NOTE: i use your tilemaker to get by custom blocks folder into the texture
I have a humble request. I am making a custom texture pack and using Mineways as a tool path to get the map onto my Zprinter650.
a few small tiny itty bitty things are not working.
1.The Furnace top texture is not getting rotated as it is in the game editor. I use command blocks, and glazed terracotta for this too and they all show proper rotations. It is just the furnace that does not. It remains static on its top texture regardless of the rotation set in the game.
2. The observer rotates, but is I think 90 degrees off. I can fix this by grabbing and rotating the texture within the base texture I am using after export.. but just thought I would mention it
3. Not sure if there is a setting or config I am just missing. But the grass top texture is darker on the model render than the color on the texture file. To do with biomes at export? Any way to resolve ?
4. When using tilemaker the render shows bleeding between tiles. is this normal ?
EDIT : Okay the seams.. are just between blocks that have been rotated such as glazed terracotta, command blocks, observers, and probably would be for furnace and others that allow rotated placement in minecraft. UVs arent adjusted properly I guess. I wonder if there is a fix for this on export ??
Any way to quick patch this ? I would so very happy if you could
Thanks, it's nice to hear from a dedicated user with real bugs.
1.The Furnace top texture is not getting rotated as it is in the game editor. I use command blocks, and glazed terracotta for this too and they all show proper rotations. It is just the furnace that does not. It remains static on its top texture regardless of the rotation set in the game.
I'll try to find time for this one - should be an easy fix on my end. I hadn't realized there was any directionality for furnaces.
2. The observer rotates, but is I think 90 degrees off. I can fix this by grabbing and rotating the texture within the base texture I am using after export.. but just thought I would mention it
I'm not following. What do you mean "the observer rotates"? and 90 degrees off.
3. Not sure if there is a setting or config I am just missing. But the grass top texture is darker on the model render than the color on the texture file. To do with biomes at export? Any way to resolve ?
Turn off biome export and see if that helps.
4. When using tilemaker the render shows bleeding between tiles. is this normal ?
EDIT : Okay the seams.. are just between blocks that have been rotated such as glazed terracotta, command blocks, observers, and probably would be for furnace and others that allow rotated placement in minecraft. UVs arent adjusted properly I guess. I wonder if there is a fix for this on export ??
By default most renderers interpolate between texels on the tiles. That said, I do attempt to take some corrective action for this, in that what I do is give a border around each exported tile, which is supposed to replicate the tile as needed, e.g., a glazed terracotta tile will have its top edge repeated at the bottom of the output tile, bottom edge to top of output, left & right same thing, so that the output tile (e.g., which will be 18x18 if the input tile is 16x16) will interpolate nicely.
However, if you use mipmaps, all bets are off. I've been meaning to for a few centuries make a "output a texture to a separate tile" option for Mineways, but haven't yet, which would get rid of *some* problems (alpha cutouts are another headache).
For rendering, the right thing to do is to turn off texture interpolation. For example, in Blender I write:
Blocky textures: If you want the blocky look for textures, select the mesh, select the Texture icon, and under Image Sampling uncheck the "Interpolation" box. Just below the "Interpolation" box you'll see a number of filter types, "EWA" by default. Select "Box". As usual, you'll need to do this for every texture. (Hats off to Richard Remmelink for figuring this out.) You may also find that turning off MIP Map", above "Interpolation", can help avoid line artifacts between distant grass blocks. However, mipmapping is useful to avoid crawlies during animation.
Let me know of how you make out with my replies for 2-4 (via email).
Version 6.03 is out, as 3D print and schematic export was not working properly due to some (extremely strange) memory corruption.
Notes: Worked around critical export bug: strange memory corruption from GetSaveFileName() that makes 3D print export not work correctly. "Fixed" by saving value before and restoring it after these calls. Ugh. Brightened grass and leaf color export to more closely match Minecraft; old code multiplied the tile's average green by its grayscale texture, when the brightest green should have been used. If too bright for you, use a color scheme to make the leaf color darker. Fixed furnace, dispenser, dropper, and observer tiles so that their tops perfectly match Minecraft's orientation.
Critical fix for 1.13 content: potted cactus and dragon head models were not treated properly, causing bad data interpretation. Fix [Block Test World] to show 1.13 content properly, along with other data fixes in it. Make sea pickle model sealed on the top and add the "tendrils" when in water. Update documentation about how to run under Mac and Linux. Updated custom texture packs and included bed part names in Tilemaker, which has a new minor release, 2.07. 32-bit versions removed entirely.
Version 6.05 is out, mainly fixes to TileMaker, and a little user-interface addition for power users.
