Things you will need:
1-google sketchup
2-google sketchup model
3-binvox
4-mcedit
5-minecraft
and here are the steps (its better to watch the video)
ever heard of google sketchup ? google will help =)
step 1 : download google sketchup (google will help)
step 2 : if you dont know how to create models in sketchup go to google and type sketchup models and click on the first link (3d warehouse ) and download a model you like it is .skp file
step 3: open google sketchup and open the .skp you downloaded click on file export and export it as .obj file
step 5: create a new folder on desktop and call it binvox (or whatever you want and extract the files there in the zip) then copy that .obj in the folder on desktop that got the binvox files
step 6: open cmd and type: cd desktop cd binvox (the name of the folder you named)
then this code:
binvox -c -rotx -d 128 -t schematic -bi 57 m.obj (the .obj is the name of your model so change m to the name of the one u saved in google sketchup) then press enter
step 7: download mcedit and then import that schamatic
your done!
Notes*****
other commands you type in the target line :
binvox:
Usage: binvox [-d (voxel dimension)] [-t (voxel file type)] [-c] [-v] (model filespec)
-dc: dilated carving, stop carving 1 voxel before intersection
-v: z-buffer based parity voting method only (default is both -c and -v) Additional parameters:
-bb (minx) (miny) (minz) (maxx) (maxy) (maxz): force a different input model bounding box
-ri: remove internal voxels
-cb: center model inside unit cube
-rotx: rotate object 90 degrees ccw around x-axis before voxelizing
-rotz: rotate object 90 degrees ccw around z-axis before voxelizing both -rotx and -rotz can be used multiple times
-aw: _also_ render the model in wireframe (helps with thin parts)
-fit: only write the voxels in the voxel bounding box
-bi (id): when converting to schematic, use block ID (id) (use 57 (diamond block) as the block type)
-down: downsample voxels by a factor of 2 in each dimension (can be used multiple times)
-dmin (nr): when downsampling, destination voxel is on if = (nr) source voxels are (default 4)
-c: carve style voxelization, good enough for most models
-d 64: put the model in a 64x64x64 box (specify voxel grid size (default 256, max 1024)
-t schematic: write a .schematic file
You can't export Sketchup models as .OBJ in the free version of Sketchup, that's a Pro only feature AFAIK (http://sketchup.google.com/support/bin/ ... wer=114387).
Sketchup Pro's export seems like a really expensive way to get models into minecraft (I think a license costs like $500 or something), unless someone knows some way of extending the free trial they have beyond 8 hrs or whatever it is.
Does anyone know of any free alternatives? Blender has a bunch of Python scripts available for exporting, but I haven't been able to get it to work on my computer :sad.gif:
really cool just needs allot of work before it becomes useful biggest problem is it only doing half the model and the other half it just completely messes up on it cant really do complex buildings either and resizes the models to small
really cool just needs allot of work before it becomes useful biggest problem is it only doing half the model and the other half it just completely messes up on it cant really do complex buildings either and resizes the models to small
oh yeah :sad.gif: it doesnt export great as it is.. just gives you a shape of how it look ... ive did a city here:
mostly many of the buildings i used this trick on them i just import it and fix some things yeah it resize to small .. why dont you resize the model in google sketchup ? oh by the way it should do all the model not the half which model are you trying and what codes are you using ?
i have a huge city spanning across 3 islands that i wanted to import ... I was expecting it to take up the whole world
when i import it in MCEdit it'r really small (my largest sky scrapers are only 1x1x5 and most of my building aren't large enough to show up
is there a way to make it bigger?
hey yea i tried that ... which codes did you use ? did you use -down ? if you didnt and the model very tall use ymod you can put 512 height blocks . because if you imported a building and it very high higher than 128 blocks it will not view.. or the other way is to make building by building ... bridge by bridge...
Does The Version of Google Sketchup have to be Google Sketchup Pro? Because I have Sketchup 7.1 and it only lets me Export DAE and KZM files. Is there any other way to Export Sketchup files into OBJ files?
Does The Version of Google Sketchup have to be Google Sketchup Pro? Because I have Sketchup 7.1 and it only lets me Export DAE and KZM files. Is there any other way to Export Sketchup files into OBJ files?
Oh, Well I somehow managed to make it an OBJ file, but whenever I type in this: binvox -c -rotx -d 128 -t schematic -bi 57 65.OBJ it doesn't work all it says is,
Using Carving Method only
Will Rotate 90 Degrees ccw around the X=axis
if converting to schematic file...
MeshFiledentifier::*create_mesh_file<65.OBJ>
Objmeshfile::load<65obj>
Material library 65.mtl
3800 lines read
Awesome, and I really want to do it, but torrenting Sketchup Pro is a lot of work just so I can use it once. I have something I really want to make, but I really don't want to crowd up my computer.
First of all, I can only do .dae and .kmz files no .obj in sketchup!
Then I can rename it outside sketchup,
I rename the .skp file to .obj, do everything you need to do in cmd and it says:
Error: Mesh has no polygons
THAT IS WEIRD /\
l
yeah sorry the only way to fix it you need sketchup pro ... maybe you can torrent it .. but its illegal ..
Things you will need:
1-google sketchup
2-google sketchup model
3-binvox
4-mcedit
5-minecraft
and here are the steps (its better to watch the video)
ever heard of google sketchup ? google will help =)
step 1 : download google sketchup (google will help)
step 2 : if you dont know how to create models in sketchup go to google and type sketchup models and click on the first link (3d warehouse ) and download a model you like it is .skp file
step 3: open google sketchup and open the .skp you downloaded click on file export and export it as .obj file
step 4: download this : http://realtimerende... ... ackage.zip
step 5: create a new folder on desktop and call it binvox (or whatever you want and extract the files there in the zip) then copy that .obj in the folder on desktop that got the binvox files
step 6: open cmd and type: cd desktop cd binvox (the name of the folder you named)
then this code:
binvox -c -rotx -d 128 -t schematic -bi 57 m.obj (the .obj is the name of your model so change m to the name of the one u saved in google sketchup) then press enter
step 7: download mcedit and then import that schamatic
your done!
