they better have a version for mac of this program because i would love to use this
New version: 1.06
This version has a number of new features and some critical fixes (like "now the program won't die" level fixes). Go get it.
There's also now a Mac version that runs under Wine, thanks to a user, Psp4804. Let me know if it works for you.
I also added information to the page about G3D, which is a nice interactive 3D renderer that includes shadows and some other cool features.
Here's the update rundown:
Major bug fixes: bubble population problem, group allocation, proper display of different neighboring transparent objects, sloped powered rails not displaying properly for printing, mushrooms not displaying as billboards for rendering. Added units selection for output. Added automatic ZIP creation for export. Separated cutouts from transparent blocks. Corrected export of Tf for OBJ material file. Added separation of textures into RGB and RGBA and alpha-only for better rendering import to 3DS MAX. Added "frosted detail" physical material.
Fixes: If blocks were turned off and "seal off entrances" was used, some of the hidden blocks would reappear; fixed, and guard code added. If a warning was flagged, a ZIP file is not created; changed so that the zip file is always created.
Do we use schematic or just Snapshots? :S... Amazing.. And does it cost more for different sizes? Also, Can we chose the scale we want the model to be? Sorry for a lot of questions, I'm considering making my server on a model
Do we use schematic or just Snapshots? :S... Amazing.. And does it cost more for different sizes? Also, Can we chose the scale we want the model to be? Sorry for a lot of questions, I'm considering making my server on a model :smile.gif:
Read the Mineways page for most of your answers. Short version:
I not sure what you mean by a snapshot - just a copy of the world at a given time (a backup)? Mineways reads only worlds. However, with MC Edit it's trivial to import a schematic into an empty new world, then use this world in Mineways.
Atoms cost money: 3D prints are mostly based on the amount of material you use (complexity is free).
You can set the block size in the options dialog of Mineways, how many millimeters per block. You can also set a target cost and have Mineways figure out the proper block size from that.
You can't easily print anything in color larger than about 190 x 125 blocks in base area (any height) at 2 mm a block. It'll also cost a huge amount of money, like $600. You can try to make your blocks smaller, but often Shapeways will not print the model, as bits break off if they're too small. Me, I aim for having a model base around 30 x 30 blocks, and that'll come out to cost around $25.
... and version 1.08 is out. Yeah, I'm releasing a new one every day, it's worse than Adobe Acrobat, amirite?
Really, it's not an important update unless you're rendering, in which case there are a number of cleanups and additions: Files zipped before errors reported, output only those textures needed (and RGB for 3D printing instead of RGBA). Added fire billboard (your terrain.png must include it). Added dead bush and fern billboards.
Last one for awhile, barring major bugs - at this point I'm just adding obscure block fixes.
The fire billboards look OK, better than a block of orange:
This is actually an important new version, with a worthwhile bug fix.
Short of some major bug report, I'm currently planning no new release at all
after this - no bugs or (easy) features are left on my list. Plus my
desktop computer's dying. Plus I'm on vacation this weekend.
Summary of v1.09 bug fix: was saving VRML PNG twice. Features: added
Materialise Magics as a color STL export format, defaulting to the
settings i.materialise prefers. All STL now defaults to mm units, as
this seems to be a common choice.
You select by right-click and drag. If your area is below sea-level, or if you middle-click on a spot above everything else, the selection rectangle won't show up. I talk about this in the . In the lower-right corner of the whole program you'll see "Bottom 70" or similar. By clicking the ']' key, you can lower this value ('[' to increase it).
You can examine the altitude of any location by putting the mouse over it. You'll see "Y=64" in the lower left corner of the screen - that's the altitude. Basically, you want Bottom to be lower than this in order to see the selection rectangle.
Version 1.10 is up - minor changes, I updated mostly because of a little bug with exporting under obscure conditions: OBJ, single material, 3d print. If you use STL or VRML for 3d printing (i.e. 99% of you), you're not affected.
Things have pretty much settled down by now, though I'll probably change the "no material preview" OBJ exporter (which affects 3D printing Not At All) to be more useful.