New control: Holding the control key while using the mouse wheel changes the lower height; holding the shift key while using the mouse wheel changes the max. height (this latter mode can be slow and laggy, since the map is regenerated on each click). TileMaker 2.08: work with 8x8 tiles properly, give more information about how to continue when a tile is not a power of two, and avoid crashing when given extremely large tiles. (Thanks to Bear Bear, Raoul, and Felix Brekelmans for reporting these problems and suggesting new features.)
Image using the BPN--FLOWS block tiles. This package does a bunch of odd things - non-powers-of-two, at least one image (detector_rail) is 2048x2048, other oddities (an oak sapling is represented by a daisy). It was a good stress test for TileMaker, and now works with it (or at least fails and tells you how to fix the incoming data). Image made after fixing up the block tiles:
Version 6.07 is now out, fixing a crash for pre-1.14 world block files. See the release notes for details. Now tall towers in the beta don't crash Mineways.
Hey WedTM! Do you ever think you would add the capability to allow modded blocks? While I know you can't add all the modded blocks, is there a way for Chisel & Bits and even the Chisel mod to be able to be imported?
Hey WedTM! Do you ever think you would add the capability to allow modded blocks? While I know you can't add all the modded blocks, is there a way for Chisel & Bits and even the Chisel mod to be able to be imported?
Not sure who WedTM is, but as the main author of Mineways, I'm unlikely to do anything clever for mod support - there's just too many directions to go with most mods, e.g., Chisel adds some huge amount of content. There might be someone out there who can take all the resource pack and mod formats out there and (somehow) figure it all out, but I'm not that person - it's a hobby. Me, I fear 1.14, which was just released and that I haven't dared to even look at.
For power users, especially if you use large texture tiles: added "Texture output" checkboxes to dialog that suppresses the output textures being generated.
Fixed the long-standing bug that OBJ exports for older versions of Cinema 4D would import with the textures applied radially. The problem was that Sketchfab set the OBJ export for rendering to be relative, not absolute, coordinates. For some reason, older versions of Cinema 4D would fail to read these; version R18.057 does not. Fixed by separating Sketchfab export values from the normal rendering export values.
Improved user experience by having autocorrection of the bottom height be off by default for schematics or whenever the user has set the lower depth to 0. Updated LodePNG and modified it to use wide character strings, to fix a crash when terrainExt.png files with extremely large block textures, e.g., 512x512, were read in. Change default for exporting models for Sculpteo to be millimeters, as their default has changed to this from centimeters. Make TileMaker a bit more robust, giving an error if a non-power-of-two or other erroneous tile is found, but skipping the tile instead of aborting.
(Thanks to Kevin Niestrat for showing how TileMaker mysteriously failed, to SolarPH for helping solve the Cinema 4D problem and for pointing out the flaw with autocorrection and schematics, and another user for reporting the large-tile problem.)
And, because pictures are fun, here's one: it uses the rarely-used "rich textures" export option in Mineways, and Microsoft's free 3D Builder viewer, which has gotten better over the years.
Hello erich666! Thanks for your reply. WedTM is the first post that popped up on this forum and it had all the details about Mineways, so I thought WedTM was the main author, terribly sorry about that. As a side note: I was messing around with the Chisels & Bits mod and found that there was a small chance that the Bitted blocks could actually be exported, but it was quite a low chance. I had roughly 50 of the same Bitted blocks (black stained glass with the same amount of Bits removed, with some facing different directions) and only three of them exported as the Bitted blocks while the others all turned into the verity of rails. Just thought you (and anyone else) wanted to know.
So amid a discussion with two of my companions, the subject of 3D printing comes up. Essentially the more youthful one takes a tech class and he gets the chance to play around with 3D printers
Mineways 7.00 is out, with 1.14.2 support and a lot of fixes and improvements. See the release notes for too many details. Now I can finally get outside and enjoy the spring weather.
Version 7.01 is out, with some bug fixes and a long-awaited feature: export to separate textures. With this feature each block's textures can easily be modified, and additional textures such as bump maps and specular maps applied. Plus, mipmapping will now work properly in renderers. See all the release notes here.
I made two tutorials of time-savers and tricks when using Mineways. They're the second and third videos here. The description for each video lists the major tips, in order, so that you can skip to whatever you don't know about.
Version 7.05 is out, on Friday the 13th - what could go wrong? This one started as me wanting to give every sub-block a name, e.g., "White Wool" instead of just "Wool__1" or whatever. I found some crash bugs along the way, figured out instructions for Blender 2.80 import, did an excessive amount of testing of the map_d material parameter in Wavefront OBJ files, and reported bugs in G3D and got a new, more robust version ready to go (thanks, Morgan!).
