And, here it is: If on the Mac, download Mineways 9.00 on Wineskin (308 Mb), which runs on Big Sur (thanks, Hypersun_pro!).
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Jul 3, 2021Posted in: Discussion
I'm hoping to have a Mac update extremely soon, as a user has figured out how to bundle up a version with WINE. But, like you say, WINE might not work for you. Really, try some of the solutions I list here, such as PlayOnMac, which I'm told works.
Jun 17, 2021Posted in: Discussion
Mineways 8.08 is up. I fixed a major biome bug, due to my own sloppiness in leaving some debug code in the release - everything was looking like a swamp biome when you turned biomes on. Oops. Main feature added is that you can now "Focus view" in the View menu, which lets you immediately go to some distant location instead of having to do lots of scrolling.
Next release should include Minecraft 1.17 blocks (of which there are 122 to add...).
May 5, 2021Posted in: Discussion
Hey, I was wondering, I use an iMac and Mineways is my main source to import worlds into Cinema4D for my animations, it sucks because my Mac is updated to MacOS Catalina and now it's not supported, Wine also doesn't work and I don't have any other computer to properly export worlds for Mineways, I hope if there is way for me to still use Mineways on my Mac but if not could you please, I beg you to make it compatible with MacOS Catalinas 64-bit application support. Thank you.
See http://www.realtimerendering.com/erich/minecraft/public/mineways/downloads.html#macPlatformHelp for many other options on the Mac.
Mineways 8.07 is out. You can probably pass on updating, unless you're using the USDA format for physically based rendering (you should try it!). Release notes here.
Oh, also, I started a Mineways Discord server. It's an experiment.
And, a pretty pic, from the debug block world, using JG-RTX and Omniverse Create, both free:
Apr 14, 2021Posted in: Discussion
Version 8.06 of Mineways is up, with a new mapping mode to show chunks, export of instances to USD, and a lot of little fixes and cleanups. Plus, a new version of JG-RTX, the nice physically-based rendering resource pack.
Mar 16, 2021Posted in: Discussion
- Fix a regression: waterlogged glass panes now properly connect with one another again. (Thanks to Parkouristik93 for reporting this error.)
- Fix textures on waterlogged glass panes.
- Fix waterlogged chain to be properly oriented.
- Fix lanterns to be waterloggable.
A picture from the Imperial Testing Grounds, rendered with G3D:
Mar 12, 2021Posted in: Discussion
Mineways 8.04 is out. Main things:
The 1.17 betas are now handled properly (I hope), with the new height range of -64 to 319 supported.
Water doesn't "sag" along the edges of exports (a much harder fix than I expected).
Improved resource pack processing and rendering, handling more name variants and formats (no Targa support yet - next time).
See full list here.
And, a screenshot.
Feb 15, 2021Posted in: Discussion
Mineways 8.03 is out. This version has a quick patch so that newer beta snapshots of Minecraft don't crash Mineways. Note that 1.17 blocks are not supported - they won't be until 1.17 is officially released. But, at least things won't crash. For snapshot 20w49a and newer, 64 is added to the world's height, so that the now-deeper underworld is handled. This means Mineways Y coordinates for these worlds is displayed incorrectly, until I come up with a full patch. As important, "only" 256 levels, Y=-64 to Y=191, for beta worlds will be displayed. Anything higher is ignored.
I also added a command to toggle water off and on quickly, for you undersea explorers. JG-RTX has also been updated, including nicer plants, rails, and more.
Full release notes here.
Jan 29, 2021Posted in: Discussion
New version of Mineways, 8.02. A number of worthwhile fixes, such as stair orientation's been fully updated to the 1.13+ file format and exports now show some statistics when done. See the whole list here. I also added LunaHD and Smoolistic as PBR resource packs, for USD export, and support for the LabPBR format. And, for you Houdini users, Vochsel (github name) added a beta of UsdPreview materials. Once these materials all work well I plan to add a tutorial for Houdini Apprentice, which is free.
And, if you're eagle-eyed, you'll notice something funny about one of those numbers... fixed, and new version uploaded.
Jan 29, 2021Posted in: Discussion
I wish! They were promising to do something like this a few years back, but I think the effort was dropped. I'd be happy to be wrong, though, so point me at it if you know of anything they've added.
