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    posted a message on Mineways: 3D Prints of Minecraft Objects

    Version 7.18 is out. The main thing is that TileMaker now can read directly from an unzipped texture resource pack, instead of you having to move the tiles into place. It also has better error checking and other cleanups. Otherwise you probably don't need to bother with this update.

    Details:

    • Improve TileMaker, now version 2.15:
      • Test all input images to make sure their height is a reasonable multiple of their width. If not, give an error and ignore.
      • Test input chest images to ensure they are using powers of two. If not, give an error and ignore.
      • Add option '-z pathname' that lets the user point directly at the directory location where the texture pack has been unzipped. Documentation and example added.
      • Show all errors at the end of the console output, so the user can easily see them.
    • Update to the 1.16.1 final terrain tiles; only the "water_overlay.png" changed.
    • If the Terrain File and export settings lead to a single texture that is 16,384 x 16,384 pixels or larger, warn the user that this size can cause problems for other programs and give suggestions for better ways to export the data.
    • Add a few more (possibly useless) digits to the vertex texture coordinate output for OBJs, just to make sure we're doing the best we can when high resolution Terrain File textures are used.
    • Sphax PureBDCraft and other included texture packs updated a little with cleanups.
    Posted in: Discussion
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    posted a message on Mineways: 3D Prints of Minecraft Objects

    Version 7.17 of Mineways is now available for download.

    Just one small fix, ignore if you don't care:


    • Coral was getting converted to jigsaw pieces when underwater, because I missed masking off a "waterlogged" bit. I've also masked out other blocks' unneeded bits now when checking the subtype, just in case.

    Screenshot, in G3D (which you should consider using - it's free and fast):


    Posted in: Discussion
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    posted a message on Mineways: 3D Prints of Minecraft Objects

    Version 7.16 of Mineways is now available for download.


    • Fix gaps due to path and farmland blocks not truly filling the full block. (Thanks to roket333 for reporting this problem)
    • Fixed tiled texture output so that individual block export and other options work better.
    • Lower the lily pad by 0.5 in pixelspace to match Minecraft.
    • The export property "Material per object" is now called "Material per family".
    • Improve documentation for Wavefront OBJ export options by adding an example, etc.

    The tests included:

    Posted in: Discussion
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    posted a message on Mineways: 3D Prints of Minecraft Objects

    Version 7.15 is out. Fixes:


    • Fix problem of reading empty (not yet created) chunks that have no Biomes array in them yet. (thanks to Артём Бойко for reporting this)
    • Improved warning messages for when there are no worlds in the Minecraft save directory.
    • Fix conflict between zlib and MSVC for closing files; use fclose instead of gzclose on gzipped files.

    That last fix might cause problems. It works fine on the two machines I have here. Let me know if you have problems, and if things don't start up, run "mineways -l mineways_exec.log" from the command line to generate a log - send that to me. And, does V7.14 work for you?


    Also notice that on the site there's a quick download version of Mineways, with just the 64-bit executable. If you have bandwidth constraints or just never use all the additional stuff Mineways comes with, this is the one for you.


    Obligatory image, of the test block world exported from Mineways.

    Posted in: Discussion
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    posted a message on Mineways: 3D Prints of Minecraft Objects

    Version 7.14: fix empty areas getting random terrain blocks, other cleanups

    No picture or video this time of new features. This version has one important fix for a bug I accidentally introduced in 7.13. See the release notes for details. You want this one if you load schematics and Creative Mode superflat worlds.

    Posted in: Discussion
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    posted a message on Mineways: 3D Prints of Minecraft Objects
    Quote from adelcas»

    I am using Mineways to convert Schematics to OBJ and import it in Blender. It works great but ... you don't need all selection process from the map. You have already the selection. So this convert process could be simplified in the case of Schematics. Is there any way to do it simpler? Also, I need to research how to import the textures correctly in Blender.


    Thanks for this great software. I am using it for converting McThings (https://github.com/juntosdesdecasa/mcthings) reusable objects and scenes (inside Minecraft) to the 3D world. The othery way is covered by binvox (from OBJ to Schematic).



    Yes, just hit ctrl-A when you open a schematic and everything is selected. That said, testing schematics today, looks like I broke something with the reader? I'll have to look at that tomorrow. Anyway, if it's working for you, great. For Blender import tips, see this documentation. Really, use MCprep.


    Thanks for your kind words. I hadn't heard of McThings. Nice to hear binvox is still getting used - I know the person who wrote it, and I added a tiny bit of code to it long ago.

    Have fun!

    Posted in: Discussion
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    posted a message on Mineways: 3D Prints of Minecraft Objects

    Version 7.13 of Mineways is out. Download here.


    Lots of additions, including 1.16 beta 20w19a support, and a bunch of fixes. You want this one. See all the fixes here.


    Posted in: Discussion
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    posted a message on Mineways: 3D Prints of Minecraft Objects
    Quote from youngann002»

    Um so I tried the beta and it wasn't working... I usually use the 32 bit version so idk if that's the reason why it won't work


    Ah, thanks - right, I beta'ed only the 64 bit version.

    Posted in: Discussion
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    posted a message on Mineways: 3D Prints of Minecraft Objects
    Quote from youngann002»

    So how's testing coming along, any luck?


    Testing continues. I'm finding little bugs and things to fix, plus folding in the new 20w19a changes. No promises as to when the next version's out - there's a bunch of things still on the list. But, the beta, above, should get you 99% of the way there.

