NodeBoxEditor [0.9.0] - Zooming, dynamic snap res

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Re: Node Box Editor [0.7] - Texture Tool

by rubberduck » Fri Sep 26, 2014 16:54

i have a small problem: how can i apply the texture, i tried it but i don't know what i have to fill in exactly.

i use linux and and my textures are in the path /home/username/NBE.

could you add the possibility to add the texture with a file manager, or at least to make copy and paste for this possible???

edit: i just found out that i have to select the texture first...
 

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Re: Node Box Editor [0.7] - Texture Tool

by rubenwardy » Fri Sep 26, 2014 17:03

0.7.x is the development version for the texture tool. The texture tool may be redesigned a few times before it is stable.

A file manager is on the to do list for 0.7.x, as well.
 

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Re: Node Box Editor [0.7] - Texture Tool

by webdesigner97 » Fri Sep 26, 2014 19:51

I'd love to see the the possibility to export "raw textures" for each side which have a transparent bg and the visible parts of the nodebox as one color on it. That would simplify the process of creating textures a lot!
 

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Re: Node Box Editor [0.7] - Texture Tool

by rubenwardy » Fri Sep 26, 2014 20:01

webdesigner97 wrote:I'd love to see the the possibility to export "raw textures" for each side which have a transparent bg and the visible parts of the nodebox as one color on it. That would simplify the process of creating textures a lot!


That is very high on the todo list. It should be in 0.7.1 or 0.7.2
 

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Re: Node Box Editor [0.7] - Texture Tool

by VanessaE » Fri Sep 26, 2014 22:01

rubenwardy wrote:
webdesigner97 wrote:I'd love to see the the possibility to export "raw textures" for each side which have a transparent bg and the visible parts of the nodebox as one color on it. That would simplify the process of creating textures a lot!


That is very high on the todo list. It should be in 0.7.1 or 0.7.2

...particularly if each nodebox has a different, randomly-selected solid color when rendered to such textures.
 

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Re: Node Box Editor [0.7] - Texture Tool

by webdesigner97 » Sat Sep 27, 2014 07:09

rubenwardy wrote:
webdesigner97 wrote:I'd love to see the the possibility to export "raw textures" for each side which have a transparent bg and the visible parts of the nodebox as one color on it. That would simplify the process of creating textures a lot!


That is very high on the todo list. It should be in 0.7.1 or 0.7.2

Image
 

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Re: Node Box Editor [0.7] - Texture Tool

by TG-MyinaWD » Tue Dec 16, 2014 03:09

Any news on New Version come out?
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Re: Node Box Editor [0.7] - Texture Tool

by rubenwardy » Tue Dec 16, 2014 07:50

Maybe in late December or early January.

I got a context menu (like when you rightclick) working, and then moved onto other projects... Now you've reminded me, I'll go back to it soon.
 

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Re: Node Box Editor [0.7] - Texture Tool

by TG-MyinaWD » Tue Dec 16, 2014 18:25

Yeah Hope can See possible start off 3 different shapes. Like Cylinder, And Whatever was the other one.

But yeah need mostly a zoom in/out feature gets hard see anything more then 3 Nodes high. But yeah if you can make this as a php Script and requires an SQL Or MySQL/i Database I will be able run it with no problem. Matter the CPU Power a Server will need.

Also might need a Register system and, a ACP. But be cool see as an php. And can upload made to one your category or public. or even the Forum somehow.

Also, will the new version allow Transparent Option? and maybe can have a rotation XYZ?

Anyway, This tool is useful indeed.
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Re: Node Box Editor [0.7] - Texture Tool

by Krock » Mon Feb 02, 2015 20:24

Rubenwardy needed some testers for his new codes and I was bored - and this was the result:

Download Win32 Nodebox editor 0.7-dev

This build comes from the developement branch on GitHub: Link
Latest commit: Find Minetest Executable

Compiled with the following libraries:
bzip2 (1.0.6), jpeg (6b), libpng (1.4.15 beta), zlib (1.2.8), irrlicht (1.8.1)
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Re: Node Box Editor [0.7] - Texture Tool

by rubenwardy » Mon Feb 02, 2015 20:40

The only thing that's changed, really, is the addition of a file browser. That's what I wanted to test - it uses the native file browser on your operating system.

