Yes, this would be quite possible - it would be easy enough to descend through the sauerbraten octree, gather the voxel data,split it into the correct chunks and write out minecraft NBT files.
Originally, i was going to build in editing support to my viewer, but now that I have sauer export going, I agree, there probably isn't an easier way to do editing tools than the way sauer does it, and sauer does a fantastic job of rendering minecraft data at speed, definitely way better than i could come up with in a short timeframe myself.
Unfortunately I don't have a lot of time left this week to spend on this project, will get more done next week.
Yeah, the polygonal 'shell' geometry would run in most 3D engines, in fact, a 256x256x128 shell (same as the colour render I posted above) runs at 60fps+ in the blender 2.5 game engine on my macbook pro, but theres not much interesting about that.
The sauerbraten model retains all the volumetric complexity of the original minecraft level, which makes it possible to go back and forth seamlessly, as well as open up some very cool possibilities for a fun little game I have planned. Watch this space.
I can't wait to see more of this. And uhh, has Sauerbraten been updated or are you using another game that runs off of the Cube 2 engine? Last I checked, Sauerbraten still had ogre models and I don't remember the HUD looking like that. =/
I can't wait to see more of this. And uhh, has Sauerbraten been updated or are you using another game that runs off of the Cube 2 engine? Last I checked, Sauerbraten still had ogre models and I don't remember the HUD looking like that. =/
Nah, this is CryEngine 2. I'm not the OP, btw :tongue.gif: All I've done is made textured cubes and arranged them into stuff. Nothing fancy like converting levels.
I can't wait to see more of this. And uhh, has Sauerbraten been updated or are you using another game that runs off of the Cube 2 engine? Last I checked, Sauerbraten still had ogre models and I don't remember the HUD looking like that. =/
Nah, this is CryEngine 2. I'm not the OP, btw :tongue.gif: All I've done is made textured cubes and arranged them into stuff. Nothing fancy like converting levels.
Would it be possible to get the application to export directly to an .obj file without having to go through sauer, possibly assigning submaterials for each block type? Not sure if that's feasible or not, but it would be incredibly handy.
I don't know much about coding, but your cross platform problem could be solved using something like ZooLib. I'm not entirely sure, but I believe it's a framework that allows for cross-platform development with little or no change to code (looks quite old though, last release was in 2003)
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mcmapDZ: Simple, lightning-fast interactive web maps.
It would certainly be possible to extract and write out polygonal information, but I don't really have any use for the polygonal geometry beyond making minecraft desktop wallpapers. If I was going to do my own renderer I would also use OGRE, and would generate geometry from the minecraft data directly.
Anybody who wants to generate static geometry for use in another engine really just has to 2d flood-fill the air blocks in the voxel data layer by layer, and, at the simplest, generate a cube (or make one in a 3d editor and create an instance of it) for every adjacent block. That would get you started with minimal effort. You could probably do this in python using blender, using the python NBT library i've seen posted on this forum in a very short time.
Merging shared vertices and culling any vertices that do not make up a face bordered by 'air' would reduce the face count hugely, and performing further optimisation like merging coplanar faces sharing the same material into larger rectangular faces would make things run better.
If I don't see such a blender script pop up, i might write one, but its not really high on my priority list.
Sure, thats possible - my test 128x128x128 minecraft maps are around 400kb in size. this probably can't be reduced much if the full volumetric complexity of the world is to be kept, but would drop dramatically if non-visible voxels were not added to the map.
I don't actually play sauerbraten online myself, so wouldn't know where to upload it - I might set up a sauer server on my machine so people can see progress - i'll be working on this project again tomorrow.
Sure, thats possible - my test 128x128x128 minecraft maps are around 400kb in size. this probably can't be reduced much if the full volumetric complexity of the world is to be kept, but would drop dramatically if non-visible voxels were not added to the map.
I don't actually play sauerbraten online myself, so wouldn't know where to upload it - I might set up a sauer server on my machine so people can see progress - i'll be working on this project again tomorrow.
Well its not that you have to upload it to a server cause you can just make it a map file and upload it to like a downloads site. Then people can download your maps in current or new versions as u work on it.
It's kind of scary to see Minecraft with such good graphics. I love the look, this seems like a fun side project and should be interesting to see where it goes from here. GJ!
I've been sidetracked from the sauerbraten export stuff, working on getting decent interactive rendering in the viewer - so far the approach i'm using should be good enough for interactive slicing/rotating/zooming/modifying alpha on the map components.
