Wow... Wait! I think Redstone doesn't work here! R.I.P Redstone
Could you give me more information on what problems you're seeing, and what version of Minecraft your world is in? Testing today, redstone wiring is exporting fine in both older worlds and 20w18a beta worlds. Thanks.
Testing continues. I'm finding little bugs and things to fix, plus folding in the new 20w19a changes. No promises as to when the next version's out - there's a bunch of things still on the list. But, the beta, above, should get you 99% of the way there.
I am using Mineways to convert Schematics to OBJ and import it in Blender. It works great but ... you don't need all selection process from the map. You have already the selection. So this convert process could be simplified in the case of Schematics. Is there any way to do it simpler? Also, I need to research how to import the textures correctly in Blender.
Thanks for this great software. I am using it for converting McThings (https://github.com/juntosdesdecasa/mcthings) reusable objects and scenes (inside Minecraft) to the 3D world. The othery way is covered by binvox (from OBJ to Schematic).
I am using Mineways to convert Schematics to OBJ and import it in Blender. It works great but ... you don't need all selection process from the map. You have already the selection. So this convert process could be simplified in the case of Schematics. Is there any way to do it simpler? Also, I need to research how to import the textures correctly in Blender.
Thanks for this great software. I am using it for converting McThings (https://github.com/juntosdesdecasa/mcthings) reusable objects and scenes (inside Minecraft) to the 3D world. The othery way is covered by binvox (from OBJ to Schematic).
Yes, just hit ctrl-A when you open a schematic and everything is selected. That said, testing schematics today, looks like I broke something with the reader? I'll have to look at that tomorrow. Anyway, if it's working for you, great. For Blender import tips, see this documentation. Really, use MCprep.
Thanks for your kind words. I hadn't heard of McThings. Nice to hear binvox is still getting used - I know the person who wrote it, and I added a tiny bit of code to it long ago.
Version 7.14: fix empty areas getting random terrain blocks, other cleanups
No picture or video this time of new features. This version has one important fix for a bug I accidentally introduced in 7.13. See the release notes for details. You want this one if you load schematics and Creative Mode superflat worlds.
That last fix might cause problems. It works fine on the two machines I have here. Let me know if you have problems, and if things don't start up, run "mineways -l mineways_exec.log" from the command line to generate a log - send that to me. And, does V7.14 work for you?
Also notice that on the site there's a quick download version of Mineways, with just the 64-bit executable. If you have bandwidth constraints or just never use all the additional stuff Mineways comes with, this is the one for you.
Obligatory image, of the test block world exported from Mineways.
Version 7.17 of Mineways is now available for download.
Just one small fix, ignore if you don't care:
Coral was getting converted to jigsaw pieces when underwater, because I missed masking off a "waterlogged" bit. I've also masked out other blocks' unneeded bits now when checking the subtype, just in case.
Screenshot, in G3D (which you should consider using - it's free and fast):
Version 7.18 is out. The main thing is that TileMaker now can read directly from an unzipped texture resource pack, instead of you having to move the tiles into place. It also has better error checking and other cleanups. Otherwise you probably don't need to bother with this update.
Details:
Improve TileMaker, now version 2.15:
Test all input images to make sure their height is a reasonable multiple of their width. If not, give an error and ignore.
Test input chest images to ensure they are using powers of two. If not, give an error and ignore.
Add option '-z pathname' that lets the user point directly at the directory location where the texture pack has been unzipped. Documentation and example added.
Show all errors at the end of the console output, so the user can easily see them.
Update to the 1.16.1 final terrain tiles; only the "water_overlay.png" changed.
If the Terrain File and export settings lead to a single texture that is 16,384 x 16,384 pixels or larger, warn the user that this size can cause problems for other programs and give suggestions for better ways to export the data.
Add a few more (possibly useless) digits to the vertex texture coordinate output for OBJs, just to make sure we're doing the best we can when high resolution Terrain File textures are used.
Sphax PureBDCraft and other included texture packs updated a little with cleanups.
Version 7.19 is out. You can read about the fixes here. Main thing is that the schematic exporter now works again (oops), and that when exporting individual textures the materials are properly set to be emitters. No screen shot - nothing to show off!
Version 7.20 is now out, with lots of little fixes and improvements. Read about them all here.
I was planning on releasing an 8.0 version sometime soon, but there are enough bugs and improvements piling up that I wanted to make a point release now. Also, it's a good time to release, as it's Giving Tuesday tomorrow. Inspired by Jason Gardner, I've added to the Mineways home page: If you like Mineways, please consider giving to GiveWell or whatever your favorite charity is. Your donation can significantly improve someone else's life.
The 8.0 version will be a start at making Mineways export physically-based materials, with support for a wide variety of PBR resource packs (I hope). It's been way more work than expected (when is this ever not the case?), but the results are pretty nice so far. See you all again soon, I hope!
