[Old]Node Box Editor [0.9.2]
- v-rob
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Re: Node Box Editor [0.9.2]
I find this tool very useful, but there's only one problem that I have found with it. When rotating with WASD in the perspective view, it moves very slowly. It takes over two minutes to move 90 degrees, which is very annoying and impractical. I'm running it on Windows 10, by the way.
- Lone_Wolf
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Re: Node Box Editor [0.9.2]
I use Linux and it does about 360 every 2 seconds. Not sure why it's different 6o.ov-rob wrote:I find this tool very useful, but there's only one problem that I have found with it. When rotating with WASD in the perspective view, it moves very slowly. It takes over two minutes to move 90 degrees, which is very annoying and impractical. I'm running it on Windows 10, by the way.
Re: Node Box Editor [0.9.2]
Nodebox exports to obj?
- BirgitLachner
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Re: Node Box Editor [0.9.2]
No ... it export to the code that is used in Nodebox definitions. This is a collection of edges points that defines the cuboids that are assembled to the node.
- rubenwardy
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Re: Node Box Editor [0.9.2]
Nodebox does include an exporter to OBJ, but it should only be used when you want to import the model into Blender.runs wrote:Nodebox exports to obj?
It is more efficient to use Minetest's builtin nodebox to mesh builder than NBE's nodebox to OBJ exporter
Re: Node Box Editor [0.9.2]
rubenwardy wrote:Nodebox does include an exporter to OBJ, but it should only be used when you want to import the model into Blender.runs wrote:Nodebox exports to obj?
It is more efficient to use Minetest's builtin nodebox to mesh builder than NBE's nodebox to OBJ exporter
Where is that please?
Also, I get a crash to desktop when opening .nbe files, project.txt files, and importing .png files for applying textures - at this point, NBE is nearly unusable.
Last edited by KCoombes on Sun Feb 03, 2019 15:50, edited 1 time in total.
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Re: Node Box Editor [0.9.2]
I would like to know, too.KCoombes wrote:rubenwardy wrote:Nodebox does include an exporter to OBJ, but it should only be used when you want to import the model into Blender.runs wrote:Nodebox exports to obj?
It is more efficient to use Minetest's builtin nodebox to mesh builder than NBE's nodebox to OBJ exporter
Where is that please?
Also, I get a crash to desktop when opening .nbe files.
plz see my map from The Stanley Parable. viewtopic.php?f=12&t=19944&p=0&e=0
Re: Node Box Editor [0.9.2]
I think he means " just don't convert it, minetest will build a mesh when it loads the nodebox object."
Re: Node Box Editor [0.9.2]
Hey guys I get in trouble with this.
I've create this cute kitty. And now I want to know its collisionbox.
From the Modding Dev Wiki:
And the Modding Book tells that the first point is 'bottom front left' and the second one is the opposite.
So is it my picture correct?
Why is 0.5 and not 1? Where is the (0,0,0) point? Is it the center of the cube? What it means the negative numbers?
In the NodeBoxEditor and my example: the 'bottom front left' is the right leg of the cat (from the cat perspective)?
I know that 'y' is the height, but how to diferenciate x of z? In my cube picture above, what is the x and the z?
I hated geometry/maths in the school :-(
I've create this cute kitty. And now I want to know its collisionbox.
From the Modding Dev Wiki:
Code: Select all
box is defined as:
{x1, y1, z1, x2, y2, z2}
A box of a regular node would look like:
{-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
So is it my picture correct?
Why is 0.5 and not 1? Where is the (0,0,0) point? Is it the center of the cube? What it means the negative numbers?
In the NodeBoxEditor and my example: the 'bottom front left' is the right leg of the cat (from the cat perspective)?
I know that 'y' is the height, but how to diferenciate x of z? In my cube picture above, what is the x and the z?
I hated geometry/maths in the school :-(
Re: Node Box Editor [0.9.2]
I mean the next cube:
The center is (0,0,0) of an 1x1x1 cube
Going to the right/back/up means a positive number til (0.5, 0.5, 0.5) and going to left/forward/down means a negative number til (-0.5, -0.5, -0.5)
Am I right?
The center is (0,0,0) of an 1x1x1 cube
Going to the right/back/up means a positive number til (0.5, 0.5, 0.5) and going to left/forward/down means a negative number til (-0.5, -0.5, -0.5)
Am I right?
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Re: Node Box Editor [0.9.2]
runs,
You are correct. In the example:
{-0.5, -0.5, -0.5, 0.5, 0.5, 0.5} equates to
{-x, -y, -z, +x, +y, +z}.