Hello good sir!
NOTE: i use your tilemaker to get by custom blocks folder into the texture
I have a humble request. I am making a custom texture pack and using Mineways as a tool path to get the map onto my Zprinter650.
a few small tiny itty bitty things are not working.
1.The Furnace top texture is not getting rotated as it is in the game editor. I use command blocks, and glazed terracotta for this too and they all show proper rotations. It is just the furnace that does not. It remains static on its top texture regardless of the rotation set in the game.
2. The observer rotates, but is I think 90 degrees off. I can fix this by grabbing and rotating the texture within the base texture I am using after export.. but just thought I would mention it
3. Not sure if there is a setting or config I am just missing. But the grass top texture is darker on the model render than the color on the texture file. To do with biomes at export? Any way to resolve ?
4. When using tilemaker the render shows bleeding between tiles. is this normal ?
EDIT : Okay the seams.. are just between blocks that have been rotated such as glazed terracotta, command blocks, observers, and probably would be for furnace and others that allow rotated placement in minecraft. UVs arent adjusted properly I guess. I wonder if there is a fix for this on export ??
Any way to quick patch this ? I would so very happy if you could
Thanks!
I'll try to find time for this one - should be an easy fix on my end. I hadn't realized there was any directionality for furnaces.
I'm not following. What do you mean "the observer rotates"? and 90 degrees off.
Turn off biome export and see if that helps.
By default most renderers interpolate between texels on the tiles. That said, I do attempt to take some corrective action for this, in that what I do is give a border around each exported tile, which is supposed to replicate the tile as needed, e.g., a glazed terracotta tile will have its top edge repeated at the bottom of the output tile, bottom edge to top of output, left & right same thing, so that the output tile (e.g., which will be 18x18 if the input tile is 16x16) will interpolate nicely.
However, if you use mipmaps, all bets are off. I've been meaning to for a few centuries make a "output a texture to a separate tile" option for Mineways, but haven't yet, which would get rid of *some* problems (alpha cutouts are another headache).
For rendering, the right thing to do is to turn off texture interpolation. For example, in Blender I write:
Let me know of how you make out with my replies for 2-4 (via email).
This is going to be the NEXT BIG THING! I am so excited! What will happen? A mojang official 3D printer? LOL
-Michael18751
(This is my new Minecraft forum account I originally joined in 2015)
I have played Minecraft since 2012 and I mostly play on JAVA edition.
My YouTube!: Link
Join My discord!: Link
Version 6.03 is out, as 3D print and schematic export was not working properly due to some (extremely strange) memory corruption.
Notes: Worked around critical export bug: strange memory corruption from GetSaveFileName() that makes 3D print export not work correctly. "Fixed" by saving value before and restoring it after these calls. Ugh. Brightened grass and leaf color export to more closely match Minecraft; old code multiplied the tile's average green by its grayscale texture, when the brightest green should have been used. If too bright for you, use a color scheme to make the leaf color darker. Fixed furnace, dispenser, dropper, and observer tiles so that their tops perfectly match Minecraft's orientation.
Version 6.04 is out:
Critical fix for 1.13 content: potted cactus and dragon head models were not treated properly, causing bad data interpretation. Fix [Block Test World] to show 1.13 content properly, along with other data fixes in it. Make sea pickle model sealed on the top and add the "tendrils" when in water. Update documentation about how to run under Mac and Linux. Updated custom texture packs and included bed part names in Tilemaker, which has a new minor release, 2.07. 32-bit versions removed entirely.
BTW, cool new photo album begun here, of one user's 3D prints.
The image is an undersea scene with BDCraft, shown in G3D (not Minecraft):
Version 6.05 is out, mainly fixes to TileMaker, and a little user-interface addition for power users.
New control: Holding the control key while using the mouse wheel changes the lower height; holding the shift key while using the mouse wheel changes the max. height (this latter mode can be slow and laggy, since the map is regenerated on each click). TileMaker 2.08: work with 8x8 tiles properly, give more information about how to continue when a tile is not a power of two, and avoid crashing when given extremely large tiles. (Thanks to Bear Bear, Raoul, and Felix Brekelmans for reporting these problems and suggesting new features.)
Image using the BPN--FLOWS block tiles. This package does a bunch of odd things - non-powers-of-two, at least one image (detector_rail) is 2048x2048, other oddities (an oak sapling is represented by a daisy). It was a good stress test for TileMaker, and now works with it (or at least fails and tells you how to fix the incoming data). Image made after fixing up the block tiles:
Now, this is epic
This is a generic signature for a guy with a generic username.