Hey, I was wondering, I use an iMac and Mineways is my main source to import worlds into Cinema4D for my animations, it sucks because my Mac is updated to MacOS Catalina and now it's not supported, Wine also doesn't work and I don't have any other computer to properly export worlds for Mineways, I hope if there is way for me to still use Mineways on my Mac but if not could you please, I beg you to make it compatible with MacOS Catalinas 64-bit application support. Thank you.
Wow... Wait! I think Redstone doesn't work here! R.I.P Redstone
Awesome! I'll try it out!
Could you give me more information on what problems you're seeing, and what version of Minecraft your world is in? Testing today, redstone wiring is exporting fine in both older worlds and 20w18a beta worlds. Thanks.
So how's testing coming along, any luck?
Testing continues. I'm finding little bugs and things to fix, plus folding in the new 20w19a changes. No promises as to when the next version's out - there's a bunch of things still on the list. But, the beta, above, should get you 99% of the way there.
Um so I tried the beta and it wasn't working... I usually use the 32 bit version so idk if that's the reason why it won't work
Ah, thanks - right, I beta'ed only the 64 bit version.
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.
I am using Mineways to convert Schematics to OBJ and import it in Blender. It works great but ... you don't need all selection process from the map. You have already the selection. So this convert process could be simplified in the case of Schematics. Is there any way to do it simpler? Also, I need to research how to import the textures correctly in Blender.
Thanks for this great software. I am using it for converting McThings (https://github.com/juntosdesdecasa/mcthings) reusable objects and scenes (inside Minecraft) to the 3D world. The othery way is covered by binvox (from OBJ to Schematic).
Yes, just hit ctrl-A when you open a schematic and everything is selected. That said, testing schematics today, looks like I broke something with the reader? I'll have to look at that tomorrow. Anyway, if it's working for you, great. For Blender import tips, see this documentation. Really, use MCprep.
Thanks for your kind words. I hadn't heard of McThings. Nice to hear binvox is still getting used - I know the person who wrote it, and I added a tiny bit of code to it long ago.
Have fun!
Version 7.14: fix empty areas getting random terrain blocks, other cleanups
No picture or video this time of new features. This version has one important fix for a bug I accidentally introduced in 7.13. See the release notes for details. You want this one if you load schematics and Creative Mode superflat worlds.
Version 7.15 is out. Fixes:
That last fix might cause problems. It works fine on the two machines I have here. Let me know if you have problems, and if things don't start up, run "mineways -l mineways_exec.log" from the command line to generate a log - send that to me. And, does V7.14 work for you?
Also notice that on the site there's a quick download version of Mineways, with just the 64-bit executable. If you have bandwidth constraints or just never use all the additional stuff Mineways comes with, this is the one for you.
Obligatory image, of the test block world exported from Mineways.
Version 7.16 of Mineways is now available for download.
The tests included:
Version 7.17 of Mineways is now available for download.
Just one small fix, ignore if you don't care:
Screenshot, in G3D (which you should consider using - it's free and fast):
Version 7.18 is out. The main thing is that TileMaker now can read directly from an unzipped texture resource pack, instead of you having to move the tiles into place. It also has better error checking and other cleanups. Otherwise you probably don't need to bother with this update.
Details:
Version 7.19 is out. You can read about the fixes here. Main thing is that the schematic exporter now works again (oops), and that when exporting individual textures the materials are properly set to be emitters. No screen shot - nothing to show off!
Hey, for some reason my schematic didn't rendered very well. I try to upload it directly to sketchfab but I can't see the floor basically.
Can you help me fix this problem?
I'm happy to help. Could you please send me the schematic? I can then see what is broken. My contact information is here.
Version 7.20 is now out, with lots of little fixes and improvements. Read about them all here.
I was planning on releasing an 8.0 version sometime soon, but there are enough bugs and improvements piling up that I wanted to make a point release now. Also, it's a good time to release, as it's Giving Tuesday tomorrow. Inspired by Jason Gardner, I've added to the Mineways home page: If you like Mineways, please consider giving to GiveWell or whatever your favorite charity is. Your donation can significantly improve someone else's life.
The 8.0 version will be a start at making Mineways export physically-based materials, with support for a wide variety of PBR resource packs (I hope). It's been way more work than expected (when is this ever not the case?), but the results are pretty nice so far. See you all again soon, I hope!
Hey, I was wondering, I use an iMac and Mineways is my main source to import worlds into Cinema4D for my animations, it sucks because my Mac is updated to MacOS Catalina and now it's not supported, Wine also doesn't work and I don't have any other computer to properly export worlds for Mineways, I hope if there is way for me to still use Mineways on my Mac but if not could you please, I beg you to make it compatible with MacOS Catalinas 64-bit application support. Thank you.