I've almost got the converted texture grouping code done for smooth lighting option.
Here's an example of how the images will be grouped:
(Notice the 18x18 pixels instead of 16x16 per-tile. It still reserves the 16x16 in the middle of the 18x18 pixels, however the outer-layer is also the same as the edge of the 16x16. This is done to prevent UV bleeding from UV algorithms present in not only Blender, but other programs who have UV error.
Well, this is the best I can do for now for Smooth lighting:
Later today when i get my rest I will venture into the world of splitting faces for geometric transparency!
When i get done with some basics to the smooth lighting, I'll update 1.1 for 1.4.7 and start porting to 1.5 when MCP updates to work with it. I hope there aren't many bugs to fix for Minecraft 1.5 to keep updating, because that means I'll have to update with it.
I plan on writing a blender script to over-step the default OBJ importer script because it took 1900 seconds (~32 minutes) to import the materials for blender. It should not take that long to import, and I'm taking a guess by saying the script being used by blender is checking against all other materials for possible duplicate entries. The script also creates 2 material texture slots as opposed to one texture slot so that is also a problem.
I also plan on exporting multiple OBJ files in respective folders to be loaded by folder location to blender to import a world. What this allows me to do is i could optionally load tile entities, clouds, items, block items, etc etc. and organize & setup.
Im also planning on making a more user-friendly GUI for options.
I also want to know, when they exported as objects, would I need textures from Minecraft or will they already be set to the default and I would have to change the texture manually?
The textures are exported modified. You require this for the accurate results shown above.
Also, let's say I have a mod installed into a world and I have a block/multi-structure from that mod on the ground (like a Coal Coke Oven, from RailCraft) and I export the world for Maya, or Blender, what will happen to the blocks/multi-structure?
I would need to modify this mod in order to get the data.
Im going to hold off tonight on updating because I had made a lot of progress thanks to Risugami & UltraMoogleMan on setting up smooth lighting export.
Could I use this with Maya, because I have been trying to find a program that allows me to take a Minecraft world and put it into Maya.
I am currently working with someone on the maya portion. the version out doesnt split by group, which is required in the importer for OBJ in maya. It still imports, but all together. I plan on releasing a bug-fixed 1.1 tonight.
I'll work on getting 1.2 out tomorrow. I had issues today trying to get smooth lighting working for the export. It's a big hassle. I really hope I can get to a point where lighting is included.
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Things are almost up-and-running for 1.5.1. I still need to work on a couple more things though.
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My plans are to use whatever AO generates now, Upgrade, and release a 1.2.
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Here's an example of how the images will be grouped:
(Notice the 18x18 pixels instead of 16x16 per-tile. It still reserves the 16x16 in the middle of the 18x18 pixels, however the outer-layer is also the same as the edge of the 16x16. This is done to prevent UV bleeding from UV algorithms present in not only Blender, but other programs who have UV error.
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Later today when i get my rest I will venture into the world of splitting faces for geometric transparency!
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I plan on writing a blender script to over-step the default OBJ importer script because it took 1900 seconds (~32 minutes) to import the materials for blender. It should not take that long to import, and I'm taking a guess by saying the script being used by blender is checking against all other materials for possible duplicate entries. The script also creates 2 material texture slots as opposed to one texture slot so that is also a problem.
I also plan on exporting multiple OBJ files in respective folders to be loaded by folder location to blender to import a world. What this allows me to do is i could optionally load tile entities, clouds, items, block items, etc etc. and organize & setup.
Im also planning on making a more user-friendly GUI for options.
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I have most of the lighting setting working:
(Viewport)
(Render)
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The textures are exported modified. You require this for the accurate results shown above.
I would need to modify this mod in order to get the data.
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I am currently working with someone on the maya portion. the version out doesnt split by group, which is required in the importer for OBJ in maya. It still imports, but all together. I plan on releasing a bug-fixed 1.1 tonight.
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