Simply put, Spritecraft is an easy-to-use independent Java application that allows you to load virtually any image and convert it into Minecraft blocks. Available for free or pay-what-you-want full. We are looking for feedback for bug fixing and future improvements, so please try it and tell us what you think![color=#0080FF]
New Spritecraft 1.1.4 Features!
-Support for Resource Packs have arrived! Load your resource pack and see what your creations would look like with new textures!
-Support for all clays and new blocks like quartz and hay
-Some bug fixes probably!
Full features include:
-Supports any resource (even high-resolution ones). Add your own terrain image to use.
-Configure which blocks you want the algorithm to include or not. Turn off blocks you don't want to use.
-Switch between top view or side view.
-Set your own output size dimensions, or choose no limit at all.
-List of materials and amount of blocks needed in output window
-Advanced dithering mode - great for large real-life images
Spritecraft in action:
Pick your input image and press create:
Change options like block type, side views, and dithering mode:
View and save your output image:
Output samples:
Classic Lenna showing off Dithering:
Lenna up close:
Sonic in Minecraft blocks:
Penny Arcade comic about Minecraft, realized in Minecraft blocks:
Huge image of Notch in the real world via MCEdit:
Closer view:
Walking on his face:
Example video by YouTube user "VideosGamesTutorials" showing full process for taking in image, converting it in Spritecraft, saving a schematic, importing and saving it in MCEdit, and viewing it in-game!
One of the coolest features in Spritecraft Full is the ability to specify a custom texture pack. Spritecraft uses the colors from the custom texture pack and not the default when doing its color-matching calculations, so the output image will use different materials to more closely match the input image. Here are a couple examples of running the same image through Spritecraft with different texture packs.
Original sprite for reference (it's tiny!):
Using default texture pack:
Using Painterly default pack:
Using Mystic Ruins (custom pack created by a friend of mine):
Using Balea high-res texture pack (scaled down, blocks were 128x128 each):
Some troubleshooting tips for anyone who might be having problems:
Spritecraft Doesn't Run
You will need Java to run Spritecraft. You can get it here: http://www.java.com. Once you have java installed, you should just need to double-click the file to run it.
If Java is installed and the program doesn't run, you can try running it from the command line. Use your command line client to go to the directory where SpritecraftFull.jar is, and type: "java -jar -Xmx512m SpritecraftFull.jar"
Memory Problems
Spritecraft should be able to handle massive images without running out of memory, but it may be forced to reduce the quality of the output image to do so. For example, if you are using the standard texture pack, each block is 16x16 pixels. If you run a 2048x2048 image through Spritecraft with no max height or width, the output would be 2048*2048*16*16*3 bytes; 3 GB total. Instead of trying to use 3 GB of memory, Spritecraft will reduce the quality of the output image.
If Spritecraft gives you an error that it has run out of memory, you can allow it to use a larger amount of memory when you run it. You'll have to run it via the command line like so: "java -jar -Xmx1024m SpritecraftFull.jar". The "1024" indicates that java can use 1024 MB of memory. Use a larger number for more memory (for example, 2048 for 2 GB of memory). Allowing Spritecraft to use more memory can also increase the quality of the output image.
Feedback/Still Having Trouble
Please feel free to e-mail either myself ([email protected]) or K ([email protected]) if you are having problems or if you have any suggestions. The tool is still pretty new, but thus far we don't know of any major bugs, so feedback would be greatly appreciated.
Tater is my partner in crime and he's always ready with the technical details. I'll probably add Tater's Troubleshooting Tips (TTT) to the OP sometimes tomorrow.
EDIT: Duh, the program looks at the dimensions of the image rather than the dimensions of what's inside the image. I found a smaller version and got better results.
I'm running into a bit of trouble when trying to convert small, simple, pixel images.
I am trying to blueprint out a Kefka sprite:
I counted the number of pixels of width and height and came out to 16 x 24, respectively. Yet when I use those dimensions in Spritecraft, I receive this:
Also, when I increase the dimensions to perhaps better accommodate the program, it adds shades in that are unnecessary.
I get the idea of the program: it is more designed to turn real images to blocks rather than pixelated images, but I'm trying to use it for the latter, and I'm running into difficulties.
Crassus - it looks from your edit like you figured it out what was happening but I might as well add some clarification for anybody else who is running into the same issue.
Your original image was 300x300, with a lot of empty space around the edges. When you run it through Spritecraft with no max height or width, it will attempt to turn every pixel into Minecraft blocks, so the resulting image was a huge 4500x4500 image. Spritecraft also dithers images that are over a certain size when set to auto dither (the default) to more accurately match colors.
You probably already did this but I made two versions of the Kefka sprite that would work better:
Tiny version:
Trimmed version:
To convert the tiny version, you could just load it into Spritecraft and hit go and you should get something good out (although I would recommend turning off stone slab, iron, and snow if you are planning to build it in a Survival server).
To convert the trimmed version you would want to set max width to the actual pixel dimensions of the image, so a max width of 16 would work.
For reference, here is the output I got:
Like I said, it sounds like you figured this out already, but I thought I would still post this in case it helps somebody else.
Thanks for the feedback too. Maybe for a future version we could add an algorithm that automatically crops out empty space around an image.
Hey can u please turn this into a .exe instead of leaving it a jar i would totally love this and recommend it to alot of my friends but the same thing keeps happening to us we cant run jars and we've tried to fix it too.
Didn't test it yet, but it looks awesome!
I would suggest adding grid feature, here is an example of what i mean:
Working with images with grid on it makes pixel arting on minecraft much more easier!
