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[TOOL]Sproxel Minetest Nodebox exporter updated [TOOL]

PostPosted: Mon Sep 02, 2013 04:33
by aldobr
This mod allows generating init.lua files of nodeboxes automatically using the sproxel 3d editor

http://sproxel.blogspot.com.br/

The texture generation is working correctly now, the plugin generates six ppm files that should be converted to png in order to work with the game (I use irfanview on windows).

place the python script on the plugins folder of sproxel : https://www.dropbox.com/s/526kb9oqm193ma3/mtnodebox_export.py

open sproxel, edit your file and export it, select "Minetest nodebox file (*.*)" as export format and provide a name and a place to export. the name will be ued to create a directory where to write the init.lua file to. That same name is used as modname, while your node will receive a yournode name (making <directory>:yournode the fully qualified name of the node ingame).

Sproxel view:
Image

Save as:
Image
(Do not append a file extension, the name here is used as a directory name and as mod name).

Ingame:
Image

TODO: Optimize nodebox by joining adjacent blocks (i need a good algorithm for this).

PostPosted: Thu Sep 05, 2013 13:44
by rubenwardy
Nice.

This should probably be in related project, though.

PostPosted: Thu Oct 03, 2013 03:44
by Neuromancer
This seems promising in that it is easy to save and load your models. However, it seems like while with ruben's tool I can create a model with just 3 large nodeboxes, using sproxel I would need to have nodeboxes split into many smaller boxes. For example if I start with a 16x16x16 grid, I would not be able to join these nodeboxes into a simpler nodebox even if several small boxes made up one large nodebox.

for example a 2x2x2 nodebox could not be combined into a single nodebox, but instead would be represented as 8 smaller nodeboxes. Where with ruben's tool, I just make a large box by dragging the edges because I don't need to break the nodebox into a grid. Is my thinking correct on this?

PostPosted: Thu Oct 03, 2013 15:11
by Wuzzy
Sadly without GNU/Linux support, so it’s nothing for me. :-(

PostPosted: Sat Oct 05, 2013 23:59
by aldobr
@Neuromancer

yes, but this is a "true" voxel editor, each "block" is a 3d pixel, a voxel.

If/when the thing work correctly, the texture is created right from the voxels by projecting the voxels on a plane corresponding to each texture, so instead of creating seven separate art elements (nodeboxes plus each six textures) you do everything in just one go.

@wuzzy are you sure sproxel is windows only ?

it is qt based and uses python as scripting language... this looks like something very much linux friendly...

I need help figuring out sproxel coordinate system and mapping it into minetest coords

PostPosted: Sun Oct 06, 2013 18:44
by aldobr
Example of what can be done with sproxel :

http://www.youtube.com/watch?v=4TVIB6CxnPQ

PostPosted: Tue Jan 14, 2014 01:48
by aldobr
Made the texture generation "work". But theres a lot of artifacts when voxels eclipse each other in relation to the box sides. I believe this is a problem with minetest renderer...

PostPosted: Thu Jan 16, 2014 06:35
by aldobr
Why is no one interested in this tool ?

PostPosted: Thu Jan 16, 2014 09:16
by jin_xi
lol

PostPosted: Thu Jan 16, 2014 13:01
by twoelk
aldobr wrote:Why is no one interested in this tool ?


not true :-)

have built some blocks with it.
Minetest Logo Display Block as example:
Model in Sproxel
result ingame

Problems:
  • had to convert some of the textures to work
  • had to adjust the mapping of the textures as they were all over the place
  • the resulting structur was mirrored or flipped or whatever so had to tweek that
sadly I never got around to document (or fully understand) what I did, so I never posted comments :-(

....but when Rubenwardy asked for suggestions for his NodeBox Editor I did name the Sproxel format as import possability (see discussion on IRC, scroll up and down a little to se the full context and his remarks)

PostPosted: Fri Jan 17, 2014 01:08
by Kodiologist
Wuzzy wrote:Sadly without GNU/Linux support, so it’s nothing for me. :-(


Although their Google Code site has no LInux binaries, they have instructions for building on Linux.

Re: [TOOL]Sproxel Minetest Nodebox exporter updated [TOOL]

PostPosted: Mon Sep 22, 2014 19:11
by Esteban
Please, does anyone have a copy of the python script, the link seems broken.

Re: [TOOL]Sproxel Minetest Nodebox exporter updated [TOOL]

PostPosted: Tue Sep 23, 2014 12:30
by twoelk
This one seems to be the last one I downloaded :
mtnodebox_export.zip
(1.65 KiB) Downloaded 123 times

Re: [TOOL]Sproxel Minetest Nodebox exporter updated [TOOL]

PostPosted: Tue Sep 23, 2014 12:31
by Esteban
twoelk wrote:This one seems to be the last one I downloaded :
mtnodebox_export.zip

Thanks!

Re:

PostPosted: Sun Dec 06, 2015 19:50
by tbillion
Wuzzy wrote:Sadly without GNU/Linux support, so it’s nothing for me. :-(

VirtualBox is your friend :) that how i run all my windows junk, I keep my little pet Windoze XP in a nice little box where his viruses and problems will not affect my good day :)

Re: [TOOL]Sproxel Minetest Nodebox exporter updated [TOOL]

PostPosted: Mon Dec 07, 2015 00:08
by tbillion
does anyone still have this plug in?