VoxelShop (Voxel-Editor)
VoxelShop (Voxel-Editor)
Hello artsy people!
Over the last years I have written a voxel editor called VoxelShop in my free time. Features are still being added, but there is already a lot you can do!
(click here for more info)
Looking forward to seeing your creations and your feedback! I'm very confident this is something you'll love!
Thank you!
flux
Edit: For updates you can follow me on twitter @whiteflux.
Over the last years I have written a voxel editor called VoxelShop in my free time. Features are still being added, but there is already a lot you can do!
(click here for more info)
Looking forward to seeing your creations and your feedback! I'm very confident this is something you'll love!
Thank you!
flux
Edit: For updates you can follow me on twitter @whiteflux.
Last edited by flux on Wed Feb 12, 2014 08:12, edited 1 time in total.
- Pitriss
- Member
- Posts: 254
- Joined: Mon Aug 05, 2013 17:09
- GitHub: Pitriss
- IRC: pitriss
- In-game: pitriss
- Location: Czech republic, Bohumin
i think this topic should be moved to "Minetest-related projects" or "offtopic" because it is not minetest mod.
I reject your reality and substitute my own. (A. Savage, Mythbusters)
I'm not modding and/or playing minetest anymore. All my mods were released under WTFPL. You can fix/modify them yourself. Don't ask me for support. Thanks.
I'm not modding and/or playing minetest anymore. All my mods were released under WTFPL. You can fix/modify them yourself. Don't ask me for support. Thanks.
- hoodedice
- Member
- Posts: 1374
- Joined: Sat Jul 06, 2013 06:33
- GitHub: hoodedice
- IRC: hoodedice
- In-game: hoodedice
- Location: world
- Contact:
Yes, this belongs in related projects.Pitriss wrote:i think this topic should be moved to "Minetest-related projects" or "offtopic" because it is not minetest mod.
@flux: It looks really promising! Great work!
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
If you can find a way for this program to be used for making nodebox models (or if somebody can write the needed plugin,) then this program will be extremely useful for the Minetest community.
Yes, this program does look very promising.
Yes, this program does look very promising.
[BitChute: https://www.bitchute.com/channel/fCcBQxrYQjNX/] [Rumble: https://rumble.com/user/HPoorHMagentaHChildH]
- webdesigner97
- Member
- Posts: 1328
- Joined: Mon Jul 30, 2012 19:16
- GitHub: webD97
- IRC: webdesigner97
- In-game: webdesigner97
- Location: Cologne, Germany
- Contact:
Here, this should help you: Lua API.
Edit: I downloaded it and saw it needs Java Hmmm, I'm thinking about installing Java just to try this out...
Edit: I downloaded it and saw it needs Java Hmmm, I'm thinking about installing Java just to try this out...
Last edited by webdesigner97 on Tue Feb 11, 2014 16:52, edited 1 time in total.
Visit me: webD97.de | @GitHub | @DeviantArt
Mods: StreetsMod | Vehicles
Featured from my blog: Dockerize the Minetest server
On my own behalf: Chameleon - A PHP image manipulation library built around GD
Mods: StreetsMod | Vehicles
Featured from my blog: Dockerize the Minetest server
On my own behalf: Chameleon - A PHP image manipulation library built around GD
- rubenwardy
- Moderator
- Posts: 6978
- Joined: Tue Jun 12, 2012 18:11
- GitHub: rubenwardy
- IRC: rubenwardy
- In-game: rubenwardy
- Location: Bristol, United Kingdom
- Contact:
@webdesigner97 Could you explain a bit what nodes are? I found water, air, liquid, etc, but how do you differentiate between different types of terrain? From what I understand it's basically what is loaded into the engine?
Yeah, it required java. I've chosen Java since I wanted the program to be compatible with all major OS (Linux, Mac, Windows).
I thought Java was pretty much standard on all desktop machines these days. And I was wrong
Yeah, it required java. I've chosen Java since I wanted the program to be compatible with all major OS (Linux, Mac, Windows).
I thought Java was pretty much standard on all desktop machines these days. And I was wrong
- webdesigner97
- Member
- Posts: 1328
- Joined: Mon Jul 30, 2012 19:16
- GitHub: webD97
- IRC: webdesigner97
- In-game: webdesigner97
- Location: Cologne, Germany
- Contact:
Nodes are the cubic blocks in Minetest: solids, liquids and even air. All of them are registered as nodes (not sure for air, though). Nodeboxes are applied to nodes if wanted and define nodes with special shapes, e.g. stairs.