Dec 17, 2020Posted in: Discussion
And, quickly followed by v8.01.
- A small flaw in one custom material file was causing Omniverse Create's renderer to spend about 50% more time ray tracing than needed. Fixed.
- Added "Choose Terrain File" selector to File menu. All color "terrainExt*.png" files found in the same directory as mineways.exe at startup are listed.
- Added a low-res version of LunaHD as an optional terrain file set for rendering.
- Added more menu items for specific help, and for the terrain file download area.
- Reorganized the terrain file documentation and generally cleaned up and updated it.
I do like the terrain file selection option, one of those "why didn't I add this years ago?" features.
Dec 15, 2020Posted in: Discussion
What I did during the pandemic... Today I'm happy to release a major update to Mineways, 8.0. The program now can read in physically based resource packs (after some prep) and export to the USD format. These exported models can then be read in by Omniverse Create, a free program in beta. Release notes here.
You get results like this, and more resource pack images here (which are a bit boring from far away, but still...):
Here's the video of the process, giving tips on using Create:Someday I hope to add Blender support. But, in the meantime, even if you don't use USD, you can export to this format and "harvest" the textures Mineways produces for use in whatever program you like.
Have fun! And let me know of any bugs, features you'd like, resource packs worth testing, etc.
Dec 14, 2020Posted in: Discussion
> I hope if there is way for me to still use Mineways on my Mac but if not could you please, I beg you to make it compatible with MacOS Catalinas 64-bit application support.
Ugh, I'm sorry to hear it! I've lost touch with the Mac, I admit. It looks like WINE can be made to run on Catalina, but it's not for the faint of heart: https://apple.stackexchange.com/questions/373851/how-to-get-wine-working-on-catalina
Unfortunately, trying to make Mineways platform independent sounds like a giant amount of work to me (especially since I know very little about it. I guess I use Qt and...?). And, exceedingly dull work - Mineways is a hobby, so I do what I think is worthwhile, with a focus on cool graphics. So, I won't be making a Mac version at all.
I do mention some other options for running on the Mac here. From what you're saying, they're dated now, but you might give Crossover a try - at least you'll get to use Mineways for 14 days, if it works. Please do let me know how things go - your experiences can help a bunch of other users (Mineways gets around 500 downloads a day).
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Jun 22, 2014And, yes, another version, but really worthwhile. Version 4.02: Added blender_mineways.py script to vastly simplify Blender import of Mineways models (thanks to Wyatt Jameson and Nicky for this script.) // Fixed extremely slow memory freeing of face records by replacing face allocation with my own pool system; large exports now proceed much faster. // Finally fixed the "two selections" bug, where if you made a selection and panned so it was offscreen, it wouldn't get cleared and could scroll back onto the screen, looking as if there were two selections.Posted in: News
The Hopper, now easily rendered with Blender:
and a print from Shapeways (sadly, parts broke off in shipping):
Jun 20, 2014Version 4.01 is up, minor stuff but useful for big exports: Fixed importer so that upper height is set properly. // Increased size of progress bar, so that progress is more visible for huge exports. (thanks to Adrian Cowherd for the idea.)Posted in: News
Yes, this is now possible to export, though best of luck interacting with it all...
Jun 19, 2014Posted in: NewsQuote from EasyModder
That is so dang cool! I'm for sure ordering something for my son. Now, if we can combine it with one of these, we really can have large-scale Minecraft creations:
Ha, nice. More realistically, smaller is cuter is cooler is cheaper: those giant cathedrals or fortresses are pricey, since the cost depends on the volume. I fine very tiny models with lots of details look very cool when printed out.
Jun 19, 2014Posted in: NewsQuote from ItsJustBroomy
As well as that, the main issue is that whenever i load the level.dat into it, it's just a completely grey box where the world should be. It's completely frustrating me....
I can't say I know why the interface would look different. One thing you can do when you load a world is press F3 to move the view to wherever you are in the world itself. F2 moves you to spawn, which is the default.
Let me know if this helps.
By the way, Version 4.00 (64 bits) of Mineways is out, I expect to have a Mac version sometime soon.
