Im using it for Blender animations,and when i render it i just get blurry textures,how can i solve this?
Easy, just go into TEXTURES>Type>IMAGE OR MOVIE> select a picture with all the minecraft blocks, EX. a texture pack picture>IMAGE SAMPLING>uncheck boxes (MIP MAP, Interpolation), change Filter to (box)>IMAGE MAPPING extension (clip)>MAPPING-coordinates (UV), Map: UVmap
OK I am stuck, I am trying to get Mineways 2.22 exporting half slabs on a mac. I need it to be in an stl file and each full block to be 1mm. I have tried every combination of tick boxes under the sun and cannot seem to make any progress it consistently outputs the half slabs at 1mm high. Suggestions anyone?
New version, 2.23, at long last! That said, it's a bit half-baked, but better than nothing. Blocks are supported for up through version 1.6.2, but mostly for mapping - you'll see the blocks and can hover over them to get their names and locations. I've also made stairs work in the "new" 1.4 way, i.e. when you connect them at angles the proper pieces disappear. That feature's been in the code since January, I forgot to turn it on when 1.4 was official - oops. I've added "copy scheme" to the color scheme system. Lots of other little fixes. But... no real support for blocks from 1.5.x on, i.e. trapped chest and newer. I fake them currently with old textures and half-baked code. Given that I need to add around 48 textures and there are only 40 unused tiles on the old 16x16 terrain.png system, this means a redesign. Shouldn't be too hard.
While you're waiting (and feel free to send me feature requests and bug fixes) check out the new homepage. Still as cluttered as always, but some new pics there. My favorite: this one - shown below. See here for more info.
Oh, and if you have cool stuff you've made, please post photos to the Flickr group (which has a lot of new stuff) or send them to me and I'll do so, with your permission.
OK I am stuck, I am trying to get Mineways 2.22 exporting half slabs on a mac. I need it to be in an stl file and each full block to be 1mm. I have tried every combination of tick boxes under the sun and cannot seem to make any progress it consistently outputs the half slabs at 1mm high. Suggestions anyone?
By default "(*) Make each block 2 mm high" should be selected for 3D print output, for any file format. Also check the box just above this area of the screen, "[ ] Export lesser blocks" - this will output half-slabs as half-slabs, instead of full cubes. This is not the default option because your STL processor needs to be able to merge geometry together into solid surfaces, getting rid of unneeded faces - most can do this, but it's not necessarily a given. Read more about lesser blocks here.
Hope this helps, and sorry I didn't see this sooner. Feel free to write me directly, my email address is at the bottom of the Mineways pages.
I have a few problems... I can't export even the tinest selection. Help?
Sorry I didn't notice your post - I haven't been watching this site and the "follow this topic" option doesn't seem to work for me. Are you still stuck? You right-click and drag to select a region. If this doesn't work, send me a PM or email (my address is at the bottom of the Mineways page, which also has quickstart instructions).
I hope soon they update to solve the problem of this crashing on larger exports, It's just not using enough of the computers memory (I have 16gb, this will crash at about 1.5).
I'm so sick of having to do multi-exports for massive worlds!
Yeah, sorry about that - I want to make a 64-bit version, but it's more a PITA than I would have expected. Once I get things working with 1.6.2 (I need to make a whole new tool to create input texture patches, but it shouldn't be too hard) my next thing on the list is a concerted effort for 64 bits.
Im made an AWESOME Modern house, using quartz, but STILL Quartz hasn't been added to the block list. Did Mojang change the terrain file so drmaticly that you have to write a new program?
Yes, yes they did. Well, not really a new program. 1.5.x was a big change that was causing me a lot of research into how to read and decompress images from zip files. I finally realized a few days ago that it'd be easier with the 1.6.2 way of texturing to make a separate tool that'll compose a single input texture for Mineways, then I can use the old code.
Anyway, a new version's up, it has wimpy quartz support for now (fine for 3D printing, not so great for rendering), but I expect to soon have a (mostly) 1.6.2-compliant version.
Loveeee this program!!! Rendering my worlds with this program in Blender is amazing:D:D
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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?