EDIT: Just noticed someone suggested it before me :smile.gif:
EDIT2: The browser don't let me open folders, so I'm forced to save and open images only from desktop..
Simply put, Spritecraft is an easy-to-use independent Java application that allows you to load virtually any image and convert it into Minecraft blocks. Available for free or pay-what-you-want full. We are looking for feedback for bug fixing and future improvements, so please try it and tell us what you think![color=#0080FF]
New Spritecraft 1.1.4 Features!
-Support for Resource Packs have arrived! Load your resource pack and see what your creations would look like with new textures!
-Support for all clays and new blocks like quartz and hay
-Some bug fixes probably!
Full features include:
-Supports any resource (even high-resolution ones). Add your own terrain image to use.
-Configure which blocks you want the algorithm to include or not. Turn off blocks you don't want to use.
-Switch between top view or side view.
-Set your own output size dimensions, or choose no limit at all.
-List of materials and amount of blocks needed in output window
-Advanced dithering mode - great for large real-life images
Pick your input image and press create:
Change options like block type, side views, and dithering mode:
View and save your output image:
Output samples:
Classic Lenna showing off Dithering:
Lenna up close:
Sonic in Minecraft blocks:
Penny Arcade comic about Minecraft, realized in Minecraft blocks:
Huge image of Notch in the real world via MCEdit:
Closer view:
Walking on his face:
Example video by YouTube user "VideosGamesTutorials" showing full process for taking in image, converting it in Spritecraft, saving a schematic, importing and saving it in MCEdit, and viewing it in-game!
VirusTotal.
But hell, people really don't trust anyone.
- Imperial Lands by lolo500
- PortalCraft by Leggos_My_Eggos
Mods & Tools I support:
- DJoslin's Creations by DJoslin
- mIDas by Pfaeff
- Programmable CPU by Biohazard
Original sprite for reference (it's tiny!):
Using default texture pack:
Using Painterly default pack:
Using Mystic Ruins (custom pack created by a friend of mine):
Using Balea high-res texture pack (scaled down, blocks were 128x128 each):
Spritecraft Doesn't Run
You will need Java to run Spritecraft. You can get it here: http://www.java.com. Once you have java installed, you should just need to double-click the file to run it.
If Java is installed and the program doesn't run, you can try running it from the command line. Use your command line client to go to the directory where SpritecraftFull.jar is, and type: "java -jar -Xmx512m SpritecraftFull.jar"
Memory Problems
Spritecraft should be able to handle massive images without running out of memory, but it may be forced to reduce the quality of the output image to do so. For example, if you are using the standard texture pack, each block is 16x16 pixels. If you run a 2048x2048 image through Spritecraft with no max height or width, the output would be 2048*2048*16*16*3 bytes; 3 GB total. Instead of trying to use 3 GB of memory, Spritecraft will reduce the quality of the output image.
If Spritecraft gives you an error that it has run out of memory, you can allow it to use a larger amount of memory when you run it. You'll have to run it via the command line like so: "java -jar -Xmx1024m SpritecraftFull.jar". The "1024" indicates that java can use 1024 MB of memory. Use a larger number for more memory (for example, 2048 for 2 GB of memory). Allowing Spritecraft to use more memory can also increase the quality of the output image.
Feedback/Still Having Trouble
Please feel free to e-mail either myself ([email protected]) or K ([email protected]) if you are having problems or if you have any suggestions. The tool is still pretty new, but thus far we don't know of any major bugs, so feedback would be greatly appreciated.
Or do you have to do it manually?
It just creates an output image, not an MCEdit file or anything like that. You have to (get to?) build it manually.
Tater is my partner in crime and he's always ready with the technical details. I'll probably add Tater's Troubleshooting Tips (TTT) to the OP sometimes tomorrow.
We'll have it in a future version.
I'm running into a bit of trouble when trying to convert small, simple, pixel images.
I am trying to blueprint out a Kefka sprite:
I counted the number of pixels of width and height and came out to 16 x 24, respectively. Yet when I use those dimensions in Spritecraft, I receive this:
Also, when I increase the dimensions to perhaps better accommodate the program, it adds shades in that are unnecessary.
I get the idea of the program: it is more designed to turn real images to blocks rather than pixelated images, but I'm trying to use it for the latter, and I'm running into difficulties.
Your original image was 300x300, with a lot of empty space around the edges. When you run it through Spritecraft with no max height or width, it will attempt to turn every pixel into Minecraft blocks, so the resulting image was a huge 4500x4500 image. Spritecraft also dithers images that are over a certain size when set to auto dither (the default) to more accurately match colors.
You probably already did this but I made two versions of the Kefka sprite that would work better:
Tiny version:
Trimmed version:
To convert the tiny version, you could just load it into Spritecraft and hit go and you should get something good out (although I would recommend turning off stone slab, iron, and snow if you are planning to build it in a Survival server).
To convert the trimmed version you would want to set max width to the actual pixel dimensions of the image, so a max width of 16 would work.
For reference, here is the output I got:
Like I said, it sounds like you figured this out already, but I thought I would still post this in case it helps somebody else.
Thanks for the feedback too. Maybe for a future version we could add an algorithm that automatically crops out empty space around an image.
I would suggest adding grid feature, here is an example of what i mean:
Working with images with grid on it makes pixel arting on minecraft much more easier!
EDIT: Just noticed someone suggested it before me :smile.gif:
EDIT2: The browser don't let me open folders, so I'm forced to save and open images only from desktop..