Awesome picture for the day, with the help of Mineways, made with the Arnold renderer (which is also used by Sony Imageworks to render for films). From this thread (in Spanish):
Also, a video on how 3d color printing works - makes me happy to pay Shapeways to do the work:
Version 1.11 is up, working around defects in other products' and services' file readers. Bug fixes: spaces in texture file names baffles Shapeways' parser, so replaced with underlines; Wavefront OBJ "single material" output replaced by "true spec", where Ka and Kd are set to 0.2 and 1.0 for all materials - looks better in the SAP Viewer Complete. I also made "true spec" output absolute indices, for those readers that can't handle relative ones.
Really, new versions are just excuses for me to post new videos and pictures. Here are some nice 3D prints from the Flickr Pool:
Hey guys!
So here's my story short. I am a professional vfx artist and our studio use the Arnold renderer and I also am a beta tester for it. We are a small community so I couldn't miss the above render of the city when it got on the mailing list. It gave me the idea to do a short project with minecraft and Arnold.
So quickly I grabbed mineways and started playing with it. The problem I have is that I can't export the textures with my .obj. I get this error : error creating export file; no file output.
what am I doing wrong?
Also I know this is unrelated to mineways but is there a way I could obtain the .dat from a multiplayer server without hosting it?
What I want to do as my little project is to start a new multiplayer game and get an .obj each 2 days or so. Then I will do a timelapse of a minecraft world getting built.
Thank you for the help!
Hey guys!
So here's my story short. I am a professional vfx artist and our studio use the Arnold renderer and I also am a beta tester for it. We are a small community so I couldn't miss the above render of the city when it got on the mailing list. It gave me the idea to do a short project with minecraft and Arnold.
So quickly I grabbed mineways and started playing with it. The problem I have is that I can't export the textures with my .obj. I get this error : error creating export file; no file output.
what am I doing wrong?
Also I know this is unrelated to mineways but is there a way I could obtain the .dat from a multiplayer server without hosting it?
What I want to do as my little project is to start a new multiplayer game and get an .obj each 2 days or so. Then I will do a timelapse of a minecraft world getting built.
Thank you for the help!
Wide character names not supported: if you have characters like ÅåÄäÖö in your file path name, Mineways is likely to fail - sorry, Swedes. This is a bug with the original minutor. When I tried to fix it, I ran into the problem of ZLIB not appearing to support wide character file names. You are my nemesis, ZLIB! In the meantime, I've put in a warning and workaround (rename the file and paths).
As an addendum, I started to look into gzdopen() in zlib, this might get around the problem. But, I really don't have the time and energy to go through the many many uses of character strings even if this does solve it. So, please accept my apologies and just do the workaround: use "English" characters only in the filename and directory path. I'd also avoid putting spaces in the path, just to be safe.
If that's not it, then I have no idea. Write me if you're still stuck.
New version: 1.06
This version has a number of new features and some critical fixes (like "now the program won't die" level fixes). Go get it.
There's also now a Mac version that runs under Wine, thanks to a user, Psp4804. Let me know if it works for you.
I also added information to the page about G3D, which is a nice interactive 3D renderer that includes shadows and some other cool features.
Here's the update rundown:
Major bug fixes: bubble population problem, group allocation, proper display of different neighboring transparent objects, sloped powered rails not displaying properly for printing, mushrooms not displaying as billboards for rendering. Added units selection for output. Added automatic ZIP creation for export. Separated cutouts from transparent blocks. Corrected export of Tf for OBJ material file. Added separation of textures into RGB and RGBA and alpha-only for better rendering import to 3DS MAX. Added "frosted detail" physical material.
Fixes: If blocks were turned off and "seal off entrances" was used, some of the hidden blocks would reappear; fixed, and guard code added. If a warning was flagged, a ZIP file is not created; changed so that the zip file is always created.
Two movies for the day:
Maxwell render (note the depth of field)
And something made with the help of Mineways
Read the Mineways page for most of your answers. Short version:
I not sure what you mean by a snapshot - just a copy of the world at a given time (a backup)? Mineways reads only worlds. However, with MC Edit it's trivial to import a schematic into an empty new world, then use this world in Mineways.