6.06 is out. Short version: coal ore and bone block export fixed for 1.13, and other little fixes and tiny speed improvements. Full details here: https://github.com/erich666/Mineways/releases/tag/v6.06
Bone block testing, very exciting - G3D's lighting is a bit too much, so I added letter markers to the terrainExt.png file for bone:
Version 6.07 is now out, fixing a crash for pre-1.14 world block files. See the release notes for details. Now tall towers in the beta don't crash Mineways.
Hey WedTM! Do you ever think you would add the capability to allow modded blocks? While I know you can't add all the modded blocks, is there a way for Chisel & Bits and even the Chisel mod to be able to be imported?
Not sure who WedTM is, but as the main author of Mineways, I'm unlikely to do anything clever for mod support - there's just too many directions to go with most mods, e.g., Chisel adds some huge amount of content. There might be someone out there who can take all the resource pack and mod formats out there and (somehow) figure it all out, but I'm not that person - it's a hobby. Me, I fear 1.14, which was just released and that I haven't dared to even look at.
Version 6.08 is now up for download.
For power users, especially if you use large texture tiles: added "Texture output" checkboxes to dialog that suppresses the output textures being generated.
Fixed the long-standing bug that OBJ exports for older versions of Cinema 4D would import with the textures applied radially. The problem was that Sketchfab set the OBJ export for rendering to be relative, not absolute, coordinates. For some reason, older versions of Cinema 4D would fail to read these; version R18.057 does not. Fixed by separating Sketchfab export values from the normal rendering export values.
Improved user experience by having autocorrection of the bottom height be off by default for schematics or whenever the user has set the lower depth to 0. Updated LodePNG and modified it to use wide character strings, to fix a crash when terrainExt.png files with extremely large block textures, e.g., 512x512, were read in. Change default for exporting models for Sculpteo to be millimeters, as their default has changed to this from centimeters. Make TileMaker a bit more robust, giving an error if a non-power-of-two or other erroneous tile is found, but skipping the tile instead of aborting.
(Thanks to Kevin Niestrat for showing how TileMaker mysteriously failed, to SolarPH for helping solve the Cinema 4D problem and for pointing out the flaw with autocorrection and schematics, and another user for reporting the large-tile problem.)
And, because pictures are fun, here's one: it uses the rarely-used "rich textures" export option in Mineways, and Microsoft's free 3D Builder viewer, which has gotten better over the years.
Hello erich666! Thanks for your reply. WedTM is the first post that popped up on this forum and it had all the details about Mineways, so I thought WedTM was the main author, terribly sorry about that. As a side note: I was messing around with the Chisels & Bits mod and found that there was a small chance that the Bitted blocks could actually be exported, but it was quite a low chance. I had roughly 50 of the same Bitted blocks (black stained glass with the same amount of Bits removed, with some facing different directions) and only three of them exported as the Bitted blocks while the others all turned into the verity of rails. Just thought you (and anyone else) wanted to know.
So amid a discussion with two of my companions, the subject of 3D printing comes up. Essentially the more youthful one takes a tech class and he gets the chance to play around with 3D printers
Mineways 7.00 is out, with 1.14.2 support and a lot of fixes and improvements. See the release notes for too many details. Now I can finally get outside and enjoy the spring weather.
1.14.2 test world, rendered with Sphax using G3D.
Version 7.01 is out, with some bug fixes and a long-awaited feature: export to separate textures. With this feature each block's textures can easily be modified, and additional textures such as bump maps and specular maps applied. Plus, mipmapping will now work properly in renderers. See all the release notes here.
We're now up to Version 7.04, go get it - lots of fixes and additions.
I made two tutorials of time-savers and tricks when using Mineways. They're the second and third videos here. The description for each video lists the major tips, in order, so that you can skip to whatever you don't know about.
Version 7.05 is out, on Friday the 13th - what could go wrong? This one started as me wanting to give every sub-block a name, e.g., "White Wool" instead of just "Wool__1" or whatever. I found some crash bugs along the way, figured out instructions for Blender 2.80 import, did an excessive amount of testing of the map_d material parameter in Wavefront OBJ files, and reported bugs in G3D and got a new, more robust version ready to go (thanks, Morgan!).
Read about all the improvements here: https://github.com/erich666/Mineways/releases/tag/v7.05
And, obligatory test picture done with G3D, as I spent an excessive amount of time on double-high flowers in particular.
Version 7.06 is out: Wood blocks in 1.13 and newer were getting turned into planks - fixed.
Release notes here: https://github.com/erich666/Mineways/releases/tag/v7.06
And an image using G3D of the tests in 1.14: