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Posted: Tue Feb 18, 2014 02:31
by hoodedice
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?
Can you add compatibility to export in .x please?

Posted: Tue Feb 18, 2014 09:43
by flux
hoodedice wrote:Can you add compatibility to export in .x please?
Could you please direct me towards resources that discuss the .x format? I'm having trouble finding any reference to it whatsoever.
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.
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.
Spoiler
Image
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?

Posted: Tue Feb 18, 2014 10:31
by hoodedice
Here is one I found that *might* be useful:

http://wiki.blender.org/index.php/Exten ... X_Exporter

Posted: Tue Feb 18, 2014 14:46
by flux
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?

Posted: Tue Feb 18, 2014 14:56
by hoodedice
Well, I don't really remember the supported formats off of my head, but this is the one which is used mostly in MT.

Posted: Tue Feb 18, 2014 15:42
by Excalibur Zero
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?
.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).

Posted: Tue Feb 18, 2014 18:09
by flux
Mhmm, isn't there a converter from .dae to .x ? That would be easiest.

Posted: Tue Feb 18, 2014 21:13
by Inocudom
flux wrote:
hoodedice wrote:Can you add compatibility to export in .x please?
Could you please direct me towards resources that discuss the .x format? I'm having trouble finding any reference to it whatsoever.
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.
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.
Spoiler
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?
My best reference is using noclip to fly inside nodebox models.

Posted: Wed Feb 19, 2014 00:56
by LionsDen
Spoiler
flux wrote:
hoodedice wrote:Can you add compatibility to export in .x please?
Could you please direct me towards resources that discuss the .x format? I'm having trouble finding any reference to it whatsoever.
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.
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.
Spoiler
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?
If you look at the model in the picture, The grass in the cave comes from the grass on the top of the model while the water look on the right of the cave comes from the water on the left of the node box. So it takes the colors/testure from the image on the same side of the node that you are looking at so it would be water at the same height at every interruption of the node box. I hope that I am explaining it so that you can understand.

Posted: Wed Feb 19, 2014 01:52
by flux
@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?

Posted: Wed Feb 19, 2014 03:44
by Novacain
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.

Posted: Thu Feb 20, 2014 20:25
by twoelk
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?
talking rubbish as I sometimes do ;-)

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 :-(.

Posted: Thu Feb 20, 2014 22:37
by flux
Ah, that clears that up =) Thanks for the reply!

Now I'll start working on it!

Posted: Fri Feb 21, 2014 06:48
by twoelk
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.

Posted: Fri Feb 21, 2014 11:44
by hoodedice
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.
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.

Posted: Fri Feb 21, 2014 13:31
by twoelk
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

Posted: Fri Feb 21, 2014 17:13
by rubenwardy
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.

Posted: Sun Mar 02, 2014 23:27
by flux
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.

Posted: Mon Mar 03, 2014 08:05
by rubenwardy
I am currently working on allowing the NBE to interact with minetest(.exe). Ie: you click a run button, and it runs the mod in a world.

Will you be exporting a whole lua mod, the code for a single node, or the node box only?

Posted: Mon Mar 03, 2014 13:03
by flux
I think I will start with the code for a single node (at first most of it static then maybe an option menu where you can specify output parameters) with textures.

What would be the advantages of exporting a lua mod? That's basically just "more text", right?

Posted: Mon Mar 03, 2014 13:15
by twoelk
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.

Posted: Wed Mar 05, 2014 00:17
by flux
Well, if it's just more text I don't see a reason why I shouldn't be adding it =)

Posted: Wed Mar 12, 2014 20:22
by flux
Quick Update: Added an extensive help system to the VoxelShop. Should make it much easier to learn about what the program can do.

Image

Re: VoxelShop (Voxel-Editor)

Posted: Thu May 29, 2014 04:00
by Inocudom
I don't hear much talk about this program these days. Does anybody use it? How is development?

Image
I made the above image using this program. It is an antique radio.

Re: VoxelShop (Voxel-Editor)

Posted: Thu May 29, 2014 14:21
by philipbenr
Looks good Inocudom! Really nicely done.