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

    D'oh, some bugs in v9.01, so now Mineways 9.02 is up.

    • Fixed dumb regression bug (as opposed to my usually highly intelligent bugs) turning glass and water opaque for USD export.
    • Fix zipping up files to be more robust, properly grabbing all files and deleting subdirectories for USD if files themselves are not to be saved.
    • Updated TileMaker to properly identify grayscale heightmaps, version 3.09.
    • Updated JG-RTX terrain files with the very latest (they're constantly being updated).

    At least I now have an excuse to pass along this test image, JG-RTX in Omniverse Create:

    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
    Quick question though, is this a free side thing you do? Like why do you personally keep this project going?


    Thanks for the kind words, and thanks for asking.


    The noble answer is that I like seeing people use it, especially kids, such as this recent workshop in Australia. Another answer is that Mineways is a puzzle box: fixing up the code and adding features involves solving a bunch of puzzles. It's like a giant crossword (or, more like my current favorite puzzle type, Star Battles), with the bonus that any puzzle I solve helps a bunch of people. Mineways gets about 250 downloads a day. A third answer is that I feel some obligation to continue, having maintained it for all these years.


    Mineways is free for lots of reasons, including that, after a few years enjoying Minecraft, I wanted to give back to the community (as so many others had, with their mods, texture packs, and utilities); that when I began writing Mineways (in 2011) everyone else's mods were free; that it being free means I don't have to do dull tasks that I'd rather avoid (like rewriting the code base to better support mods); and that I have enough money. In real-life I am a computer graphics programmer (I currently work for NVIDIA).

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

    Yes, the trick is that you need to click "Split by: Groups" when importing into Blender. I've noted this now in the documentation.


    Also, new Version 7.07, fixing a minor bug (which will affect you, mine101). If you don't "export to individual blocks" you don't need to get this new version. The bug fixed: when stairs are put next to each other and "Export individual blocks" was chosen, the sides of the top part of the stair step were not exported.


    I like to always include a picture, so here's the so-exciting screenshot from testing in Blender, showing these blocks that were moved are now whole again:


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

    Version 7.06 is out: Wood blocks in 1.13 and newer were getting turned into planks - fixed.


    Release notes here: https://github.com/erich666/Mineways/releases/tag/v7.06


    And an image using G3D of the tests in 1.14:

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

    I made two tutorials of time-savers and tricks when using Mineways. They're the second and third videos here. The description for each video lists the major tips, in order, so that you can skip to whatever you don't know about.


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

    Version 6.02 is up, which fixes a critical size export bug, and adds Sketchfab scripting. I uploaded this using a script: https://skfb.ly/6BDrL


    I just noticed there's a 1.13.1 version out as I released, I'll need to look at that...

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

    Mineways (64 bit and Windows only at this point) now works with 1.13. See the release notes.



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

    Well that's embarrassing. My last update to Mineways introduced a bug, a pretty bad one: staircases in a special orientation with full blocks would cause gaps. I just happened to notice it while making models to 3D print for Minecon. Anyway, fixed, and please do get this latest version, 5.03.


    The good news: Mineways now reads in schematic files! It turned out to be not so hard to add this feature, so now it's done. Release notes follow.


    • Serious bug fix: stairs improperly causing full faces to disappear, due to the data value of the stairs being cleared when output. That's what I get for trying to tidy up.
    • The "Open..." command now reads in a schematic as a map, for ease of exporting.
      • For schematics, only, Control-A will select the whole schematic model.
      • If you save or rename your schematic file to have the world "repeat" in it, e.g. rename "eiffel.schematic" to "eiffelRepeat.schematic", the schematic will load and be repeated across the map, with a minimum one block gap between each model. This can be useful if you want to create a single 3D print file that has multiple copies of the model.
      • FWIW, I've added to Planet Minecraft a schematic of the Block Test World that comes built-in to Mineways.
    • The seal off entrances checkbox now automatically attempts to fill in small window and door openings in houses and fill the interiors, without having to place torches, etc.
    • Bug fix: properly select the correct color scheme when adding or deleting color schemes.
    • Bug fix: properly mark The End as on when chosen from the menu.
    • CyclesMineways scripts updated.

    Here's a before and after of how the step bug looks, and with it fixed.


    fail on bricks fixed bricks

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

    OK, this one's a major release, 5.00.


    • Moved to Windows 10 redistributables. If you get an error about MSVCR130.DLL being missing, you'll need to install the Microsoft Visual C++ 2013 Redistributable Package for your system. Select vcredist_x64.exe for your 64-bit system, vcredist_x86.exe if your system is 32 bits. To find out if your computer is running a 32-bit or 64-bit version of Windows, follow the instructions here, which come down to "hold down the Windows key and then click the Pause|Break key, then look for System type".
    • Added scripting support. This is a huge deal if you're a serious user.
    • Added quick reference page.
    • Added a separate G3D viewer download, explained here, with special controls to maintain Minecraft's blocky look.
    • Added material per type or per block as an option for individual block export.
    • Fixed rendering output to be 1 meter per block. If you want it back the old way, change "Make each block" back to 100 mm from 1000. You can even use scripting at startup to do this automatically.
    • Changed torch shear to rotate the torch instead, to match torches in 1.8 and newer.
    • Made signs thinner to match Minecraft's.
    • Changed hotkey to close app from Ctrl-W to Ctrl-Q (quit), to get it further away from other keys.
    • Removed "B" hotkey - I don't even recall its intent.
    • Fixed export scale radio button control (fix tab order).
    • Fixed bug introduced in 4.17 where single-material export failed.
    • Generalized "Import Settings" code to be more flexible and forgiving: it will now read in the world, terrain file, and color scheme from a previously-exported model file, as possible (4.18 files always set all three of these).
    • Made names of blocks exactly match those at the Minecraft wiki, so they can be used in scripts.
    • Fixed lesser blocks case of water on top of an upper slab, so that top of slab gets removed.
    • Cleaned up step export for 3D printing, when using the "lesser blocks" mode. A few less faces are now exported when adjoining stair blocks match exactly, which may help some 3D printer slicers get it right.
    • Lots of other little changes, hopefully for the better.

    First, scripting is great for me, at least: start up and have rendering settings just how I want them, with a world loaded up, all by double-clicking a Mineways script file (*.mwscript). Or, procedurally generate blocks and output them, check this out. Many uses in making animations or worlds for VR: add, delete, or replace blocks anywhere. Export a series of chunks of worlds by running one script. Almost anything you can do manually, you can now do with scripting.


    The other small addition is that Morgan McGuire, author of G3D, added a little extra tag that lets this great viewer give Mineways models a blocky look. Here's the worst animation ever:



    but it's easy to make simple tours within G3D and the rendering quality is pretty pleasant (honestly, G3D shines on regular Minecraft world exports).


    I've done a lot of testing, but there's a lot of restructuring that happened, so let me know if you find anything funky. I've also streamlined my update procedure, so it should be easier to get quick bug fixes out.


    The bad news (for now) is that the Mac conversion doesn't even launch, let alone run. I'm at the mercy of Winebottler, and it's pretty much a binary debug situation: it runs, or it doesn't run. Change code, build, move to Mac, try again. This process is in the category of Not Fun.


    Next on the list: feature requests, including import of schematic files as worlds for export.


    I'll leave you with a nicer animation:


    p.s. OMG, now that I've put my head back up, I just noticed 1.10 came out.

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