Node Box Editor [0.9.2]

User avatar
Dan Duncombe
Member
 
Posts: 904
Joined: Thu May 09, 2013 21:11
Location: In the unknown depths of Earth

by Dan Duncombe » Wed Jul 24, 2013 16:02

Thanks so much for this!

A thankyou song:

This is so great,
It is so helpful,
I just made a model plate,
Of tomatoes (a bowlful!)

I hope you appreciate this amazing song. Thankyou for listening, ladies and gents. (Nice app by the way!)
Last edited by Dan Duncombe on Wed Jul 24, 2013 16:03, edited 1 time in total.
Some Mods: Castles Prefab Camouflage
My Games: Nostalgia Realtest Revamped
Servers: See above games.
 

User avatar
rubenwardy
Moderator
 
Posts: 5886
Joined: Tue Jun 12, 2012 18:11
Location: United Kingdom
GitHub: rubenwardy
IRC: rubenwardy
In-game: rubenwardy
 

User avatar
rubenwardy
Moderator
 
Posts: 5886
Joined: Tue Jun 12, 2012 18:11
Location: United Kingdom
GitHub: rubenwardy
IRC: rubenwardy
In-game: rubenwardy

by rubenwardy » Wed Jul 24, 2013 16:08

Last edited by rubenwardy on Wed Jul 24, 2013 16:11, edited 1 time in total.
 

User avatar
VanessaE
Moderator
 
Posts: 4468
Joined: Sun Apr 01, 2012 12:38
Location: Waynesville, NC
GitHub: VanessaE
IRC: VanessaE
In-game: VanessaE

by VanessaE » Mon Jul 29, 2013 22:46

Current git of this project fails to build in Linux (Debian 7):

In file included from /home/vanessa/Minetest-related/The-NodeBox-Generator/Editor.h:4:0,
from /home/vanessa/Minetest-related/The-NodeBox-Generator/main.cpp:3:
/home/vanessa/Minetest-related/The-NodeBox-Generator/Project.h: In constructor ‘Project::Project(irr::io::path)’:
/home/vanessa/Minetest-related/The-NodeBox-Generator/Project.h:12:20: error: cannot call constructor ‘Project::Project’ directly [-fpermissive]
/home/vanessa/Minetest-related/The-NodeBox-Generator/Project.h:12:20: error: for a function-style cast, remove the redundant ‘::Project’ [-fpermissive]

EDIT: This commit from kaeza fixes it:

https://github.com/kaeza/The-NodeBox-Generator/commit/1cabd787436816ae166c7e45236bd67a73930558
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)
 

PenguinDad
Member
 
Posts: 122
Joined: Wed Apr 10, 2013 16:46

by PenguinDad » Tue Jul 30, 2013 21:09

When I try to compile it I get this error.
Code: Select all
/usr/bin/ld: /usr/lib/gcc/x86_64-linux-gnu/4.7/../../../x86_64-linux-gnu/libIrrlicht.a(CIrrDeviceLinux.o): undefined reference to symbol 'XF86VidModeGetGamma'
/usr/bin/ld: note: 'XF86VidModeGetGamma' is defined in DSO /usr/lib/x86_64-linux-gnu/libXxf86vm.so.1 so try adding it to the linker command line
/usr/lib/x86_64-linux-gnu/libXxf86vm.so.1: could not read symbols: Ungültiger Vorgang
collect2: Fehler: ld gab 1 als Ende-Status zurück
make[2]: *** [NodeBoxGenerator] Fehler 1
make[1]: *** [CMakeFiles/NodeBoxGenerator.dir/all] Fehler 2
make: *** [all] Fehler 2

I'm using Xubuntu 13.04.
 

User avatar
kaeza
Moderator
 
Posts: 2162
Joined: Thu Oct 18, 2012 05:00
Location: Montevideo, Uruguay
GitHub: kaeza
IRC: kaeza diemartin blaaaaargh
In-game: kaeza

by kaeza » Wed Jul 31, 2013 01:31

PenguinDad wrote:When I try to compile it I get this error.
Code: Select all
/usr/bin/ld: /usr/lib/gcc/x86_64-linux-gnu/4.7/../../../x86_64-linux-gnu/libIrrlicht.a(CIrrDeviceLinux.o): undefined reference to symbol 'XF86VidModeGetGamma'
/usr/bin/ld: note: 'XF86VidModeGetGamma' is defined in DSO /usr/lib/x86_64-linux-gnu/libXxf86vm.so.1 so try adding it to the linker command line
/usr/lib/x86_64-linux-gnu/libXxf86vm.so.1: could not read symbols: Ungültiger Vorgang
collect2: Fehler: ld gab 1 als Ende-Status zurück
make[2]: *** [NodeBoxGenerator] Fehler 1
make[1]: *** [CMakeFiles/NodeBoxGenerator.dir/all] Fehler 2
make: *** [all] Fehler 2

I'm using Xubuntu 13.04.