Changelog


  • File open/save/export browser.
  • New texture import dialog (can rename image - second box - or overwrite existing textures)
  • Rotate node.
  • Export all textures to a folder.
  • New texture dialog
  • File organisation of source code
 

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Node Box Editor [0.8] - Mesh export, file dialogs and more

by rubenwardy » Thu Mar 05, 2015 20:02

0.8 Released!



Windows build coming soon.

New Features
  • File browser (uses native file browser)
  • Run mod in Minetest. (installs to world/nbe_test/worldmods and runs)
  • Move all nodes up when a node is placed below the ground
  • Rotate node.
  • Flip node
  • Clone node
  • Export reworks:
    • Export to textures to folder
    • Export to Minetest mod
    • Export to Mesh (.obj)
  • Reworked texture dialog (Preview of textures in texture dialog, more)
  • Reworked texture import dialog (can rename image - second box - or overwrite existing textures)
  • File organisation of source code
  • Viewport scrolling (hold middle mouse button)
  • Window expand on Alt+W
  • Split save project into save and save as

Other
  • Moved some source files into subfolders, such as mode/ and dialog/
 

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Re: Node Box Editor [0.8] - Mesh export, file dialogs and mo

by ExeterDad » Thu Mar 05, 2015 20:07

Looking forward to trying out the new features! Nice release.
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Re: Node Box Editor [0.8] - Mesh export, file dialogs and mo

by 12Me21 » Thu Mar 05, 2015 23:06

You should make it so you can do other modmaking-related stuff, like set the drawtype, whether it's walkable, etc.
 

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Re: Node Box Editor [0.8] - Mesh export, file dialogs and mo

by Krock » Fri Mar 06, 2015 18:15

Great updates, thank you!

rubenwardy wrote:

0.8 Released!



Windows build coming soon.


Well, here's a stable MSVC build:
NodeBoxEditor_0.8_150306.7z
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Re: Node Box Editor [0.8] - Mesh export, file dialogs and mo

by rubenwardy » Fri Mar 06, 2015 21:11

There is currently a blocking bug for Windows. The file dialogs on Windows change the current working directories, which means that the editor textures can no longer be found. To stop this, add a node box and click the mode icon before you use the save or open file dialogs or import image dialog. Basically it only affects textures in media/ that haven't been loaded before. I will release a 0.8.1 patch tomorrow. I've already got a fix, just need to push it upstream.
 

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Re: Node Box Editor [0.8] - Mesh export, file dialogs and mo

by rubenwardy » Sun Mar 08, 2015 14:33

0.8.1 Released!



Image

Windows Build

Thank you to Krock for making the Windows build :)

Bug Fixes
  • Fix file dialogs changing working directory on Windows
  • Fix MSVC warnings (Krock)
  • Do not save the conf_cmake file in the source directory (Krock)
 

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Re: NodeBoxEditor [0.8.1] - Mesh export, file dialogs & wind

by Evergreen » Sun Mar 08, 2015 17:48

Good job as always rubenwardy. :-)
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Re: NodeBoxEditor [0.8.1] - Mesh export, file dialogs & wind

by 12Me21 » Tue Mar 10, 2015 13:49

This makes it SO much easier to edit nodeboxes, but there are still a few problems.

-when you have a lot of textures/nodeboxes, it gets really laggy and slow. When dragging a nodebox edge, you have to be really careful to wait a second after you let go, before you move your mouse, or else it will get stretched.

-Rotating the perspective view is really slow, especially when there is lag.

-you can't remove textures from the list, and they cause a lot of lag.
 

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Re: NodeBoxEditor [0.8.1] - Mesh export, file dialogs & wind

by TG-MyinaWD » Sat Mar 14, 2015 16:43

I have, an question how do I make the minetest root point to my path?
Since I installed the NBE in my minetest folder in a folder called NBE.

I have set to: "minetest_root = C:\Users\*\Desktop\minetest-0.4.12\bin\minetest.exe"
And the NBE is: C:\Users\*\Desktop\minetest-0.4.12\NBE
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Re: NodeBoxEditor [0.8.1] - Mesh export, file dialogs & wind

by rubenwardy » Sat Mar 14, 2015 16:46

Leave out bin/minetest.exe
 

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Re: NodeBoxEditor [0.8.1] - Mesh export, file dialogs & wind

by 12Me21 » Sun Mar 15, 2015 01:18

I have an interesting control idea:
How about, having the ability to draw your nodeboxes in a 3d view?