Your collision and selection boxes can be set to whatever you'd like. If you omit them, they take the nodebox definition as their own. However, this produces lag. The selection and collision boxes should be set to the smallest box that encompasses the nodebox.
You are correct. In the example:
{-0.5, -0.5, -0.5, 0.5, 0.5, 0.5} equates to
{-x, -y, -z, +x, +y, +z}.
Your collision and selection boxes can be set to whatever you'd like. If you omit them, they take the nodebox definition as their own. However, this produces lag. The selection and collision boxes should be set to the smallest box that encompasses the nodebox.
Re: Node Box Editor [0.9.2]
I have problems with collision boxes. With the cat above, If I export it to .nbe:
fixed = {
{-0.125, -0.5, 0.0625, -0.0625, -0.375, 0.125}, -- back_right_leg
{-0.125, -0.5, -0.1875, -0.0625, -0.375, -0.125}, -- front_right_leg
{0, -0.5, -0.1875, 0.0625, -0.375, -0.125}, -- front_left_leg
{0, -0.5, 0.0625, 0.0625, -0.375, 0.125}, -- back_left_leg
{-0.125, -0.375, -0.1875, 0.0625, -0.25, 0.125}, -- body
{-0.125, -0.3125, -0.3125, 0.0625, -0.125, -0.125}, -- head
{-0.0625, -0.3125, 0.125, 0.0, -0.25, 0.1875}, -- top_tail
{-0.125, -0.125, -0.25, -0.0625, -0.0625, -0.1875}, -- right_ear
{-0.0625, -0.375, 0.1875, 0.0, -0.3125, 0.3125}, -- bottom_tail
{0, -0.125, -0.25, 0.0625, -0.0625, -0.1875}, -- left_ear
},
And then if I make a collision box of:
collisionbox = {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5}, The cat is put slightly below this collisionbox, I have to set it to:
collisionbox = {-0.5, -0.75, -0.5, 0.5, 0.5, 0.5},
to the cat being place in the low part of the cube.
Why is this -0.25 of difference? I do not understand the reference for the colllisionbox... I mean that is not an absolute reference but relative to what?
fixed = {
{-0.125, -0.5, 0.0625, -0.0625, -0.375, 0.125}, -- back_right_leg
{-0.125, -0.5, -0.1875, -0.0625, -0.375, -0.125}, -- front_right_leg
{0, -0.5, -0.1875, 0.0625, -0.375, -0.125}, -- front_left_leg
{0, -0.5, 0.0625, 0.0625, -0.375, 0.125}, -- back_left_leg
{-0.125, -0.375, -0.1875, 0.0625, -0.25, 0.125}, -- body
{-0.125, -0.3125, -0.3125, 0.0625, -0.125, -0.125}, -- head
{-0.0625, -0.3125, 0.125, 0.0, -0.25, 0.1875}, -- top_tail
{-0.125, -0.125, -0.25, -0.0625, -0.0625, -0.1875}, -- right_ear
{-0.0625, -0.375, 0.1875, 0.0, -0.3125, 0.3125}, -- bottom_tail
{0, -0.125, -0.25, 0.0625, -0.0625, -0.1875}, -- left_ear
},
And then if I make a collision box of:
collisionbox = {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5}, The cat is put slightly below this collisionbox, I have to set it to:
collisionbox = {-0.5, -0.75, -0.5, 0.5, 0.5, 0.5},
to the cat being place in the low part of the cube.
Why is this -0.25 of difference? I do not understand the reference for the colllisionbox... I mean that is not an absolute reference but relative to what?
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Re: Node Box Editor [0.9.2]
runs,
try this. make sure to replace the tile textures. You can replace the boxes within the collision_box with the boxes defined in the node_box, if you want that level of detail, or simply shrink the collision_box to a single box that is large enough to contain the node boxes.
try this. make sure to replace the tile textures. You can replace the boxes within the collision_box with the boxes defined in the node_box, if you want that level of detail, or simply shrink the collision_box to a single box that is large enough to contain the node boxes.