Same as this error it seems: https://forum.minetest.net/viewtopic.php?pid=88770#p88770
Last edited by kaeza on Wed Jul 31, 2013 01:39, edited 1 time in total.
Your signature is not the place for a blog post. Please keep it as concise as possible. Thank you!

Check out my stuff! | Donations greatly appreciated! PayPal
 

PenguinDad
Member
 
Posts: 122
Joined: Wed Apr 10, 2013 16:46

by PenguinDad » Wed Jul 31, 2013 16:44

kaeza wrote:
PenguinDad wrote:When I try to compile it I get this error.
Code: Select all
/usr/bin/ld: /usr/lib/gcc/x86_64-linux-gnu/4.7/../../../x86_64-linux-gnu/libIrrlicht.a(CIrrDeviceLinux.o): undefined reference to symbol 'XF86VidModeGetGamma'
/usr/bin/ld: note: 'XF86VidModeGetGamma' is defined in DSO /usr/lib/x86_64-linux-gnu/libXxf86vm.so.1 so try adding it to the linker command line
/usr/lib/x86_64-linux-gnu/libXxf86vm.so.1: could not read symbols: Ungültiger Vorgang
collect2: Fehler: ld gab 1 als Ende-Status zurück
make[2]: *** [NodeBoxGenerator] Fehler 1
make[1]: *** [CMakeFiles/NodeBoxGenerator.dir/all] Fehler 2
make: *** [all] Fehler 2

I'm using Xubuntu 13.04.

Same as this error it seems: https://forum.minetest.net/viewtopic.php?pid=88770#p88770

Yes it's the same error but I don't know how to fix that.
 

User avatar
sfan5
Moderator
 
Posts: 3817
Joined: Wed Aug 24, 2011 09:44
Location: Germany
GitHub: sfan5
IRC: sfan5

by sfan5 » Wed Jul 31, 2013 21:34

PenguinDad wrote:
kaeza wrote:
PenguinDad wrote:When I try to compile it I get this error.
Code: Select all
/usr/bin/ld: /usr/lib/gcc/x86_64-linux-gnu/4.7/../../../x86_64-linux-gnu/libIrrlicht.a(CIrrDeviceLinux.o): undefined reference to symbol 'XF86VidModeGetGamma'
/usr/bin/ld: note: 'XF86VidModeGetGamma' is defined in DSO /usr/lib/x86_64-linux-gnu/libXxf86vm.so.1 so try adding it to the linker command line
/usr/lib/x86_64-linux-gnu/libXxf86vm.so.1: could not read symbols: Ungültiger Vorgang
collect2: Fehler: ld gab 1 als Ende-Status zurück
make[2]: *** [NodeBoxGenerator] Fehler 1
make[1]: *** [CMakeFiles/NodeBoxGenerator.dir/all] Fehler 2
make: *** [all] Fehler 2

I'm using Xubuntu 13.04.

Same as this error it seems: https://forum.minetest.net/viewtopic.php?pid=88770#p88770

Yes it's the same error but I don't know how to fix that.

https://forum.minetest.net/viewtopic.php?pid=88908#p88908 may help
Mods: Mesecons | WorldEdit | Nuke & Minetest builds for Windows (32-bit & 64-bit)
 

User avatar
rubenwardy
Moderator
 
Posts: 5886
Joined: Tue Jun 12, 2012 18:11
Location: United Kingdom
GitHub: rubenwardy
IRC: rubenwardy
In-game: rubenwardy

by rubenwardy » Thu Aug 01, 2013 15:31

sfan5 wrote:For all people on linux that have the same problem as me:
After the "cmake ." step:
Open CMakeFiles/NodeBoxGenerator.dir/link.txt in an editor and add -lXxf86vm
and you're done, now "make" and it should compile


Do you know how to add this to cmakelists.txt, in a way I can push to mainstream?
 

PenguinDad
Member
 
Posts: 122
Joined: Wed Apr 10, 2013 16:46
 

User avatar
sfan5
Moderator
 
Posts: 3817
Joined: Wed Aug 24, 2011 09:44
Location: Germany
GitHub: sfan5
IRC: sfan5

by sfan5 » Fri Aug 02, 2013 06:51

rubenwardy wrote:
sfan5 wrote:For all people on linux that have the same problem as me:
After the "cmake ." step:
Open CMakeFiles/NodeBoxGenerator.dir/link.txt in an editor and add -lXxf86vm
and you're done, now "make" and it should compile


Do you know how to add this to cmakelists.txt, in a way I can push to mainstream?