Alrighty, a mere 60 hours of programming later or whatever it was and I've updated Mineways to Minecraft 1.6 blocks, with 1.7 to follow soon (there's mapping support for 1.7, but nothing beyond packed ice actually exports). Given that 1.7 changes the rose to a poppy, I wanted to get a 1.6 version out now.What follows is the excruciating rundown, or just download the new version (Mac version soon...). You'll notice the download is a lot faster, as the various texture packs have been removed - I need to remake these, and will be adding a utility called TileMaker that lets you make your own.1.6 support: at last, I tackled the new way Minecraft stores textures. This release no longer uses terrain.png files. Due to rules and format changes, an older version may serve you better: for 1.2 to 1.3 Minecraft worlds, use Mineways 2.22; for Minecraft 1.1 or earlier, use Mineways 1.15.Changes:
Began TileMaker project to make custom terrain textures from texture packs.
Added mapping (only) for 1.7 - geometry to follow soon.
Setting a color scheme’s air color sets empty spaces on the map to this color (even if the air is still transparent). This can be handy for making a nice background color for railroad maps, for example.
When a new world is loaded, the view is switched to the Overworld level, to avoid confusion.
Torches now have tops when exported for rendering.
New Shapeways materials added and cleaned up.
Fattened wood fences for 3D printing are now exported as stone wall shapes, for stronger support.
Mossy fences are now mossy for "non-detailed" 3D printing.
Fixed chest lock placement, and creation on test world.
Nether brick and quartz slabs/double slabs added.
Detector and activator rails now have active states.
Lots of other fixes you’ll never notice.
Looking over Block Test World at the new stuff - comparators nearby, hoppers, quartz, stained clay and so on in the distance. Video .
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.
Need a friend to play Minecraft with? Click me! Lots of players are looking for someone to play with as well!
Need a way to make survival more fun? Click me!
Don't know what to build? Here is a "What should I build?" generator!
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).
OK, 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).
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...
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
Easy, just go into TEXTURES>Type>IMAGE OR MOVIE> select a picture with all the minecraft blocks, EX. a texture pack picture>IMAGE SAMPLING>uncheck boxes (MIP MAP, Interpolation), change Filter to (box)>IMAGE MAPPING extension (clip)>MAPPING-coordinates (UV), Map: UVmap
Get it? Got it? Good. Hope this helps!
While you're waiting (and feel free to send me feature requests and bug fixes) check out the new homepage. Still as cluttered as always, but some new pics there. My favorite: this one - shown below. See here for more info.
Where have I been these past N months? Making this free course.
Oh, and if you have cool stuff you've made, please post photos to the Flickr group (which has a lot of new stuff) or send them to me and I'll do so, with your permission.
By default "(*) Make each block 2 mm high" should be selected for 3D print output, for any file format. Also check the box just above this area of the screen, "[ ] Export lesser blocks" - this will output half-slabs as half-slabs, instead of full cubes. This is not the default option because your STL processor needs to be able to merge geometry together into solid surfaces, getting rid of unneeded faces - most can do this, but it's not necessarily a given. Read more about lesser blocks here.
Hope this helps, and sorry I didn't see this sooner. Feel free to write me directly, my email address is at the bottom of the Mineways pages.
Sorry I didn't notice your post - I haven't been watching this site and the "follow this topic" option doesn't seem to work for me. Are you still stuck? You right-click and drag to select a region. If this doesn't work, send me a PM or email (my address is at the bottom of the Mineways page, which also has quickstart instructions).
Did you try the instructions here?
Yeah, sorry about that - I want to make a 64-bit version, but it's more a PITA than I would have expected. Once I get things working with 1.6.2 (I need to make a whole new tool to create input texture patches, but it shouldn't be too hard) my next thing on the list is a concerted effort for 64 bits.
Yes, yes they did. Well, not really a new program. 1.5.x was a big change that was causing me a lot of research into how to read and decompress images from zip files. I finally realized a few days ago that it'd be easier with the 1.6.2 way of texturing to make a separate tool that'll compose a single input texture for Mineways, then I can use the old code.
Anyway, a new version's up, it has wimpy quartz support for now (fine for 3D printing, not so great for rendering), but I expect to soon have a (mostly) 1.6.2-compliant version.
signature
Need a friend to play Minecraft with? Click me! Lots of players are looking for someone to play with as well!
Need a way to make survival more fun? Click me!
Don't know what to build? Here is a "What should I build?" generator!
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.
Need a friend to play Minecraft with? Click me! Lots of players are looking for someone to play with as well!
Need a way to make survival more fun? Click me!
Don't know what to build? Here is a "What should I build?" generator!
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).
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):