whether the temperature is high or low, regardless of cold winds blow,
away we go like Edgar Allan Poe, on now with the show. BTW rhymes are welcome.
This is cool! I downloaded it on linux and havent had a chance to play around with it yet, but I noticed there is no logo (the launcher is standard gear). I know this is a small thing, but just wondering if there is or will be a logo :P How are things going, have you had some time to play with this...
IMPORTANT UPDATE: VoxelShop is now open source! Always looking for contributors and feedback! If you have any issues or suggestions please post them here: https://github.com/simlu/voxelshop/issues
I'm not monitoring this thread regularly. Github is your best bet if you want a timely response!
I don't hear much talk about this program these days. Does anybody use it? How is development? https://forum.minetest.net/download/file.php?mode=view&id=626&sid=8cf23a6c8a82a742595909791eec834c I made the above image using this program. It is an antique radio. I'm still here and working on ...
I think I will start with the code for a single node (at first most of it static then maybe an option menu where you can specify output parameters) with textures.
What would be the advantages of exporting a lua mod? That's basically just "more text", right?
I'm currently working on generalizing the rectangle algorithm described in this paper into 3D to minimize the amount of boxes that will generated by the exporter.
Oh, that is not a voxel format. Standard 3D formats are not a priority atm unfortunately - unless you can provide a really good reason why they are needed. Is this format needed for minetest?
Can you add compatibility to export in .x please? Could you please direct me towards resources that discuss the .x format? I'm having trouble finding any reference to it whatsoever. This is caused by a flaw that nodebox models have. All cubes that make up nodebox models have all of their faces draw...
We were actually looking at the second image when we were discussion how the exporter could work. Regarding the texture inside the cave: From what I understood it is not possible to fix that with the nodebox format, since you can only define six textures (one for each side). If that is not correct, ...
Talked to webdesigner97 and now things are pretty much clear. I need a good algorithm to convert voxel into boxes though. If you are on stackexchange I'd appreciate if you could up-vote:
So, if I wanted to convert a voxel object into a nodebox, I'd need to figure out how to separate it into (minimal amount of) boxes and texture them. Would you agree?
Yeah, releasing the source code was something I was thinking about already. There are some pros and cons though. What I do have is a fail-save already. So if something happens to me the project will go open source.
No, have a look at the readme. It says LINUX ADVICE ============ You need to be using the oracle java version. You can install it as follows: sudo add-apt-repository ppa:webupd8team/java sudo apt-get update sudo apt-get install oracle-java7-installer Similar to MAC you will need to change the permis...
@webdesigner97 Could you explain a bit what nodes are? I found water, air, liquid, etc, but how do you differentiate between different types of terrain? From what I understand it's basically what is loaded into the engine? Yeah, it required java. I've chosen Java since I wanted the program to be com...
I'm currently investigating formats and planning to add more (since this is something the program is lacking). If you could point me to a resource that discusses nodebox models that would be very much appreciated!
Hello artsy people! Over the last years I have written a voxel editor called VoxelShop in my free time. Features are still being added, but there is already a lot you can do! http://i.imgur.com/MpZLAr1.png (click here for more info) Looking forward to seeing your creations and your feedback! I'm ver...