Visit me: webD97.de | @GitHub | @DeviantArt
Mods: StreetsMod | Vehicles
Featured from my blog: Dockerize the Minetest server
On my own behalf: Chameleon - A PHP image manipulation library built around GD
Mods: StreetsMod | Vehicles
Featured from my blog: Dockerize the Minetest server
On my own behalf: Chameleon - A PHP image manipulation library built around GD
- rubenwardy
- Moderator
- Posts: 6978
- Joined: Tue Jun 12, 2012 18:11
- GitHub: rubenwardy
- IRC: rubenwardy
- In-game: rubenwardy
- Location: Bristol, United Kingdom
- Contact:
Air is too.webdesigner97 wrote:Nodes are the cubic blocks in Minetest: solids, liquids and even air. All of them are registered as nodes (not sure for air, though). Nodeboxes are applied to nodes if wanted and define nodes with special shapes, e.g. stairs.
https://github.com/minetest/minetest/bl ... r.lua#L279
- hoodedice
- Member
- Posts: 1374
- Joined: Sat Jul 06, 2013 06:33
- GitHub: hoodedice
- IRC: hoodedice
- In-game: hoodedice
- Location: world
- Contact:
flux: Does it not work with the openjre that ships with ubuntu by default?
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
No, have a look at the readme. It says
LINUX ADVICE
============
You need to be using the oracle java version. You can
install it as follows:
sudo add-apt-repository ppa:webupd8team/java
sudo apt-get update
sudo apt-get install oracle-java7-installer
Similar to MAC you will need to change the permission
of the start.cmd file before you can execute it.
- rubenwardy
- Moderator
- Posts: 6978
- Joined: Tue Jun 12, 2012 18:11
- GitHub: rubenwardy
- IRC: rubenwardy
- In-game: rubenwardy
- Location: Bristol, United Kingdom
- Contact:
A nodebox is a cub(e / oid) that is not rotated. It is defined by two points (eg: top left, bottom right)
Simple example:
Node box coordinates go from -0.5 to 0.5, because the center of a node (block) is 0,0,0
Each row is
Where 1 is one corner, and 2 is the other corner, diagonally.
Here is an example of it in practice:
Simple example:
Code: Select all
{-0.5,-0.5,-0.5,0.5,0.5,0.5}, -- one box
{-0.5,-0.5,-0.5,0.5,0.5,0.5}, -- another box
{-0.5,-0.5,-0.5,0.5,0.5,0.5} -- another box
Each row is
Code: Select all
{ x1, y1, z1, x2, y2, z2 }
Here is an example of it in practice:
Code: Select all
minetest.register_node("3dforniture:table",{
description = 'Table',
tiles = {
"forniture_wood.png",
"forniture_wood.png",
"forniture_wood_s1.png",
"forniture_wood_s1.png",
"forniture_wood_s2.png",
"forniture_wood_s2.png",
},
drawtype = "nodebox",
sunlight_propagates = true,
paramtype = 'light',
paramtype2 = "facedir",
node_box = {
type = "fixed",
fixed = {
{-0.4,-0.5,-0.4, -0.3,0.4,-0.3},
{0.3,-0.5,-0.4, 0.4,0.4,-0.3},
{-0.4,-0.5,0.3, -0.3,0.4,0.4},
{0.3,-0.5,0.3, 0.4,0.4,0.4},
{-0.5,0.4,-0.5, 0.5,0.5,0.5},
{-0.4,-0.2,-0.3, -0.3,-0.1,0.3},
{0.3,-0.2,-0.4, 0.4,-0.1,0.3},
{-0.3,-0.2,-0.4, 0.4,-0.1,-0.3},
{-0.3,-0.2,0.3, 0.3,-0.1,0.4},
},
},
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2}
})
Last edited by rubenwardy on Sun Feb 16, 2014 15:15, edited 1 time in total.
Talked to webdesigner97 and now things are pretty much clear. I need a good algorithm to convert voxel into boxes though. If you are on stackexchange I'd appreciate if you could up-vote:
http://math.stackexchange.com/questions ... ng-problem
Thank you!
http://math.stackexchange.com/questions ... ng-problem
Thank you!
