NodeBoxEditor [0.9.0] - Zooming, dynamic snap res

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

by Don » Sun Aug 30, 2015 21:58

swordpaint12 wrote: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?

You use this program to create nodeboxes. Then you export it and create a mod with it or add it to one of your mods.
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Re: NodeBoxEditor [0.8.1] - Mesh export, file dialogs & wind

by swordpaint12 » Mon Aug 31, 2015 00:14

Ok. How do I add it to a mod?
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Re: NodeBoxEditor [0.8.1] - Mesh export, file dialogs & wind

by Don » Mon Aug 31, 2015 00:23

swordpaint12 wrote:Ok. How do I add it to a mod?

Do you know how to write code?
If not then start with Rubanwardy's book.
http://rubenwardy.com/minetest_modding_book/
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Re: NodeBoxEditor [0.8.1] - Mesh export, file dialogs & wind

by swordpaint12 » Mon Aug 31, 2015 00:38

I am reading that book, it is amazing and it is my go-to! I am learning; thank you for reminding me to read that book some more.
Winter Cumicles
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Yay for MT! No MC here!
I am a human. I'm younger than 100 years old.
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Fruit!

I'm amazed that I haven't been on here in so long! My latest minetest accomplishment was mining by hand (well, as close as you can get in a computer game) a circle 30 blocks in diameter. It took forever but it's pretty cool.
 

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

by Don » Mon Aug 31, 2015 00:54

swordpaint12 wrote:I am reading that book, it is amazing and it is my go-to! I am learning; thank you for reminding me to read that book some more.

That book helped me a lot. I am not a programmer so learning how to mod wasn't easy. This book made a huge difference.
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Re: NodeBoxEditor [0.8.1] - Mesh export, file dialogs & wind

by swordpaint12 » Mon Aug 31, 2015 01:28

I know! I barely know anything other than the stuff in that book. But, back to the discussion at hand. Which chapter would I most likely find what I'm looking for in? Node drawtypes or Nodes, Items, and Crafting? Or a different one? I'm reading Nodes, Items and Crafting right now.
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I'm amazed that I haven't been on here in so long! My latest minetest accomplishment was mining by hand (well, as close as you can get in a computer game) a circle 30 blocks in diameter. It took forever but it's pretty cool.
 

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

by Don » Mon Aug 31, 2015 01:56

First learn the folder structure. It is important to know were to put the files.
Next look at Nodes, Items and Crafting. You need to learn how to craft these things.
Then look at Node Drawtypes. This explains the different types of nodes you can create. The section on Nodeboxes explains how nodeboxes work. When you export a lua file from this program you can then add the textures you want and set the different definitions.
You can also look at the dev site. This is the page for registering nodes.
http://dev.minetest.net/minetest.register_node
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Re: NodeBoxEditor [0.8.1] - Mesh export, file dialogs & wind

by Evergreen » Mon Aug 31, 2015 11:57

@swordpaint12 rubenwardy wrote an online tutorial about modding here. It is much better than what is on the official wiki.
"Help! I searched for a mod but I couldn't find it!"
http://krock-works.16mb.com/MTstuff/modSearch.php
 

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

by swordpaint12 » Mon Aug 31, 2015 16:08

Yeah that's what Don and I are discussing. Thank you for the thought, though!

Yeah I've read the first chapter dozens of times. Thank you for the help! I'll check out that page you shared to see if helps any more. Thanks!
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Yay for MT! No MC here!
I am a human. I'm younger than 100 years old.
I've been playing Minetest since December 2014.
Fruit!

I'm amazed that I haven't been on here in so long! My latest minetest accomplishment was mining by hand (well, as close as you can get in a computer game) a circle 30 blocks in diameter. It took forever but it's pretty cool.
 

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

by minetestcr » Fri Oct 02, 2015 17:55

Hello, I just created a node with NBE, and it's working (attached image), but it is always to the right of the cube and facing in the same direction.
I need it to be in the opposite side of the node(opposite to the player), and facing the player when it is placed.
This is the code I used:

minetest.register_node("stj:lamparedcrema", {
tiles = {
"pared.png",
"pared.png",
"pared.png",
"pared.png",
"pared.png",
"pared.png"
},
sunlight_propagates = true,
paramtype = 'light',
drawtype = "nodebox",
paramtype = "light",
material = minetest.digprop_constanttime(1.0),
groups = {snappy=3,cracky=3,oddly_breakable_by_hand=3,},
node_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, 0.4375, 0.5, 0.5, 0.5}, -- NodeBox1
} } })

thanks!
Attachments
newnode.png
node created using NBE
newnode.png (123.63 KiB) Viewed 1645 times
 

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

by kaadmy » Fri Oct 02, 2015 18:07

In the node definition, add
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
paramtype2 = "facedir"

which makes the node face you, I think +Z is towards you, but i'm not very sure.
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Re: NodeBoxEditor [0.8.1] - Mesh export, file dialogs & wind

by minetestcr » Fri Oct 02, 2015 18:16

kaadmy wrote:In the node definition, add
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
paramtype2 = "facedir"

which makes the node face you, I think +Z is towards you, but i'm not very sure.