Code: Select all
if(UNIX)
    target_link_libraries(
        Xxf86vm
    )
endif(UNIX)

This may work
Mods: Mesecons | WorldEdit | Nuke & Minetest builds for Windows (32-bit & 64-bit)
 

User avatar
Strikeboba
Member
 
Posts: 19
Joined: Fri May 18, 2012 01:31
Location: USA,ID

by Strikeboba » Fri Aug 02, 2013 11:08

Ruben, Congrats! ^^ I always knew you would and could do it! Thanks for bringing this great tool to the community. :D
I live for peace,building and friends My Mods:Upgrade Mod 1.0
 

User avatar
Element
Member
 
Posts: 269
Joined: Tue Jun 11, 2013 00:27
Location: New York
IRC: Elementwing4962
In-game: Elementwing4962

by Element » Sun Sep 01, 2013 07:23

where do i put the file
Join Me And My Team - thornfyregaming-mc.noip.me:25565

My Server Is 1.7.9
 

User avatar
Dan Duncombe
Member
 
Posts: 904
Joined: Thu May 09, 2013 21:11
Location: In the unknown depths of Earth

by Dan Duncombe » Sun Sep 01, 2013 09:26

Element wrote:where do i put the file

Extract it, then put all the files in a folder anywhere. then click on NodeBoxGen.exe
Some Mods: Castles Prefab Camouflage
My Games: Nostalgia Realtest Revamped
Servers: See above games.
 

User avatar
Element
Member
 
Posts: 269
Joined: Tue Jun 11, 2013 00:27
Location: New York
IRC: Elementwing4962
In-game: Elementwing4962

by Element » Mon Sep 02, 2013 18:02

can i edit other stuff...if so...can you tell me what to do
Join Me And My Team - thornfyregaming-mc.noip.me:25565

My Server Is 1.7.9
 

User avatar
tima_gt
Member
 
Posts: 22
Joined: Mon Jun 10, 2013 13:19
 

User avatar
Neuromancer
Member
 
Posts: 795
Joined: Tue Jun 12, 2012 22:28
GitHub: Neuromancer56

by Neuromancer » Sat Sep 28, 2013 21:03

Why don't I see the textures? It's just black, white, and shades of grey.
Edit: I didn't see the textures on Vista, I did on windows 7.

But I noticed that I can't save my progress. If I'm half finished with a a set of nodeboxes, I can't quit and resume where I left off as there is no save or import function. Please implement soon! Would you be ok with it if I helped?

This http://www.cplusplus.com/doc/tutorial/files/
kind of says how to read/write a file in c++. Does anyone know where the code to convert the objects to the nodebox text is?


I got this to build and run in Visual Studio 2012. Here what I did.
Pulled down the code from github.

Followed these instructions:
http://msdn.microsoft.com/en-us/library/vstudio/754c3hy7.aspx
To create a project from existing code files

On the File menu, click New, and then click Project From Existing Code.

The Create New Project from Existing Code Files wizard opens.

Use the wizard to specify the details of the existing code files that will be added to the project and the application that will be created when you build the project.

I think I chose windows32 app (and probably should have chosen console app as you will see below)

Then I followed some of my own irrlicht tutorial (but see below as it is different):
https://forum.minetest.net/viewtopic.php?id=4819


-First you need to download the irrlicht SDK. You can do that here:
http://irrlicht.sourceforge.net/downloads/
-Next, take the folder from the zip file (irrlicht-1.8) and put it in your projects folder (C:\Users\x\Projects)
-To let the compiler find the irrlicht.h header file, right click the project> Properties>Configuration Properties>C++
-Click on: Additional Include Directories, <click on down arrow>, Edit, Folder with star (new line), "..."
-navigate to the include folder inside the IRRLICHT folder C:\Users\x\Projects\irrlicht-1.8\include.
-click ok.
-click on linker> Additional Library Directories>, , <click on down arrow>, Edit, Folder with star (new line), "..."
-navigate to your equivalent of C:\Users\x\Projects\irrlicht-1.8\lib\Win32-visualStudio
Even though I have a 64 bit operating system (the 64 folder caused errors for me), select folder> OK> OK
-Then go ahead and paste the code from the tutorial webpage into your irrLichtTutorial1.cpp file.
-you may get the following errors:
MSVCRTD.lib(crtexew.obj) : error LNK2019: unresolved external symbol _WinMain@16 referenced in function ___tmainCRTStartup
http://stackoverflow.com/questions/6626397/error-lnk2019-unresolved-external-symbol-winmain16-referenced-in-function
Thats a linker problem.