Code: Select all
minetest.register_node("nodebox_test:node_cat", {
description = "Cat",
drawtype = "nodebox",
tiles = {
"cat_top.png",
"cat_bottom.png",
"cat_side_right.png",
"cat_side_left.png",
"cat_back.png",
"cat_front.png",
},
paramtype = "light",
paramtype2 = "facedir",
groups = { fleshy = 1 },
node_box = {
type = "fixed",
fixed = {
{-0.125, -0.5, 0.0625, -0.0625, -0.375, 0.125}, -- back_right_leg
{-0.125, -0.5, -0.1875, -0.0625, -0.375, -0.125}, -- front_right_leg
{0, -0.5, -0.1875, 0.0625, -0.375, -0.125}, -- front_left_leg
{0, -0.5, 0.0625, 0.0625, -0.375, 0.125}, -- back_left_leg
{-0.125, -0.375, -0.1875, 0.0625, -0.25, 0.125}, -- body
{-0.125, -0.3125, -0.3125, 0.0625, -0.125, -0.125}, -- head
{-0.0625, -0.3125, 0.125, 0.0, -0.25, 0.1875}, -- top_tail
{-0.125, -0.125, -0.25, -0.0625, -0.0625, -0.1875}, -- right_ear
{-0.0625, -0.375, 0.1875, 0.0, -0.3125, 0.3125}, -- bottom_tail
{0, -0.125, -0.25, 0.0625, -0.0625, -0.1875}, -- left_ear
},
},
collision_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
},
},
})
- TumeniNodes
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Re: Node Box Editor [0.9.2]
For what you are attempting to achieve here, you would be better off using models, not nodeboxes.
A Wonderful World
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Re: Node Box Editor [0.9.2]
Do you know of a lightweight app for Lubuntu that makes .obj files?
I'm not really a 3D modeller, but can kinda work Meshlab on Windows. I run a Win7 VM on Lubuntu 17.10. Blender seems overkill for simple models.
I'm not really a 3D modeller, but can kinda work Meshlab on Windows. I run a Win7 VM on Lubuntu 17.10. Blender seems overkill for simple models.
Re: Node Box Editor [0.9.2]
Well, I am creating both indeed, first nodeboxes and then converting to meshes, and an option to toggle in a config file.TumeniNodes wrote:For what you are attempting to achieve here, you would be better off using models, not nodeboxes.
Pros:
Nodeboxes = Fast.
Models = Realiable.
Cons:
Nodeboxes = Static
Meshes = Dynamic
Last edited by runs on Thu Feb 21, 2019 23:15, edited 2 times in total.
Re: Node Box Editor [0.9.2]
Another thing I wonder why is that 'Front' in NodeBoxEditor is 'Back' in Blender and Minetest. I have to rotate 180º.
Re: Node Box Editor [0.9.2]
I PR two issues to github also.
Re: Node Box Editor [0.9.2]
I'm afraid I'm being an idiot.
I've got two nodes defined with nodeboxes that were designed to be upright, I need them rotated 90 degrees vertically.
(its a skull, and skeleton. Instead of standing, I need it to default to laying on its back)
I thought, no problem, I'll fire up that nodebox editor and load the lua and rotate it!
except, while nodebox editor will export lua, I don't see any way to IMPORT lua. Am I just missing it?
thanks!
I've got two nodes defined with nodeboxes that were designed to be upright, I need them rotated 90 degrees vertically.
(its a skull, and skeleton. Instead of standing, I need it to default to laying on its back)
I thought, no problem, I'll fire up that nodebox editor and load the lua and rotate it!
except, while nodebox editor will export lua, I don't see any way to IMPORT lua. Am I just missing it?
thanks!
- MisterE
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Re: [Old]Node Box Editor [0.9.2]
I think that nodeboxeditor could use another version pass. I have not been able to get it to run on windows recently, and when I did used to get it to run, its ui is aggravating. I would really like object selection, copy paste, a working camera in 3d view, and other ui improvements to make it a production tool rather than a headache. unfortunately the alternatives aren't much better.
- rubenwardy
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Re: [Old]Node Box Editor [0.9.2]
I don't maintain NBE anymore, and I'm not particularly interested in picking it up again. I don't use it at all, I use Blender when making models for Minetest
Someone else is welcome to either fork NBE or make their own version. Although, if you fork NBE be aware that it's how I learned C++, and the code is terrible
Someone else is welcome to either fork NBE or make their own version. Although, if you fork NBE be aware that it's how I learned C++, and the code is terrible
Re: [Old]Node Box Editor [0.9.2]
see https://github.com/rollerozxa/NodeBoxEditor not sure how well it will work in windows
j5uBLfc6NxgersvVj5D5dIsiKDkoQb0o
- MisterE
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Re: [Old]Node Box Editor [0.9.2]
oh thx.
- Nininik
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Re: [Old]Node Box Editor [0.9.2]
IT works!!! i tried it and it actually worked.
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