Atoms cost money: 3D prints are mostly based on the amount of material you use (complexity is free).
You can set the block size in the options dialog of Mineways, how many millimeters per block. You can also set a target cost and have Mineways figure out the proper block size from that.
You can't easily print anything in color larger than about 190 x 125 blocks in base area (any height) at 2 mm a block. It'll also cost a huge amount of money, like $600. You can try to make your blocks smaller, but often Shapeways will not print the model, as bits break off if they're too small. Me, I aim for having a model base around 30 x 30 blocks, and that'll come out to cost around $25.
Really, it's not an important update unless you're rendering, in which case there are a number of cleanups and additions: Files zipped before errors reported, output only those textures needed (and RGB for 3D printing instead of RGBA). Added fire billboard (your terrain.png must include it). Added dead bush and fern billboards.
Last one for awhile, barring major bugs - at this point I'm just adding obscure block fixes.
The fire billboards look OK, better than a block of orange:
This is actually an important new version, with a worthwhile bug fix.
Short of some major bug report, I'm currently planning no new release at all
after this - no bugs or (easy) features are left on my list. Plus my
desktop computer's dying. Plus I'm on vacation this weekend.
Summary of v1.09 bug fix: was saving VRML PNG twice. Features: added
Materialise Magics as a color STL export format, defaulting to the
settings i.materialise prefers. All STL now defaults to mm units, as
this seems to be a common choice.
Join My Server At: 122.58.84.237
You select by right-click and drag. If your area is below sea-level, or if you middle-click on a spot above everything else, the selection rectangle won't show up. I talk about this in the . In the lower-right corner of the whole program you'll see "Bottom 70" or similar. By clicking the ']' key, you can lower this value ('[' to increase it).
You can examine the altitude of any location by putting the mouse over it. You'll see "Y=64" in the lower left corner of the screen - that's the altitude. Basically, you want Bottom to be lower than this in order to see the selection rectangle.
If you're still stuck, let me know.
Things have pretty much settled down by now, though I'll probably change the "no material preview" OBJ exporter (which affects 3D printing Not At All) to be more useful.
Awesome picture for the day, with the help of Mineways, made with the Arnold renderer (which is also used by Sony Imageworks to render for films). From this thread (in Spanish):
Also, a video on how 3d color printing works - makes me happy to pay Shapeways to do the work:
Really, new versions are just excuses for me to post new videos and pictures. Here are some nice 3D prints from the Flickr Pool:
So here's my story short. I am a professional vfx artist and our studio use the Arnold renderer and I also am a beta tester for it. We are a small community so I couldn't miss the above render of the city when it got on the mailing list. It gave me the idea to do a short project with minecraft and Arnold.
So quickly I grabbed mineways and started playing with it. The problem I have is that I can't export the textures with my .obj. I get this error : error creating export file; no file output.
what am I doing wrong?
Also I know this is unrelated to mineways but is there a way I could obtain the .dat from a multiplayer server without hosting it?
What I want to do as my little project is to start a new multiplayer game and get an .obj each 2 days or so. Then I will do a timelapse of a minecraft world getting built.
Thank you for the help!
Very likely it's this problem, listed in the Mineways buglist:
Wide character names not supported: if you have characters like ÅåÄäÖö in your file path name, Mineways is likely to fail - sorry, Swedes. This is a bug with the original minutor. When I tried to fix it, I ran into the problem of ZLIB not appearing to support wide character file names. You are my nemesis, ZLIB! In the meantime, I've put in a warning and workaround (rename the file and paths).
As an addendum, I started to look into gzdopen() in zlib, this might get around the problem. But, I really don't have the time and energy to go through the many many uses of character strings even if this does solve it. So, please accept my apologies and just do the workaround: use "English" characters only in the filename and directory path. I'd also avoid putting spaces in the path, just to be safe.
If that's not it, then I have no idea. Write me if you're still stuck.
Eric