Minecraft to Sauerbraten
Posted 26 September 2010 - 12:10 PM
Of course I need to get correct textures assigned to the blocks, and things like torches should really be modelled as well, but the basic level data is being exported happily enough.
currently it works on a 128x128x128 block of alpha data.
Posted 26 September 2010 - 12:46 PM
(Any plans to go in reverse?)
Posted 26 September 2010 - 07:21 PM
The plan is to replace the main '3D view' in the editor app with a renderer that uses OGRE which is cross-platform, so it is possible i could do a Linux version. I don't have a Windows machine, and have zero interest in that OS.
Really it's just a bit of a playpen for ideas at the moment though,and the OS X tools let me get everything together really quickly.
As for the reverse (Sauerbraten to Minecraft), that would definitely be possible in a limited way, although i'm not sure existing sauerbraten maps would make any sense as minecraft worlds, mapping face-based textured geometry in Sauer to minecraft blocks would probably be suboptimal, and many sauerbraten features ( height fields, 'curved' surfaces, features smaller than 1 minecraft block etc.) would get dropped.
Also, sauerbraten edits don't 'cut' or 'add blocks' into the world either, rather they 'extrude' selected faces. Visually, it might work just fine though, which would let you use sauer's interactive 3D editing tools to modify a minecraft world. It's not really a priority for me at this point, however I have thought about it.
I'm kind of more interested in eventually putting a different twist on things, maybe even making a different game - using the Sauer engine but set in the minecraft 'universe'. Sauer allows a lot of interesting possibilities regarding world geometry and visual effects, while being very closely aligned with minecrafts 'world of blocks' design.
But who knows, I was really just curious about Sauerbratens level format and thought it would be an interesting exercise.
Posted 26 September 2010 - 08:45 PM
Posted 27 September 2010 - 12:41 AM
Next up is a custom set of textures to match the minecraft blocktypes.
Posted 27 September 2010 - 01:27 AM
Posted 27 September 2010 - 01:53 AM
can't wait to see it when you're done!
Posted 27 September 2010 - 01:58 AM
However, another interesting feature of sauerbraten is that it will write out its (visibility-processed, so you don't get the full world structure, just the shell around the 'air' areas)level geometry as an .obj file for import into a 3D app.
This means it would be easy to export 128x128x128 chunks and align/stitch them together (i use blender), and use them as polygonal geometry which is a lot less heavyweight than the original voxels - this would be quite useful for wallpapers etc.
Posted 27 September 2010 - 02:41 AM
You could try Unity3D too.
Posted 27 September 2010 - 02:46 AM
Posted 27 September 2010 - 03:05 PM
Posted 27 September 2010 - 07:30 PM
Posted 27 September 2010 - 08:02 PM
Also, sauerbraten water is now supported, as opposed to the solid texture i was using before:
Posted 27 September 2010 - 10:05 PM
This is epic though.
Posted 28 September 2010 - 12:28 AM
Then I loaded up the .objs in Blender, added a water plane and a few lights, turned on ambient occ. and rendered.
Kind of time consuming, but the result looks quite nifty.
Posted 28 September 2010 - 01:10 AM
Posted 28 September 2010 - 02:54 AM
Posted 28 September 2010 - 08:04 PM
Here's some old shit, just using HD Defualt Tiles (click for fullsize)
Posted 28 September 2010 - 11:04 PM
As for textures->minecraft blocks just use the texture that's on top to determine what block type to make it.