Pitriss wrote:i think this topic should be moved to "Minetest-related projects" or "offtopic" because it is not minetest mod.
webdesigner97 wrote:Nodes are the cubic blocks in Minetest: solids, liquids and even air. All of them are registered as nodes (not sure for air, though). Nodeboxes are applied to nodes if wanted and define nodes with special shapes, e.g. stairs.
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 permission
of the start.cmd file before you can execute it.
{-0.5,-0.5,-0.5,0.5,0.5,0.5}, -- one box
{-0.5,-0.5,-0.5,0.5,0.5,0.5}, -- another box
{-0.5,-0.5,-0.5,0.5,0.5,0.5} -- another box
{ x1, y1, z1, x2, y2, z2 }
minetest.register_node("3dforniture:table",{
description = 'Table',
tiles = {
"forniture_wood.png",
"forniture_wood.png",
"forniture_wood_s1.png",
"forniture_wood_s1.png",
"forniture_wood_s2.png",
"forniture_wood_s2.png",
},
drawtype = "nodebox",
sunlight_propagates = true,
paramtype = 'light',
paramtype2 = "facedir",
node_box = {
type = "fixed",
fixed = {
{-0.4,-0.5,-0.4, -0.3,0.4,-0.3},
{0.3,-0.5,-0.4, 0.4,0.4,-0.3},
{-0.4,-0.5,0.3, -0.3,0.4,0.4},
{0.3,-0.5,0.3, 0.4,0.4,0.4},
{-0.5,0.4,-0.5, 0.5,0.5,0.5},
{-0.4,-0.2,-0.3, -0.3,-0.1,0.3},
{0.3,-0.2,-0.4, 0.4,-0.1,0.3},
{-0.3,-0.2,-0.4, 0.4,-0.1,-0.3},
{-0.3,-0.2,0.3, 0.3,-0.1,0.4},
},
},
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2}
})
twoelk wrote:Sounds good ;-)
I have played with the program called Sproxel some time ago as aldobr had made an export script for it. I made a version of the Minetest-Logo [spoiler=as can be seen here.]http://www.woelknet.de/pages2/minetest/sproxel/sproxelminetestblockscreenshot.jpg[/spoiler] Each node is represented by a voxel (what a surprise) It gave out code that I used to add a block to the game [spoiler=which resulted as this ingame.]http://www.woelknet.de/pages2/minetest/sproxel/ingame_screenshot.png[/spoiler] So every voxel even those completely surrounded by others became a nodebox. Of course I could have considered this while I was building the thing but my basic idea was to maybe built something in Minetest and to scale that down to a single node with this tool. The writer of the exporting script might have had other usecases in mind but I was experimenting.
You may note that the ingame result is somehow mirrored so I spent most of the time adjusting the textures to fit the model.
This shows another problem. The model includes a cave and if you look inside it you may notice the textures are not correct. Sproxel and the script only rendered one texture file for each side so six in all. Consider the table lamps in the Home-Decor mod among others as an example of the effects that schould be possible with a simple model.
As I mentioned in other threads for other tools, if you do want to add VoxelShop as a tool for Minetest, I would love to see it be abble to communicate with other tools of the same category be it the Node Box Editor, the WieldItemModeleditor - WIM or Sproxel. I simply consider it important for the succes of a tool to be able to share information/files with other tools.
If you are interested some of the resulting files and a somewhat working rudiment of a mod adding the Minetest-Logo may be found in the attached archive.
flux wrote: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, please provide me with an example (you were talking about table lamps in Home-Decor?).
Format compatibility is very high on my priority list for VoxelShop. I've already added an importer for *binvox, *.kvx and *.kv6 over the last few days and many more will come. Which file format would you like to see next?
hoodedice wrote:Can you add compatibility to export in .x please?
Inocudom wrote:This is caused by a flaw that nodebox models have. All cubes that make up nodebox models have all of their faces drawn.
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