Yes, that fixed it. thanks a lot.
 

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

by kaadmy » Fri Oct 02, 2015 19:22

No problem :)
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Re: NodeBoxEditor [0.8.1] - Mesh export, file dialogs & wind

by Glorfindel » Tue Oct 27, 2015 14:29

The ubuntu/debian download is not up anymore, does anyone have it?
(I'm horrible at building things)
 

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

by rubenwardy » Tue Oct 27, 2015 17:14

It was for an older version.

Here is a portable build for Ubuntu 14.04, version 0.8.1:
I don't know how to make real packaged builds.

https://www.dropbox.com/s/7s3m3xtm05c6d ... d.zip?dl=1
 

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

by Glorfindel » Tue Oct 27, 2015 21:15

Thanks!
I can't get it to run, I fixed the .desktop entry to point to the executable, but it does not launch.
terminal output without sudo:
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
bash: ./Downloads/Minetest/nbe_0_8_1_for_u14_04/bin/nodeboxeditor: cannot execute binary file: Exec format error

terminal output with sudo:
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
./Downloads/Minetest/nbe_0_8_1_for_u14_04/bin/nodeboxeditor: 1: ./Downloads/Minetest/nbe_0_8_1_for_u14_04/bin/nodeboxeditor: Syntax error: "(" unexpected
 

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

by rubenwardy » Tue Oct 27, 2015 23:28

Yeah, I don't know anything about ubuntu executables. You'll have to build it yourself - there's a oneline script you can run in the first post.
 

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

by minetestcr » Wed Oct 28, 2015 20:10

Glorfindel wrote:The ubuntu/debian download is not up anymore, does anyone have it?
(I'm horrible at building things)


I just copied the NodeBoxEditor folder to the desktop (or any place you want), then, to run it, I go to bin folder and double-click nodeboxeditor and it runs.... no need to build or install.

I'm using ubuntu 15.04 64 bits.
 

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

by rubenwardy » Wed Oct 28, 2015 20:47

Apparently:

You're trying to run an executable compiled for an ARM architecture on an x86-64 architecture, which is much like asking your processor who only speaks English to take directions in Chinese.


I have a 64bit Intel processor (Pentium series.)
Do you use ARM?
 

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

by rubenwardy » Wed Oct 28, 2015 22:25

NodeBoxEditor 0.9.0 Release Candidate


Pull Request

If all goes well with the Windows testing and build, it'll be released soon. Changelog on that PR, most notably:

  • Viewport zooming.
  • Smooth rotation in perspective viewport.
  • Fractional input to nodebox properties.
  • Add dynamic snapping resolution, add snap resolution to node properties.
  • Fix texture leaks
  • Fix pixel snapping during shift move.
 

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

by Don » Wed Oct 28, 2015 22:34

You are awesome!
I wished for zooming and it's here!
Thanks
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Re: NodeBoxEditor [0.8.1] - Mesh export, file dialogs & wind

by Glorfindel » Thu Oct 29, 2015 15:39

rubenwardy wrote:Apparently:

You're trying to run an executable compiled for an ARM architecture on an x86-64 architecture, which is much like asking your processor who only speaks English to take directions in Chinese.


I have a 64bit Intel processor (Pentium series.)
Do you use ARM?

I'm running 32 bit ubuntu, but on a 64 bit Celeron processor.
 

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Re: NodeBoxEditor [0.9.0] - Zooming, dynamic snap res

by rubenwardy » Thu Oct 29, 2015 18:52

NodeBoxEditor 0.9.0 Released!


GitHub | Windows Build | GitHub Release

Thank you to Krock for creating and testing the Windows build.

The biggest change, of course, is the new icon:

Image

New Features

  • More flexible media finding (finding media folder on startup)
  • Viewport zooming.
  • Smooth rotation in perspective viewport.
  • Fractional input to nodebox properties.
  • Add dynamic snapping resolution.
  • Add snap resolution to node properties.
  • Add links to help menu (help, forum, bug tracker).

Bug Fixes

  • Fix texture leaks:
    • NB resize, delete.
    • Texture editor and dialog (@asl97)
  • Only rebuild nodebox meshes if they have changed.
  • Correct front and back viewports being the wrong way around. (front was back, back was front)
  • Hide drag handles when they go outside of a viewport.
  • Fix pixel snapping during shift move.
  • Fix DIR_DELIM warning.
  • Change working directory when running Minetest to stop problems in non-portable builds.
  • Add media/flip* to make install

Misc / Maintenance

  • Add debug features (texture/face count)
  • Prepend enum type names with E.
  • Collect project related code into project/.
  • Better function names in NodeBox class.
  • Add more possible minetest dir locations
 

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Re: NodeBoxEditor [0.9.0] - Zooming, dynamic snap res

by Don » Fri Oct 30, 2015 13:11

I just upgraded. It keeps crashing every time I try to resize. I can add and delete nodes. I can open project etc. Zoom is awesome.

