I love this. I've made some 40 wallpapers for my laptop with it now, but I've been wondering something. Is there a way to make the chunks load into 3D faster? I don't mean loading the world, I mean after you set up the area to be rendered, the chunk loading seems to just stop sometimes, if your render area is more than ~2500.
I love this. I've made some 40 wallpapers for my laptop with it now, but I've been wondering something. Is there a way to make the chunks load into 3D faster? I don't mean loading the world, I mean after you set up the area to be rendered, the chunk loading seems to just stop sometimes, if your render area is more than ~2500.
Well considering your running on a laptop, I'm guessing the specs are pretty bad and your computer just isn't fast enough to render the image.
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I'm a Java programmer, and I'm a terrible artist. Anything else, just ask me.
I tried to make another render but the textures were buggy, I'm using the latest chunky update on a normal 1.3.2 world with no texture packs.
The program was fine last week. I did not change any settings
That's the textures it uses if it can't find the texture pack you set (if it got moved out of your texturepacks folder in.minecraft, if it's missing files, etc). just reload the TP you want and it'll work.
Guys, I'm having issues when using texture packs. I have reset my minecraft.jar and everything all back to default settings. I am on a mac and running 10.6.8. I can load the default textures but whenever I try and load a texture pack, it always says it can't load the terrain.png for it. HELP
Uhm, I don't know if this is a noob question or not, but how do you use a 64x texture pack with chunky? When i try loading it up by selecting it in chunky, it says it can't load the terrain.png. Is it just too big, or is there a way to use it?
Can it be used to render a multiplayer map? I really need a chunk renderer for it. Ohhh and great job!
Sure, just copy the world file of your server somewhere on your computer and select it in chunky.
If you can't copy the world file from your server (e.g. you're on a public server and the admins don't put the world file somewhere for download), you could try the World Downloader mod. This sucks in the chunks of places you've visited. I haven't tried it myself (we have a nice admin who lets us grab the world at any time), but it's a popular way to pull in multiplayer world data.
is there anyway to save the selection into an obj file or something so i can load it into a 3d editor or something?
As I have said before, that can be done with other tools (j-mc2obj I think it's called), so I am not interested in adding such a feature.
Yes, there are two good tools, jmc2obj and Mineways. All exporters I know of are listed here.
The differences I know between jmc2obj and Mineways: jmc2obj is truly platform-independent, Mineways is mostly for Windows, with a Mac port (runs under WINE). jmc2obj is generally better at exporting very large chunks of terrain. It has better export of some complex blocks, such as enchantment tables. I believe it also supports special textures (like chests, that aren't on the terrain.png file anymore). Mineways includes almost all blocks from the weekly 1.4 beta releases (I'm guessing jmc2obj does, but am not sure - they don't give much documentation). Mineways exports water and lava better, using the correct level equations. jmc2obj directly reads texture packs, Mineways reads just the terrain.png file currently (this will change).
Mineways puts all texture tiles into a single texture map. This can be both good and bad: it makes Cinema 4D import trivial, for example.
jmc2obj is aimed at rendering, Mineways is aimed at 3D printing, with rendering export supported but not the main thrust. Both export to Wavefront OBJ, jmc2obj has a Maya MEL plugin to help import. Mineways also exports to VRML2 and STL.
(full disclosure: I wrote Mineways. I usually tell people to try jmc2obj first for rendering export; some people still prefer Mineways' interface.)
I'm loving Chunky so far (now that I've mostly figured out the interface, though I'm still not clear on how, on the main page, setting the view coordinates and layer works) and am starting to make wallpapers, download them here.
My one feature request so far: torch placement on walls. Right now they stick out a bit from the wall, e.g.
That torch in the middle does not connect, it just barely touches the block. I like your torches better than Minecraft's (they shear their torches instead of rotating), but theirs stick in the walls. Also, the torches are much more tilted than in Minecraft. When writing Mineways, I found that an angle of 20 degrees was about right:
(ignore the blurriness, etc. - it's just a previewer on the right, one that doesn't let me turn off texture interpolation).
