Can you add compatibility to export in .x please?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?
VoxelShop (Voxel-Editor)
- hoodedice
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7:42 PM - Bauglio: I think if you go to staples you could steal firmware from a fax machine that would run better than win10 does on any platform
7:42 PM - Bauglio: so fudge the stable build
7:43 PM - Bauglio: get the staple build
7:42 PM - Bauglio: so fudge the stable build
7:43 PM - Bauglio: get the staple build
Could you please direct me towards resources that discuss the .x format? I'm having trouble finding any reference to it whatsoever.hoodedice wrote:Can you add compatibility to export in .x please?
That's what I figured and hence I'm trying to reduce the voxel to as few boxes as possible. Should be an optimal solution within the constraint of using boxes. The problem I'm having is another.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.
Spoiler
@Inocudom Could you please provide better reference to your post?
Oh, that is not a voxel format. Standard 3D formats are not a priority atm unfortunately - unless you can provide a really good reason why they are needed. Is this format needed for minetest?
Last edited by flux on Tue Feb 18, 2014 14:46, edited 1 time in total.
- hoodedice
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Well, I don't really remember the supported formats off of my head, but this is the one which is used mostly in MT.
7:42 PM - Bauglio: I think if you go to staples you could steal firmware from a fax machine that would run better than win10 does on any platform
7:42 PM - Bauglio: so fudge the stable build
7:43 PM - Bauglio: get the staple build
7:42 PM - Bauglio: so fudge the stable build
7:43 PM - Bauglio: get the staple build
- Excalibur Zero
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.x files are commonly used for mobs or other 3D entities. Two examples of usages of .x files are: (viewtopic.php?id=3063) and (viewtopic.php?id=6154).flux wrote:Oh, that is not a voxel format. Standard 3D formats are not a priority atm unfortunately - unless you can provide a really good reason why they are needed. Is this format needed for minetest?
My best reference is using noclip to fly inside nodebox models.flux wrote:Could you please direct me towards resources that discuss the .x format? I'm having trouble finding any reference to it whatsoever.hoodedice wrote:Can you add compatibility to export in .x please?
That's what I figured and hence I'm trying to reduce the voxel to as few boxes as possible. Should be an optimal solution within the constraint of using boxes. The problem I'm having is another.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.
Looking at the image and from my understanding it is not possible to color the bottom of the cave in a different color than the grass above. If I'm wrong please let me know!
@Inocudom Could you please provide better reference to your post?
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Spoiler
flux wrote:Could you please direct me towards resources that discuss the .x format? I'm having trouble finding any reference to it whatsoever.hoodedice wrote:Can you add compatibility to export in .x please?
That's what I figured and hence I'm trying to reduce the voxel to as few boxes as possible. Should be an optimal solution within the constraint of using boxes. The problem I'm having is another.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.
Looking at the image and from my understanding it is not possible to color the bottom of the cave in a different color than the grass above. If I'm wrong please let me know!
@Inocudom Could you please provide better reference to your post?
hmm, as an idea, you could have an ad at the bottom. people may not dish money for something, but it is easy enough to click an add to support someone. just an idea. and you might want to put a note suggesting that.
Last edited by Novacain on Wed Feb 19, 2014 03:44, edited 1 time in total.
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talking rubbish as I sometimes do ;-)flux wrote:@LionsDen Yeah, I understand that. From what twoelk posted I understood that it might be possible to change that though. Or what was he talking about?
nope the homedecor:table_lamp is useless for this issue. Got that mixed up somewhere ... might have been some other mod? Maybe the Nightclub one? Or maybe another game alltogether?
well as I never solved that in my Logodisplay node I guess I never found an answer - though I do remember I was doing wierd things to the doors code that never resulted in anything usefull though some surprising and mysterious things happened. So to solve that issue I guess the mesh might be the only way :-(.
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It seems to be a common agreement to keep entitys, mobs and npcs in Minetest within a blocky look so being able to design such things with voxels that can be exported to a mesh is a pretty good way to keep the models within the same design. The *.x format seems to be the most used. Usually exported from Blender that is also used for animation. Another format used is *.obj. So if you ever add skeletal rigging for animation and manage to keep the learning curve lower than Blender your program may become very usefull for Minetest indeed. As Minetest is based on Irrlicht it should be able to use all file formats listed here.
Another thought I had was maybe you could also export at another scale to Minetest. Along the lines ofthis project of mine you might try to export one voxel to one Minetest node. Maybe a colorcode like the one used in thecolor.txt for the Mapper tool could be used to choose the right nodes out of a reduced set.