I am running Gnome Ubuntu 15.04
Processor is an AMD A8 quad

I ran install_irrlicht.sh and install_nbe.sh

The only issue /error I got while compiling is this

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
/home/don/NodeBoxEditor/src/Editor.cpp: In member function ‘bool Editor::run(irr::IrrlichtDevice*, Configuration*, bool)’:
/home/don/NodeBoxEditor/src/Editor.cpp:98:72: warning: ‘bool irr::video::IVideoDriver::beginScene(bool, bool, irr::video::SColor, const irr::video::SExposedVideoData&, irr::core::rect<int>*)’ is deprecated (declared at /usr/local/include/IVideoDriver.h:251) [-Wdeprecated-declarations]
   driver->beginScene(true, true, irr::video::SColor(255, 150, 150, 150));


What I did was run cmake . and then make -j4
I tried running from the bin folder but not working so I tried sudo make install and got the same issue.
I downloaded from github.
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Re: NodeBoxEditor [0.9.0] - Zooming, dynamic snap res

by rubenwardy » Fri Oct 30, 2015 13:58

Do you mean resize the window?
 

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Re: NodeBoxEditor [0.9.0] - Zooming, dynamic snap res

by Don » Fri Oct 30, 2015 14:15

Resize the nodebox.
I add a nodebox and as soon as I try to resize it by clicking on the little white square the program closes.
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Re: NodeBoxEditor [0.9.0] - Zooming, dynamic snap res

by rubenwardy » Fri Oct 30, 2015 16:48

I can't reproduce this. I opened NBE, created a nodebox and then dragged the top handle in the top-right viewport (top), and it worked. I also tried all other handles. Are you pressing shift or control? Did you load a file? If you look in help -> about, does it say 0.9.0?

Try:

  • Running make clean and building from scratch.
  • Deleting editor.conf to start enew.
 

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Re: NodeBoxEditor [0.9.0] - Zooming, dynamic snap res

by Don » Fri Oct 30, 2015 17:52

I never had it installed on my computer before. I always run it from the bin folder after compiling it. It is 9.0.

It never created an editor.conf file. I tried using the example file (removed .example) and it changed nothing. It seems that I can do everything else like opening projects, adding/removing nodeboxes, saving projects, exporting to lue or mesh, rotating nodeboxes. I can even edit the size in the properties section.

I have deleted and recompiled a few times. I still have a copy of 8.1 and it runs no problem.
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Re: NodeBoxEditor [0.9.0] - Zooming, dynamic snap res

by Don » Fri Oct 30, 2015 18:00

Here is the complete terminal output from cmake and make. Not sure if it will help.
I am willing to test anything you need.