-
- Member
- Posts: 1482
- Joined: Fri Apr 19, 2013 16:19
- GitHub: twoelk
- IRC: twoelk
- In-game: twoelk
- Location: northern Germany
Sounds good ;-)
I have played with the program called Sproxel some time ago as aldobr had made an export script for it. I made a version of the Minetest-Logo Each node is represented by a voxel (what a surprise) It gave out code that I used to add a block to the game So every voxel even those completely surrounded by others became a nodebox. Of course I could have considered this while I was building the thing but my basic idea was to maybe built something in Minetest and to scale that down to a single node with this tool. The writer of the exporting script might have had other usecases in mind but I was experimenting.
You may note that the ingame result is somehow mirrored so I spent most of the time adjusting the textures to fit the model.
This shows another problem. The model includes a cave and if you look inside it you may notice the textures are not correct. Sproxel and the script only rendered one texture file for each side so six in all. Consider the table lamps in the Home-Decor mod among others as an example of the effects that schould be possible with a simple model.
As I mentioned in other threads for other tools, if you do want to add VoxelShop as a tool for Minetest, I would love to see it be abble to communicate with other tools of the same category be it the Node Box Editor, the WieldItemModeleditor - WIM or Sproxel. I simply consider it important for the succes of a tool to be able to share information/files with other tools.
If you are interested some of the resulting files and a somewhat working rudiment of a mod adding the Minetest-Logo may be found in the attached archive.
I have played with the program called Sproxel some time ago as aldobr had made an export script for it. I made a version of the Minetest-Logo
Spoiler
Spoiler
You may note that the ingame result is somehow mirrored so I spent most of the time adjusting the textures to fit the model.
This shows another problem. The model includes a cave and if you look inside it you may notice the textures are not correct. Sproxel and the script only rendered one texture file for each side so six in all. Consider the table lamps in the Home-Decor mod among others as an example of the effects that schould be possible with a simple model.
As I mentioned in other threads for other tools, if you do want to add VoxelShop as a tool for Minetest, I would love to see it be abble to communicate with other tools of the same category be it the Node Box Editor, the WieldItemModeleditor - WIM or Sproxel. I simply consider it important for the succes of a tool to be able to share information/files with other tools.
If you are interested some of the resulting files and a somewhat working rudiment of a mod adding the Minetest-Logo may be found in the attached archive.
- Attachments
-
- MinetestLogoDisplay.zip
- redone spoiler code
- (449 KiB) Downloaded 158 times
Last edited by twoelk on Wed Jul 01, 2015 10:43, edited 1 time in total.
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?
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?
This is caused by a flaw that nodebox models have. All cubes that make up nodebox models have all of their faces drawn.twoelk wrote:Sounds good ;-)
I have played with the program called Sproxel some time ago as aldobr had made an export script for it. I made a version of the Minetest-Logo Each node is represented by a voxel (what a surprise) It gave out code that I used to add a block to the game So every voxel even those completely surrounded by others became a nodebox. Of course I could have considered this while I was building the thing but my basic idea was to maybe built something in Minetest and to scale that down to a single node with this tool. The writer of the exporting script might have had other usecases in mind but I was experimenting.
You may note that the ingame result is somehow mirrored so I spent most of the time adjusting the textures to fit the model.
This shows another problem. The model includes a cave and if you look inside it you may notice the textures are not correct. Sproxel and the script only rendered one texture file for each side so six in all. Consider the table lamps in the Home-Decor mod among others as an example of the effects that schould be possible with a simple model.
As I mentioned in other threads for other tools, if you do want to add VoxelShop as a tool for Minetest, I would love to see it be abble to communicate with other tools of the same category be it the Node Box Editor, the WieldItemModeleditor - WIM or Sproxel. I simply consider it important for the succes of a tool to be able to share information/files with other tools.
If you are interested some of the resulting files and a somewhat working rudiment of a mod adding the Minetest-Logo may be found in the attached archive.
[BitChute: https://www.bitchute.com/channel/fCcBQxrYQjNX/] [Rumble: https://rumble.com/user/HPoorHMagentaHChildH]
Who is online
Users browsing this forum: No registered users and 5 guests