But how would you do this with a mouse??

My idea is to constrain your movement to a 2 dimensional plane, unless you hold shift.
While pressing shift, you can adjust the height of the nodebox, but not move in any other directions.
I'm not sure how well this would work, I'll have to do some testing first, but it seems like a pretty cool idea.
 

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Re: NodeBoxEditor [0.8.1] - Mesh export, file dialogs & wind

by ExeterDad » Sun Mar 15, 2015 03:24

@rubenwardy

I used your newest release a few days ago and it was a enjoyable experience! You're really polishing it up nicely. I like the added features and it's much easier to be productive.

I didn't know how to view in Minetest and couldn't figure out how to set it up until your latest post. Thanks for that :)

Also when exporting I thought NBE had frozen as the dropdown menu seemed stuck after I made my selection. And the rest of the software wasn't responding. What I found is the native file manager had popped underneath NBE and was hidden. NBE was waiting for my input. It may be a issue with my setup.
I was running Debian Wheezy with Mate 1.8

But after learning what to expect, it wasn't a problem using NBE as I simply would look for the file manager dialog underneath each time.

One thing that is on my wishlist that I believe is on your TODO at github is zooming. It would be useful as working with over sized node boxes is very difficult to see within the view port.

Nice work... as usual :)
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Re: NodeBoxEditor [0.8.1] - Mesh export, file dialogs & wind

by rubenwardy » Sun Mar 15, 2015 09:01

Thank you. Zooming was supposed to be in 0.8, but it was taking so long that I decided to leave for later.

I have considered adding the ability to create a box by dragging it out in orthographic views (ie: top, right..) just haven't got around to it. Doing it in 3d will be painful to develop. Although not as painful as when making node boxes have correct textures.

Is NBE still useful? Is it worth continued development?
Last edited by rubenwardy on Sun Mar 15, 2015 14:15, edited 1 time in total.
 

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Re: NodeBoxEditor [0.8.1] - Mesh export, file dialogs & wind

by ExeterDad » Sun Mar 15, 2015 14:14

rubenwardy wrote:Is NBE still useful? Is it worth continued development?

Absolutely is useful. NBE just get's it done. It's tailored for Minetest. To get something out of Blender for example is a pain. There are many hoops that need to be jumped through. One thing forgotten and the model just won't work in Minetest.

As far as it being worth developing. That is up to you. I can't develop. It's easy for me to encourage you to drive on for selfish reasons. But you have my vote on that as well.
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Re: NodeBoxEditor [0.8.1] - Mesh export, file dialogs & wind

by Napiophelios » Sun Mar 29, 2015 08:37

rubenwardy wrote:Is NBE still useful? Is it worth continued development?


YES....definitely useful. I hope you dont abandon this, its a very cool tool :)
Thank you.

It would be even more cool if you could export the perspective preview image as an inventory image.
I have to take screenshots of my nodeboxes and whittle them down with an image editor..very crude results.
 

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Re: NodeBoxEditor [0.8.1] - Mesh export, file dialogs & wind

by rubenwardy » Sun Mar 29, 2015 09:07

Why do you need to make your own inventory images, rather than relying on Minetest's built in mechanism for making inventory images?
 

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Re: NodeBoxEditor [0.8.1] - Mesh export, file dialogs & wind

by Napiophelios » Sun Mar 29, 2015 14:13

Because I have Windows OS and it (the mechanism) doesnt always work right,
(I think it has more to do with my crappy videocard actually though)
so I make my own previews when I can
 

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Re: NodeBoxEditor [0.8.1] - Mesh export, file dialogs & wind

by Don » Sat Apr 11, 2015 16:43

I have been using an older version of NBE. I just compiled your latest. Wow.
I like the mesh export. That will be a help.
Clone and rotate will be a big help.
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Re: NodeBoxEditor [0.8.1] - Mesh export, file dialogs & wind

by swordpaint12 » Sun Aug 30, 2015 21:47

I just tried it out, seems pretty nice so far.

How do I add my blocks to my inventory? Does it add walls in more than texture? Can I add it to mods to involve more than the regular textures?
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