Here, 'ground' voxels are transparent, 'air' voxels are rendered in white, and iron ore is rendered in red.
Renderer is now done with OGRE instead of my crappy software renderer, which speeds things up a lot.
Possible, yes... easy, not really - and it wouldn't be fair to Notch, to just reimplement his game. I'm more interested in making a game that will be part of the 'minecraft universe' but doesn't affect the basic experience or step on any toes at Mojang.
I'm thinking a shooter with destructible environment,which would be pulled from a minecraft level populated with a whole bunch of creepers, skeletons, spiders etc.
You'd start with a limited weapons and ammo, but by blowing up the environment you would yield weapons,ammo and powerups where ore and stuff is in the map - When the map is destroyed, a new chunk of the minecraft world is chosen and the players spawn in it.
Which means the crafters can get on with crafting, but if you want a fun diversion you can run round your minecraft level grenading things.
I now have rudimentary support for placing sauerbraten lights in place of minecraft torches. At the moment its a bit of a hack, and no actual torch model is in place. I also need to play with light radius and colours, but this should give you an idea.
Originally, i was going to build in editing support to my viewer, but now that I have sauer export going, I agree, there probably isn't an easier way to do editing tools than the way sauer does it, and sauer does a fantastic job of rendering minecraft data at speed, definitely way better than i could come up with in a short timeframe myself.
Unfortunately I don't have a lot of time left this week to spend on this project, will get more done next week.
It's a game/ engine. It's really basic and editing tiles and stuff like that is really easy.
This is amazing by the way.
Would it be possible to import the .obj file into something like CryEngine 2 (Crysis)?
The sauerbraten model retains all the volumetric complexity of the original minecraft level, which makes it possible to go back and forth seamlessly, as well as open up some very cool possibilities for a fun little game I have planned. Watch this space.
House flooded, damn griefers D:
Whoever griefed your house should be banned. =P
I can't wait to see more of this. And uhh, has Sauerbraten been updated or are you using another game that runs off of the Cube 2 engine? Last I checked, Sauerbraten still had ogre models and I don't remember the HUD looking like that. =/
Nah, this is CryEngine 2. I'm not the OP, btw :tongue.gif: All I've done is made textured cubes and arranged them into stuff. Nothing fancy like converting levels.
But if you were talking to OP, yeah, the HUD looks like that :smile.gif::
http://sauerbraten.sourceforge.net/newerer/screenshot_2073037.jpg
It's night, might be mobs out:
Oh, my bad. I wasn't really paying attention there. XD
Even so, I'm not all that familiar with CryEngine though.
I don't know much about coding, but your cross platform problem could be solved using something like ZooLib. I'm not entirely sure, but I believe it's a framework that allows for cross-platform development with little or no change to code (looks quite old though, last release was in 2003)
http://imgur.com/a/IbkE0
Anybody who wants to generate static geometry for use in another engine really just has to 2d flood-fill the air blocks in the voxel data layer by layer, and, at the simplest, generate a cube (or make one in a 3d editor and create an instance of it) for every adjacent block. That would get you started with minimal effort. You could probably do this in python using blender, using the python NBT library i've seen posted on this forum in a very short time.
Merging shared vertices and culling any vertices that do not make up a face bordered by 'air' would reduce the face count hugely, and performing further optimisation like merging coplanar faces sharing the same material into larger rectangular faces would make things run better.
If I don't see such a blender script pop up, i might write one, but its not really high on my priority list.
I don't actually play sauerbraten online myself, so wouldn't know where to upload it - I might set up a sauer server on my machine so people can see progress - i'll be working on this project again tomorrow.
Well its not that you have to upload it to a server cause you can just make it a map file and upload it to like a downloads site. Then people can download your maps in current or new versions as u work on it.
Here, 'ground' voxels are transparent, 'air' voxels are rendered in white, and iron ore is rendered in red.
Renderer is now done with OGRE instead of my crappy software renderer, which speeds things up a lot.
I'm thinking a shooter with destructible environment,which would be pulled from a minecraft level populated with a whole bunch of creepers, skeletons, spiders etc.
You'd start with a limited weapons and ammo, but by blowing up the environment you would yield weapons,ammo and powerups where ore and stuff is in the map - When the map is destroyed, a new chunk of the minecraft world is chosen and the players spawn in it.
Which means the crafters can get on with crafting, but if you want a fun diversion you can run round your minecraft level grenading things.
edited image - light positions were off-by-one