Jun 19, 2014New version is up, 4.00, and it's a major fix: 64 bits, at last! Mineways and TileMaker are now 64-bit executables. Now very large exports will not fail due to running out of memory. Use the *32.exe version if you can't run 64 bits for some reason.Posted in: News
Programmer's notes: switched to all C++ and a single build directory and project. 64-bit Zlib static library from here, wonderful LodePNG (a replacement for libpng) from here.
Minor fix: "Set terrain file" starts in directory where mineways.exe is located.
The top images are "before", about as large as you could export. The bottom images are "after", with a full screen exported - I could have exported an even larger area, but my previewers (G3D and MeshLab) update very slowly when viewing such files.
May 30, 2014Version 3.07 is up for download.Posted in: News
Changes: If you can’t use the right mouse button, holding down "Control" will now make the left mouse button act as the right mouse. // New 1.8 blocks added: Andesite, Diorite, Granite, Slime, Iron Trapdoor. // Piston head now properly created as geometry. // Trapdoors properly render at top of block. // Fences and walls properly join with transparent blocks. // Out of memory conditions now flagged as errors.
Note to experts using Tilemaker: I am now using all 1.8 tiles except redstone_dust_line.png, which Mojang has rotated 90 degrees (and so causes redstone circuits to export incorrectly). When 1.8 comes out I'll switch to their new tile.
Apr 17, 2014Posted in: NewsQuote from Random_Mincrafta
! C:\DOCUME~1\[USER]\LOCALS~1\Temp\mineways.zip: Unexpected end of archive
i don't see whats going wrong could someone help me?
Try downloading it again, sounds like a bad zip download. Email me (see the bottom of http://mineways.com) if you're still stuck.
Apr 17, 2014Check it out: http://www.reddit.com/r/Minecraft/comments/238fkv/3d_printed_minecraft_amazingness_will_be_at_the/Posted in: News
If you're near Boston, come see them for real at the Cambridge Science Carnival noon to 4 pm on Saturday, April 19, 2014. Here's our spawn location:
Jan 27, 2014New version up, 3.06, which is all about minimizing memory. Not a lot, but large exports now run 30-50% smaller.Posted in: News
Here's the rundown: Added option under "Help" that minimizes the amount of memory used during export. Use this option if you're running out of memory on large exports. This is not on by default, as this option will make exports take a few seconds longer. // Share some common export settings (color, material, block size, etc.) among some related file formats. This is useful for when you export to both Shapeways and Sculpteo, for example. // Free the input TerrainExt.png file as soon as we're done with it. // Added automatic cache resizing and recovery for large map display.
Since memory savings doesn't look like much, instead here's a new large model printed out by a colleague.
Jan 1, 2014New version 3.05 is up, with two significant improvements: Export "lesser" blocks more efficiently, removing many invisible polygons and so improving 3D print conversion. Added "Import Settings" feature, which lets you read in a previously-exported Mineways file and match its export settings. Various bug fixes: proper export of "connect all edges", proper export of solid-color renderings, fixed some error messages to properly display.Posted in: News
Here's the description of Import Settings:
So you've worked hard to figure out exactly what piece of your world to export, you've set the myriad export settings just how you want, then you export your file. You close down Mineways, then three seconds later you realize you should have made one more tweak. Aagh, now you need to put in all the settings again!
One way around this problem is to look at the top of the output file (if OBJ or WRL) or the related TXT file (if STL). You can copy these settings over, one by one. That's a pain.
The merged faces fix for lesser blocks resulted in export files that were about 10% smaller overall - it helps in particular with slabs and stairs (and snow).
I'm also hoping merging in this way gets rid of problems such as the holes that can occur when 3D printing: http://[email protected]/
Dec 10, 2013New version, V3.04, is up. There's one string bugfix that may help any crashing you might have had with OBJ export. Other additions: allow export of partial blocks when saving without textures. // Set Ke and map_Ke for emitters' materials for OBJ, giving a better look when using the G3D viewer.Posted in: News
Yes, these extra colors are meant as a fallback within Mineways, for back when not all objects had geometry and so were represented by a block of a given color. I may get rid of them. Normally you won't see these, unless you select the "Export richer color textures" option instead of "Export full color texture patterns" - it gives an interesting look if you do.What I expect you're seeing are the preview colors. I put these on so that you can get a sense of the model when you import into Blender. See step 6 of the Blender import tutorial - once you select "Textture" for Viewport Shading you'll get preview textures. Follow the rest of the steps to make glass transparent, cutout flowers render properly, etc. Let me know by email (my email is at the bottom of the Mineways pages) if things are still not working for you.