Try to change Properties -> Linker -> System -> SubSystem

from Windows (/SUBSYSTEM:WINDOWS) to Console (/SUBSYSTEM:CONSOLE)


-it will compile, but when you try to run you will get the following error:
"The program can't start because Irrlicht.dll is missing from your computer. Try reinstalling the program to fix this problem."
-Copy C:\Users\x\Projects\irrlicht-1.8\bin\Win32-VisualStudio\Irrlicht.dll to
C:\Users\x\Documents\Visual Studio 2010\Projects\irrLichtTutorial1\Debug

and it works!
Last edited by Neuromancer on Sun Sep 29, 2013 16:41, edited 1 time in total.
 

User avatar
Neuromancer
Member
 
Posts: 795
Joined: Tue Jun 12, 2012 22:28
GitHub: Neuromancer56

by Neuromancer » Sun Sep 29, 2013 17:36

If you want to mess with this using a Visual Studio solution:

https://github.com/Neuromancer56/NodeBox

Any enhancements will just be sent as cpp & .h file pull requests to Ruben Wardy's main repository. But if you don't want to deal with make files and have something that just builds out of the box in Visual Studio you can use this.
Last edited by Neuromancer on Sun Sep 29, 2013 17:36, edited 1 time in total.
 

User avatar
rubenwardy
Moderator
 
Posts: 5886
Joined: Tue Jun 12, 2012 18:11
Location: United Kingdom
GitHub: rubenwardy
IRC: rubenwardy
In-game: rubenwardy

by rubenwardy » Mon Sep 30, 2013 08:05

I used Visual Studio to develop this :P
 

User avatar
Neuromancer
Member
 
Posts: 795
Joined: Tue Jun 12, 2012 22:28
GitHub: Neuromancer56

by Neuromancer » Mon Sep 30, 2013 23:46

rubenwardy wrote:I used Visual Studio to develop this :P

Yep, I saw that but couldn't get it to build. It it as simple as running a make file? Or if not, do you have instructions to build on Windows? Do you have any project or solution files?
 

User avatar
rubenwardy
Moderator
 
Posts: 5886
Joined: Tue Jun 12, 2012 18:11
Location: United Kingdom
GitHub: rubenwardy
IRC: rubenwardy
In-game: rubenwardy

by rubenwardy » Tue Oct 01, 2013 08:13

  • Create solution
  • Copy source files to solution directory, then use project>add existing files
  • Go into C++ directories in project>properties
  • Add irrlicht include directory
  • Add irrlicht lib directory
  • Compile program
  • Copy .dll from irrlicht/bin to project/bin

For more help see irrlicht initial tutorial.
 

User avatar
rubenwardy
Moderator
 
Posts: 5886
Joined: Tue Jun 12, 2012 18:11
Location: United Kingdom
GitHub: rubenwardy
IRC: rubenwardy
In-game: rubenwardy

by rubenwardy » Sat Oct 05, 2013 16:38

I am currently in the middle of another partial rewrite.

I am splitting the editor function into EditorModes, each one being a tool mode that can draw, update.

For example, the node box editor will be in NBEditor.h now, with a draw function to draw draggers on to the screen.

This makes it easier to manage editor modes (node creator, node editor, node box editor, texture tool, project properties)
 

User avatar
Lukeking
Member
 
Posts: 54
Joined: Sun May 05, 2013 11:15
Location: Android Hell

by Lukeking » Fri Oct 18, 2013 14:53

nice work dude +100

does it work for linux ubuntu 13.04 or linux mint?
Minetest Redcrab Server 0.4.4 - Pyrite and Evergreens town - PPS (Pyrite Police Station) officer - PCS (Pyrite Car Shop)
P0RTAL-gun-mod (WIP)+all pblocks-stuff
Minetest Mod Creator- Application
like-dislike-button-mod WIP, discostuff-mod WIP
 

User avatar
Evergreen
Member
 
Posts: 2135
Joined: Sun Jan 06, 2013 01:22
Location: A forest in the midwest
GitHub: 4Evergreen4
IRC: EvergreenTree
In-game: Evergreen

by Evergreen » Fri Oct 18, 2013 16:17

Lukeking wrote:nice work dude +100

does it work for linux ubuntu 13.04 or linux mint?
Yes.
Back from the dead!
 

User avatar
Annahstas
Member
 
Posts: 95
Joined: Thu Oct 31, 2013 04:19
Location: USA, GA

by Annahstas » Sat Nov 09, 2013 00:55

Can someone help me? I am so confused....

Because when I try to download the WIndows 0.5 it wont work for me. The link goes dead.
Last edited by Annahstas on Sat Nov 09, 2013 01:12, edited 1 time in total.
“If you live to be a hundred, I want to live to be a hundred minus one day so I never have to live without you.”
― A.A. Milne, Winnie-the-Pooh
“I'm not lost for I know where I am. But however, where I am may be lost.”
― A.A. Milne, Winnie-the-Pooh My Texture Packs'
 

PreviousNext

Return to Minetest-related projects



Who is online

Users browsing this forum: No registered users and 4 guests