Notes*****
other commands you type in the target line :
binvox:
Usage: binvox [-d (voxel dimension)] [-t (voxel file type)] [-c] [-v] (model filespec)
-dc: dilated carving, stop carving 1 voxel before intersection
-v: z-buffer based parity voting method only (default is both -c and -v) Additional parameters:
-bb (minx) (miny) (minz) (maxx) (maxy) (maxz): force a different input model bounding box
-ri: remove internal voxels
-cb: center model inside unit cube
-rotx: rotate object 90 degrees ccw around x-axis before voxelizing
-rotz: rotate object 90 degrees ccw around z-axis before voxelizing both -rotx and -rotz can be used multiple times
-aw: _also_ render the model in wireframe (helps with thin parts)
-fit: only write the voxels in the voxel bounding box
-bi (id): when converting to schematic, use block ID (id) (use 57 (diamond block) as the block type)
-down: downsample voxels by a factor of 2 in each dimension (can be used multiple times)
-dmin (nr): when downsampling, destination voxel is on if = (nr) source voxels are (default 4)
-c: carve style voxelization, good enough for most models
-d 64: put the model in a 64x64x64 box (specify voxel grid size (default 256, max 1024)
-t schematic: write a .schematic file
we'll i hope you like this tutorial
i didnt create any of these programs
source: http://www.patrickmin.com/minecraft/
you cant check out the free tool here! :
http://forums.sketchucation.com/viewtopic.php?f=323&t=33448
thanks to Drewster720571 for telling me about it
<!-- l -->List of all my other mods,creations,maps,etc..:
viewtopic.php?f=1039&t=325080&p=4488802#p4488802
<!-- l -->
<!-- l -->List of all my other mods,creations,maps,etc..:
viewtopic.php?f=1039&t=325080&p=4488802#p4488802
<!-- l -->look at these models:
http://sketchup.google.com/3dwarehouse/ ... tnG=Search
omggg!!! im gonna put them in my city
<!-- l -->List of all my other mods,creations,maps,etc..:
viewtopic.php?f=1039&t=325080&p=4488802#p4488802
<!-- l -->How do I fix this?
where are you getting it in which program ? google sketchup ? if you want give me the model and ill do it for you
<!-- l -->List of all my other mods,creations,maps,etc..:
viewtopic.php?f=1039&t=325080&p=4488802#p4488802
<!-- l -->Sketchup Pro's export seems like a really expensive way to get models into minecraft (I think a license costs like $500 or something), unless someone knows some way of extending the free trial they have beyond 8 hrs or whatever it is.
Does anyone know of any free alternatives? Blender has a bunch of Python scripts available for exporting, but I haven't been able to get it to work on my computer :sad.gif:
when i import it in MCEdit it'r really small (my largest sky scrapers are only 1x1x5 and most of my building aren't large enough to show up
is there a way to make it bigger?
oh yeah :sad.gif: it doesnt export great as it is.. just gives you a shape of how it look ... ive did a city here:
viewtopic.php?f=25&t=159372&start=90
mostly many of the buildings i used this trick on them i just import it and fix some things yeah it resize to small .. why dont you resize the model in google sketchup ? oh by the way it should do all the model not the half which model are you trying and what codes are you using ?
<!-- l -->List of all my other mods,creations,maps,etc..:
viewtopic.php?f=1039&t=325080&p=4488802#p4488802
<!-- l -->hey yea i tried that ... which codes did you use ? did you use -down ? if you didnt and the model very tall use ymod you can put 512 height blocks . because if you imported a building and it very high higher than 128 blocks it will not view.. or the other way is to make building by building ... bridge by bridge...
<!-- l -->List of all my other mods,creations,maps,etc..:
viewtopic.php?f=1039&t=325080&p=4488802#p4488802
<!-- l -->im not sure of it but you could put these commands :
-d 128 -fit
where 128 can be put as the number you want (dimensions)
also if you want to make it smaller you could use that code -down
if you put -down 2 times it will make it also smaller ex: -down -down at the end
also you could use google sketchup to resize the original model using scale
im also going to make a tutorial on how to import any maps from directx9 games to minecraft.
<!-- l -->List of all my other mods,creations,maps,etc..:
viewtopic.php?f=1039&t=325080&p=4488802#p4488802
<!-- l -->yea pm me .. i can tell you how..
<!-- l -->List of all my other mods,creations,maps,etc..:
viewtopic.php?f=1039&t=325080&p=4488802#p4488802
<!-- l -->Using Carving Method only
Will Rotate 90 Degrees ccw around the X=axis
if converting to schematic file...
MeshFiledentifier::*create_mesh_file<65.OBJ>
Objmeshfile::load<65obj>
Material library 65.mtl
3800 lines read
Do you know why it is doing that?
okay thanks :smile.gif:
<!-- l -->List of all my other mods,creations,maps,etc..:
viewtopic.php?f=1039&t=325080&p=4488802#p4488802
<!-- l -->yeah sorry the only way to fix it you need sketchup pro ... maybe you can torrent it .. but its illegal ..
<!-- l -->List of all my other mods,creations,maps,etc..:
viewtopic.php?f=1039&t=325080&p=4488802#p4488802
<!-- l -->