Hi erich666 Sorry for my English, I have a problem with Mineways. When exporting the world with individual blocks in blender 2.8, all the same, the blocks are not individual. What am I doing wrong?
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:
Added 1.15-pre3 bee nest, beehive, honey block, and honeycomb block.
Added 1.15 biome reader, so we don't crash. NOTE: I haven't figured out how the 1024 integer biome storage works yet.
Made nether portal have true geometry instead of a whole block.
Bug fix: redstone wires should not run down the sides of upside-down stair blocks that have redstone on top of them and connecting redstone a level below them. (Thanks to Quinlan W for reporting this bug).
Bug fix: when using MCC ToolChest PE, the order of stair Properties is reversed, which revealed a subtle bug in Mineways when translating upside-down stairs' data values; now fixed.
Interpret 1.15 biomes correctly. Technical details: The 1024 integer array is 64 levels of 4x4x4 voxels. In Mineways only the 4x4 biome values for levels 64-67 (level 16) are used, the rest are ignored for now.
Bug fix: redstone wires should not run down the sides of upper-half slabs that have redstone on top of them and connecting to redstone a level below them. (Thanks to Quinlan W again for reporting this bug).
Call this one the "Minutia Release," as the debug block world in Minecraft helped me find a large number of fixes and cleanups:
Tilemaker updated to version 2.12: The new 1.15 layout and images for chests is now supported (why Mojang changed it, I don't know). If a "normal_left.png" image is found in blocks/chests, all chests are assumed to be in 1.15 format, else 1.14 or earlier is used.
Bug fixed where water on top of inverted stairs or top-half slabs made the top face of these blocks disappear.
Bug fixed in which beehive and bee nest honey_level values were getting transferred to other blocks.
Free-standing bells were rotated 90 degrees from where they were. Free-standing bell supports now also have bottoms. The new "powered" data value in 1.15 is now handled.
Buttons placed on the top or bottom of a block now properly use the east-west vs. north-south property for orientation (issue report).
Activator rails inactive/active states were reversed - fixed.
Observer blocks' powered state is now shown properly for 1.13 on (it worked under old 1.12 Minecraft format).
Shulker boxes now have orientations, and the default (no color given) shulker box is now purple (it should be a pale purple, but that's a lot more work and on the TODO list).
Torches now have bottoms.
Grass, dirt, coarse dirt, podzol, mycellium, grass path, sand, red sand, netherrack, and bedrock (180 degrees only) have their top and bottom faces randomly rotated, similar to how Minecraft does it, to break up repetition in large expanses of the block.
Better randomization functions added for plant placement, bamboo texturing, and chorus plant sections.
The default red bed tiles are updated to 1.15 versions. Still no colored beds, nor beds with solid legs.
Chests, scaffolding, and campfires (including burning ones - go figure) can now be waterlogged, as in Minecraft.
Waterlogged stained glass now retains its proper color.
Redstone repeaters and comparators now have shortened torches, for when they are on transparent blocks (the torch handles used to be visible under these circumstances).
Redstone repeaters now show the "locked" mode.
If farmland moisture level is not fully wet (0x7), output dry farmland.
Make average wet farmland map color brighter on the map.
Mycellium blocks are now snowy on their sides when there is snow on top of them.
If individual snowy grass, podzol, or mycellium blocks are exported, they will have snow on their tops.
Improve error message and behavior for when someone attempts to read in a Minecraft Bedrock world.
I'm honestly so glad this still exists and gets updated. Such an amazing tool.
Quick question though, is this a free side thing you do? Like why do you personally keep this project going?
Rollback Post to RevisionRollBack
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!
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).
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:
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.
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:
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.
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.
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.
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."
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.
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.
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.
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.
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.
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.
Happy to be able to share a niche tool such as this! It was a fun learning experience for Maya-Python as well!
I'll see about updating the GitHub release page to include some of the instructions/readme links. The text blob on your website should do as is. Thanks for featuring it!
Hey so I'm currently trying to upload my world into mineways and every time I try then it looks like this, is there like a problem that mineways has with loading in the snapshots? because I've uploaded it before with the 10w14a snapshot but I updated it to the 10w18a snapshot.
Also thank you so much for this program it's the best thing ever
Hi erich666 Sorry for my English, I have a problem with Mineways. When exporting the world with individual blocks in blender 2.8, all the same, the blocks are not individual. What am I doing wrong?
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:
Version 7.08 is out, with support for 1.15-pre3.
Version 7.09 is out, a minor update:
Mineways 7.10 is out. Here's my test world, in addition to the Debug Block World:
Call this one the "Minutia Release," as the debug block world in Minecraft helped me find a large number of fixes and cleanups:
Some glitch with Bluehost is making mineways.zip not update in a timely fashion. I also noticed a bug in TileMaker, now fixed.
So, for the real Version 7.10, download from here: http://realtimerendering.com/erich/minecraft/public/mineways/minewaysV710.zip
You can always check under "Help | About..." for which version you have.
Oh, bonus: here's a video of the other test world:
I'm honestly so glad this still exists and gets updated. Such an amazing tool.
Quick question though, is this a free side thing you do? Like why do you personally keep this project going?
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!
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).
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:
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.)
Here's the slice mode's results animated with GIF Animator.
Version 7.12 is out, with a small feature for people doing animations in Blender and some scripts for annotating maps:
Annotated map, showing the individual regions in Vokselia:
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
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."
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.
Thanks! i ended up replacing the textures with the 1k version. here's a preview of what I'm working on.
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.
Fun mock-up! Let me know direct, [email protected], once you get something going.
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.
Happy to be able to share a niche tool such as this! It was a fun learning experience for Maya-Python as well!
I'll see about updating the GitHub release page to include some of the instructions/readme links. The text blob on your website should do as is. Thanks for featuring it!
Hey so I'm currently trying to upload my world into mineways and every time I try then it looks like this, is there like a problem that mineways has with loading in the snapshots? because I've uploaded it before with the 10w14a snapshot but I updated it to the 10w18a snapshot.
Also thank you so much for this program it's the best thing ever
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:
"Slightly" means, in data storage terms, "breaks most everything."
(beta removed, since V7.13 is out.)