    Posted in: Discussion
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    posted a message on Mineways: 3D Prints of Minecraft Objects
    Quote from humanoidx»

    Wow... Wait! I think Redstone doesn't work here! :steve_rage: R.I.P Redstone


    Could you give me more information on what problems you're seeing, and what version of Minecraft your world is in? Testing today, redstone wiring is exporting fine in both older worlds and 20w18a beta worlds. Thanks.
    Posted in: Discussion
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    posted a message on Mineways: 3D Prints of Minecraft Objects

    Funny you should mention, I just fixed this problem. It's that Minecraft decided to (yet again) change their storage format. Like it says here:


    Block storage format in chunks slightly changed to speed up various tasks (rendering, pathfinding, world generation, etc)

    "Slightly" means, in data storage terms, "breaks most everything."

    (beta removed, since V7.13 is out.)

    Posted in: Discussion
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    posted a message on Mineways: 3D Prints of Minecraft Objects

    Thanks! i ended up replacing the textures with the 1k version. here's a preview of what I'm working on.


    Fun mock-up! Let me know direct, [email protected], once you get something going.

    Quote from Blocker226»


    That's great!

    It's pretty simple to use out of the box at the moment, I've included most of these instructions on the Github Readme.


    Installation:

    Basically, after downloading the zip, extract the "Mways_to_Rman" folder into Maya's standard script directory (e.g "Documents->maya->2019->scripts"). Then, either create a shelf button manually to run the script or use the provided run.py.


    Usage:

    To use the tool, select parts of the model to convert after importing into Maya and press the button. It'll specify when it has iterated through all the selected items.


    I already added a little text to http://www.realtimerendering.com/erich/minecraft/public/mineways/mineways.html#maya

    It sounds like the interested reader will see the info they need on the README. Let me know if you think the text I added should say something different. And, thanks - these additional tools for material conversion make a big difference. They're huge time savers.

    Posted in: Discussion
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    posted a message on Mineways: 3D Prints of Minecraft Objects

    hello, is it possible to get higher quality textures from the export? I'm trying to bring the obj into element 3d in after effects but the textures are blurry.


    Yes, there are two workarounds. One is to change After Effects' texture sampling method. Instead of bilinear interpolation, use nearest neighbor instead. I don't know if After Effects supports this setting, however. I do know it has bilinear and bicubic, so I'm hoping they provided nearest neighbor: https://blogs.adobe.com/creativecloud/bicubic-resampling-for-improved-scaling-and-other-transformations-in-after-effects/

    The other is to use a high-res texture. Go to http://www.realtimerendering.com/erich/minecraft/public/mineways/mineways.html#texture_output

    The paragraph about "nearest neighbor" is what you want to read. Basically, if you use a much higher resolution texture, you can fake using nearest neighbor sampling. It's not as good a solution as actually setting your renderer to use nearest neighbor, but it works.

    Note that "You can download high-resolution versions of terrainExt.png: 1024 wide and 8192 wide."
    Quote from Blocker226»

    Hi there, I've been using Mineways for a good few years now, and it has helped me kickstart my hobby in Minecraft rendering, so thank you very much for making such an intuitive tool!


    To speed up my workflow for preparing imported worlds for Renderman, I've created a simple Python script for Maya to convert all the imported materials from the standard "Phong" shader to Renderman's "PxrSurface" shaders. It'll also re-use the same file reference node and clean up the duplicates and the old shaders. Bonus is that it will also turn off filtering on all the textures.


    I've made it publicly available for download here: https://github.com/Blocker226/MinewaysToRenderman/releases


    Source Code: https://github.com/Blocker226/MinewaysToRenderman


    Cool! And thanks for the kind words - I love hearing people are using it.


    I'll certainly add a link to the Mineways docs about it. If you have a good "how to use Mineways with Renderman" guide, I'd be happy to add it to the documentation.

    Posted in: Discussion
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    posted a message on Mineways: 3D Prints of Minecraft Objects

    Version 7.12 is out, with a small feature for people doing animations in Blender and some scripts for annotating maps:


    • Added export option "Make groups objects" for OBJ export. This option makes every group formed into a separate object of the same name. It can help ease editing when exporting individual blocks, for example. (Thanks to zero for reporting this problem.)
    • Added file scripting/annotate_map.py, which annotates output maps with where each region file is located, along with other related scripts. Such maps can help you decide to delete remote regions from your world, for example. Read the top of the file for how to install Python and ImageMagick and then run this program. Note the mapping scripts can also be used with Minutor or any other mapper that displays at 1 pixel per block. (Thanks to Rob P for testing these scripts out.)
    • Fixed script interpreter for "Zoom:" - input was incorrectly limited to between 1 and 15, not 1 to 40.
    • Added scripting/_README.txt to explain the sample scripting files. This is the least known, and most powerful, part of Mineways.

    Annotated map, showing the individual regions in Vokselia:


    Posted in: Discussion
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    posted a message on Mineways: 3D Prints of Minecraft Objects

    Version 7.11 is out, with a new feature: map export. I assumed there was already a better one of these out there, but two people asked for it, so I put it in. Change list:


    • Added "Export Map" option to the "File" menu,
    • and added "Export Map: my_map.png" command to the scripting system.
      Exports the selected area to a PNG. See the file
      "scripting/make_map_tiles.mwscript" as an example of how to export a set
      of maps, and "scripting/make_slice_maps.mwscript" for making cutaway
      animations. (Thanks to Rob P and Ross for pushing for this feature.)
    • Fixed bug with the scripting command "Select maximum height" in which the user interface did not show the change requested.
    • Added better error reporting for when ancient McRegion worlds or Bedrock world files try to be opened. (Thanks to supercat 95 for reporting this problem.)

    Here's the slice mode's results animated with GIF Animator.



    slice animation of CrazyCake

    Posted in: Discussion
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