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
don@don-lx:~$ cd NodeBoxEditor
don@don-lx:~/NodeBoxEditor$ cmake .
-- The C compiler identification is GNU 5.2.1
-- The CXX compiler identification is GNU 5.2.1
-- Check for working C compiler: /usr/bin/cc
-- Check for working C compiler: /usr/bin/cc -- works
-- Detecting C compiler ABI info
-- Detecting C compiler ABI info - done
-- Detecting C compile features
-- Detecting C compile features - done
-- Check for working CXX compiler: /usr/bin/c++
-- Check for working CXX compiler: /usr/bin/c++ -- works
-- Detecting CXX compiler ABI info
-- Detecting CXX compiler ABI info - done
-- Detecting CXX compile features
-- Detecting CXX compile features - done
-- IRRLICHT_SOURCE_DIR =
-- IRRLICHT_INCLUDE_DIR = /usr/local/include
-- IRRLICHT_LIBRARY = /usr/local/lib/libIrrlicht.a
-- Found IRRLICHT: /usr/local/lib/libIrrlicht.a 
-- Found ZLIB: /usr/lib/x86_64-linux-gnu/libz.so (found version "1.2.8")
-- Looking for XOpenDisplay in /usr/lib/x86_64-linux-gnu/libX11.so;/usr/lib/x86_64-linux-gnu/libXext.so
-- Looking for XOpenDisplay in /usr/lib/x86_64-linux-gnu/libX11.so;/usr/lib/x86_64-linux-gnu/libXext.so - found
-- Looking for gethostbyname
-- Looking for gethostbyname - found
-- Looking for connect
-- Looking for connect - found
-- Looking for remove
-- Looking for remove - found
-- Looking for shmat
-- Looking for shmat - found
-- Found X11: /usr/lib/x86_64-linux-gnu/libX11.so
-- Found OpenGL: /usr/lib/x86_64-linux-gnu/libGL.so 
-- Found JPEG: /usr/lib/x86_64-linux-gnu/libjpeg.so 
-- Found BZip2: /usr/lib/x86_64-linux-gnu/libbz2.so (found version "1.0.6")
-- Looking for BZ2_bzCompressInit in /usr/lib/x86_64-linux-gnu/libbz2.so
-- Looking for BZ2_bzCompressInit in /usr/lib/x86_64-linux-gnu/libbz2.so - found
-- Found PNG: /usr/lib/x86_64-linux-gnu/libpng.so (found version "1.2.51")
-- Configuring done
-- Generating done
-- Build files have been written to: /home/don/NodeBoxEditor
don@don-lx:~/NodeBoxEditor$ make -j4
Scanning dependencies of target nodeboxeditor
[  3%] [  7%] [ 11%] [ 14%] Building CXX object CMakeFiles/nodeboxeditor.dir/src/EditorState.cpp.o
Building CXX object CMakeFiles/nodeboxeditor.dir/src/main.cpp.o
Building CXX object CMakeFiles/nodeboxeditor.dir/src/GUIHelpers.cpp.o
Building CXX object CMakeFiles/nodeboxeditor.dir/src/Configuration.cpp.o
[ 18%] Building CXX object CMakeFiles/nodeboxeditor.dir/src/MenuState.cpp.o
[ 22%] Building CXX object CMakeFiles/nodeboxeditor.dir/src/Editor.cpp.o
[ 25%] Building CXX object CMakeFiles/nodeboxeditor.dir/src/minetest.cpp.o
[ 29%] Building CXX object CMakeFiles/nodeboxeditor.dir/src/project/project.cpp.o
[ 33%] /home/don/NodeBoxEditor/src/Editor.cpp: In member function ‘bool Editor::run(irr::IrrlichtDevice*, Configuration*, bool)’:
/home/don/NodeBoxEditor/src/Editor.cpp:98:72: warning: ‘bool irr::video::IVideoDriver::beginScene(bool, bool, irr::video::SColor, const irr::video::SExposedVideoData&, irr::core::rect<int>*)’ is deprecated [-Wdeprecated-declarations]
   driver->beginScene(true, true, irr::video::SColor(255, 150, 150, 150));
                                                                        ^
In file included from /usr/local/include/IQ3Shader.h:11:0,
                 from /usr/local/include/IAnimatedMeshMD3.h:9,
                 from /usr/local/include/irrlicht.h:59,
                 from /home/don/NodeBoxEditor/src/common.hpp:3,
                 from /home/don/NodeBoxEditor/src/Editor.hpp:4,
                 from /home/don/NodeBoxEditor/src/Editor.cpp:1:
/usr/local/include/IVideoDriver.h:251:25: note: declared here
   _IRR_DEPRECATED_ bool beginScene(bool backBuffer = true, bool zBuffer = true, SColor color = SColor(255,0,0,0),
                         ^
Building CXX object CMakeFiles/nodeboxeditor.dir/src/project/media.cpp.o
[ 37%] Building CXX object CMakeFiles/nodeboxeditor.dir/src/project/node.cpp.o
[ 40%] Building CXX object CMakeFiles/nodeboxeditor.dir/src/project/nodebox.cpp.o
[ 44%] Building CXX object CMakeFiles/nodeboxeditor.dir/src/modes/NBEditor.cpp.o
[ 48%] Building CXX object CMakeFiles/nodeboxeditor.dir/src/modes/NodeEditor.cpp.o
[ 51%] Building CXX object CMakeFiles/nodeboxeditor.dir/src/modes/TextureEditor.cpp.o
[ 55%] Building CXX object CMakeFiles/nodeboxeditor.dir/src/dialogs/FileDialog.cpp.o
[ 59%] Building CXX object CMakeFiles/nodeboxeditor.dir/src/dialogs/TextureDialog.cpp.o
[ 62%] Building CXX object CMakeFiles/nodeboxeditor.dir/src/dialogs/ImageDialog.cpp.o
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don@don-lx:~/NodeBoxEditor$
Many of my mods are now a part of Minetest-mods. A place where you know they are maintained!

A list of my mods can be found here
 

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rubenwardy
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Re: NodeBoxEditor [0.9.0] - Zooming, dynamic snap res

by rubenwardy » Fri Oct 30, 2015 18:09

Please may you run these commands:

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
$ sudo apt-get install gdb
$ cmake . -DDEBUG=1
$ make -j3
$ gdb --ex run --args bin/nodeboxeditor
when it crashes, type "bt full"


and copy the output, particularly of gdb.
 

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