Anyway, should be an easy fix: rotate 20 degrees or so instead of 45, and push the torch a little bit outwards so half its bottom sticks into the wall, like in Minecraft.
question. When I try to render something indoors, it is always dark. Emitters are on and there are a lot of glowstone but it is still very drak anyway to fox this?
I decided to make some skymaps for Chunky that looked more like Minecraft than realistic. They're here for download. I made these using Microsoft ICE (free), doing a video capture of the sky with FRAPS and then taking screen captures of this video stream and compositing these. (You can also try feeding a video stream directly to ICE, but that was a bit iffy). Anyway, enjoy.
Okay, pay attention because this is pretty complicated:
Download the version appropriate for your operating system.
(unzip if you download the zipped version)
Run the program you just downloaded. This is usually done by double clicking the file.
(chunky.bat or chunky.jar for windows, chunky.jar for linux, chunky.dmg for mac)
I'm addicted to chunky now...
Nice renders, but what did you do to get a nice looking water like in the 3rd image?
Now, double-slab blocks aren't showed rightly.
Minecraft:
Chunky:
Here is a coupe of tests I've done:
Well considering your running on a laptop, I'm guessing the specs are pretty bad and your computer just isn't fast enough to render the image.
The program was fine last week. I did not change any settings
actually it's pretty good. It's not the actual rendering process, it's the chunks loading into the preview window.
That's the textures it uses if it can't find the texture pack you set (if it got moved out of your texturepacks folder in.minecraft, if it's missing files, etc). just reload the TP you want and it'll work.
If you can't copy the world file from your server (e.g. you're on a public server and the admins don't put the world file somewhere for download), you could try the World Downloader mod. This sucks in the chunks of places you've visited. I haven't tried it myself (we have a nice admin who lets us grab the world at any time), but it's a popular way to pull in multiplayer world data.
Yes, there are two good tools, jmc2obj and Mineways. All exporters I know of are listed here.
The differences I know between jmc2obj and Mineways: jmc2obj is truly platform-independent, Mineways is mostly for Windows, with a Mac port (runs under WINE). jmc2obj is generally better at exporting very large chunks of terrain. It has better export of some complex blocks, such as enchantment tables. I believe it also supports special textures (like chests, that aren't on the terrain.png file anymore). Mineways includes almost all blocks from the weekly 1.4 beta releases (I'm guessing jmc2obj does, but am not sure - they don't give much documentation). Mineways exports water and lava better, using the correct level equations. jmc2obj directly reads texture packs, Mineways reads just the terrain.png file currently (this will change).
Mineways puts all texture tiles into a single texture map. This can be both good and bad: it makes Cinema 4D import trivial, for example.
jmc2obj is aimed at rendering, Mineways is aimed at 3D printing, with rendering export supported but not the main thrust. Both export to Wavefront OBJ, jmc2obj has a Maya MEL plugin to help import. Mineways also exports to VRML2 and STL.
(full disclosure: I wrote Mineways. I usually tell people to try jmc2obj first for rendering export; some people still prefer Mineways' interface.)
My one feature request so far: torch placement on walls. Right now they stick out a bit from the wall, e.g.
That torch in the middle does not connect, it just barely touches the block. I like your torches better than Minecraft's (they shear their torches instead of rotating), but theirs stick in the walls. Also, the torches are much more tilted than in Minecraft. When writing Mineways, I found that an angle of 20 degrees was about right:
(ignore the blurriness, etc. - it's just a previewer on the right, one that doesn't let me turn off texture interpolation).
Anyway, should be an easy fix: rotate 20 degrees or so instead of 45, and push the torch a little bit outwards so half its bottom sticks into the wall, like in Minecraft.
Stuck with realistic panoramas:
With MinecraftSkyDaylight.png:
The three panoramas I have, daylight, dawn, and night, could be better in various ways, but they're fine for my purposes. Enjoy!
I'd like for the atmospheric fog to have a slider. Sometimes it's just a litte too much