Another thought I had was maybe you could also export at another scale to Minetest. Along the lines ofthis project of mine you might try to export one voxel to one Minetest node. Maybe a colorcode like the one used in thecolor.txt for the Mapper tool could be used to choose the right nodes out of a reduced set.
- hoodedice
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NOPE. If one voxel was equal to one node, then projects like Cars and Rollercoaster will become HUGE. Keep block size configurable, like in Sproxel.twoelk wrote:It seems to be a common agreement to keep entitys, mobs and npcs in Minetest within a blocky look so being able to design such things with voxels that can be exported to a mesh is a pretty good way to keep the models within the same design. The *.x format seems to be the most used. Usually exported from Blender that is also used for animation. Another format used is *.obj. So if you ever add skeletal rigging for animation and manage to keep the learning curve lower than Blender your program may become very usefull for Minetest indeed. As Minetest is based on Irrlicht it should be able to use all file formats listed here.
Another thought I had was maybe you could also export at another scale to Minetest. Along the lines ofthis project of mine you might try to export one voxel to one Minetest node. Maybe a colorcode like the one used in thecolor.txt for the Mapper tool could be used to choose the right nodes out of a reduced set.
7:42 PM - Bauglio: I think if you go to staples you could steal firmware from a fax machine that would run better than win10 does on any platform
7:42 PM - Bauglio: so fudge the stable build
7:43 PM - Bauglio: get the staple build
7:42 PM - Bauglio: so fudge the stable build
7:43 PM - Bauglio: get the staple build
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You might have missed the word "also".
I was suggesting a second format to export to Minetest with. Just imagine what a nice huge tree the example file on the Voxelshop homepage would make. It is the same tree as in the avatar/icon that flux uses. By the way that example file would also pose a challenge as a single node built of node boxes. It would offer similar dificulties with the coloring of the roots and the bottom leaves as my version of the Minetest Logo does.
Besides exporting to *.we format and the newer Minetest schematic file format might prove easier with the geometry and may allow re-importing so that the tweaking of schematic files used by WorldEdit might be easier.
So listing the programs I could imagine exchanging data with might be interesting besides obviously the game itself would include
I was suggesting a second format to export to Minetest with. Just imagine what a nice huge tree the example file on the Voxelshop homepage would make. It is the same tree as in the avatar/icon that flux uses. By the way that example file would also pose a challenge as a single node built of node boxes. It would offer similar dificulties with the coloring of the roots and the bottom leaves as my version of the Minetest Logo does.
Besides exporting to *.we format and the newer Minetest schematic file format might prove easier with the geometry and may allow re-importing so that the tweaking of schematic files used by WorldEdit might be easier.
So listing the programs I could imagine exchanging data with might be interesting besides obviously the game itself would include
- rubenwardy
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Here is the file format specification for the node box editor: FileFormat.txt
WIM is a bit obsolete: the node box editor does everything it can do, iirc.
WIM is a bit obsolete: the node box editor does everything it can do, iirc.
Last edited by rubenwardy on Fri Feb 21, 2014 17:15, edited 1 time in total.
Just to give you guys some update on this:
I'm currently working on generalizing the rectangle algorithm described in this paper into 3D to minimize the amount of boxes that will generated by the exporter.
I'm currently working on generalizing the rectangle algorithm described in this paper into 3D to minimize the amount of boxes that will generated by the exporter.
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yes just more text ;-)
functional text though!
If you output a working lua mod with folder structure and all needed content the user can just toss that into his mod folder and it works at once.
If you output the code for a node the user will have to inigrate that into a mod organize a folder for textures and maybe other stuff to see any results in the game.
If you just output a nodebox ... well the user will have to do even more work to test the result ingame.
For example I only noticed my texture aligning difficulties (mirroring, flipping and more) after I had wrapped an actuall mod around my node and loaded that into the game.
functional text though!
If you output a working lua mod with folder structure and all needed content the user can just toss that into his mod folder and it works at once.
If you output the code for a node the user will have to inigrate that into a mod organize a folder for textures and maybe other stuff to see any results in the game.
If you just output a nodebox ... well the user will have to do even more work to test the result ingame.
For example I only noticed my texture aligning difficulties (mirroring, flipping and more) after I had wrapped an actuall mod around my node and loaded that into the game.
Re: VoxelShop (Voxel-Editor)
I don't hear much talk about this program these days. Does anybody use it? How is development?
I made the above image using this program. It is an antique radio.
I made the above image using this program. It is an antique radio.
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- philipbenr
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Re: VoxelShop (Voxel-Editor)
Looks good Inocudom! Really nicely done.
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