Nov 17, 2013Posted in: NewsQuote from Mr_Justice
3D PRINTING BE SUPER EXPENSIVE YO!
True! So the thing I do is make small prints: smaller is cuter & cooler looking. You can find prints in my non-profit (to me) Shapeways shop for as low as $5.
Quote from therealsct12233
for some reason its saying its a virus or somtin :/ my norton is saying all exe files is a virus any way for my to get this without it saying it is cause ik i had it before
Make sure to download Mineways directly from the Mineways site itself - why people put this program up on Mediafire and whatnot is beyond me. The code's open source, and I'm a reputable guy; my (ancient, ugly) personal webpage is here.
In other news, I've made a Version 3.03 today. No major changes, here's the rundown: Avoid crash when old-style terrain.png is used; warnings system improved. // Updated new Shapeways ceramics costs, and improved estimation by including partial block export. // Updated terrainExt*.png files Coterie, Doku, and BD Craft.
Here's exporting using the latest Doku Light, rendered with G3D (note how G3D doesn't use transparency to cast shadows - hey, that's OK, it's interactive):
Oct 25, 2013OK, support for 1.7.2 is now available for Mineways, in version 3.02 (sorry, Mac version's not made yet; Windows version runs under WINE).Posted in: News
Here are the changes:Move to 1.7.2, adding all its blocks (exceptions: flower pots with acacia and dark oak saplings not supported). No looking back, roses are replaced by poppies and April Fool’s locked chests are replaced by stained glass blocks. // Glass panes, iron bars, levers, and brewing stands now have geometry. // Redstone wires potentially running up block sides now are properly cut or not cut by various block types placed above them. // Many little texture fixes and rationalization of the code. For example, some billboarded objects (e.g. brewing stands, iron bars) now have a tiny epsilon between their front and back faces, to avoid z-fighting.
Next task, not sure how well I'll do: 64-bit Mineways! I'll see if it's possible...
Here's a view with Cinema 4D (album here):
Oct 17, 2013Posted in: NewsQuote from SavaLLL
Very good program! You're going to share in the terrain textures into separate files? For now, no texture packs in the form of terrain.
Version 3.01 is now out. The rundown: Serious color scheme crash bug fixed, due to array overrun. // The TileMaker is now available to help you make your own textures - see documentation. // A few resource packs are now included by default (with their owners' permission). // Fire has been improved with more billboards, similar to Minecraft’s style. // Torches are now sheared in Minecraft style instead of rotated. // The beacon's true geometry has been added for rendering.
Little 1.7 support yet, but that should come soon, now that the TileMaker is out of the way.
The color scheme bug was bad, and may have corrupted any color scheme you used, so I rushed out this fixed version. Not a lot of exciting changes other than the TileMaker.exe program, which you can use to make your own resource packs for Mineways, essentially. I someday might put in a "choose resource pack" option in Mineways itself, but this would be a lot of work, plus it's faster to make the texture file just once for Mineways vs. each time you want to use it.
Not much to show, just beacons and torches, with DokuCraft Light and viewed in G3D:
Here's Minecraft (the beta seems to have corrupted something, it thinks the creative world is far underground and so is making puffs of smoke).
Oct 11, 2013Posted in: NewsQuote from Nny
I'm having problems with things like lava, fire, and portals not displaying correctly. I'm assuming it is due to how resource packs are now or something, as I cannot find the correct textures when I look at the texture files Mineways has created.
Is there any manual way around this currently, or do I just need to wait for an update?
See this list for block support and limitations. In Mineways 3.0 I'm basing almost everything off of Minecraft-supplied textures. Lava and fire have been in Mineways awhile, though you have to look carefully at terrain.png (lower right corner) to find them. I just added portal texture support.
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