now that the game has updated what do i do about the newer blocks in 1.8?
Just make sure you've upgraded to version 4.09 of Mineways. Mineways has supported all 1.8 blocks since August, but it's best to get the newest version anyway, as a number of bugs have been fixed and improvements made.
It's best to post on this thread, as I'll then see it for sure, and others will benefit.
If you start up Mineways, load a world, and see all gray, try hitting the F2 or F3 keys. My guess is that (somehow) you are viewing an area of the world that is not yet loaded. This shouldn't happen - the initial position is supposed to be at spawn - but I've occasionally seen that you start out somewhere off map. I don't know why. Anyway, F2 or F3, and if that doesn't work, scroll around. If that doesn't work, in your world itself you could figure out where you are located (hit F3 and read the numbers), then find that location in Mineways (notice how the location is displayed in the lower left corner).
[quote=sorinion;/members/sorinion;/forums/minecraft-discussion/discussion/326119-mineways-3d-prints-of-minecraft-objects?comment=413]
An eror :(((
What this means is that either you're missing the terrainExt.png file, which comes with Mineways, or whatever terrainExt.png you've made can't be read. Did you download Mineways from the Mineways site? If so, you should have this file. Perhaps you moved mineways.exe somewhere else? If you run mineways.exe from the same directory as terrainExt.png, it should use that one. If you want to change the terrainExt.png that's used, do "File -> Set Terrain File..." and choose which one you want to use. Read this section for how to make your own terrainExt.png file.
Basically, tell me more about what you're doing and I'll help you debug it.
.exe doesn't normally run on mac.
That's an easy one to solve: download the Mac version. Go to this page and click on the Apple icon to download for Mac. Read the instructions at the bottom of the page to run on Mac. It's a bit funky to do so, but Mineways does work.
Version 4.10 is up, but only for Windows - WineBottler is getting stuck, so no Mac version yet.
This release has two bug fixes and that's it. The first bug to fix is worthwhile on some worlds: Mineways will properly start up viewing the spawn location. Some worlds' data gets "out of order" and that was messing previous versions of Mineways up. Basically, if you've ever started up Mineways and it looks like there's nothing in your world, this version fixes that.
The second bug is just a bit of code to avoid infinite loops when using Minecraft on a modded world. Things are going to be goofy if you use mods, but at least with this fix you're less likely to lock up Mineways if you try to use it.
No other exciting features - someday I hope to finish exporting biomes properly, but right now I'm busy with other projects.
Just to have something nice-looking to post, here's Solamar V83, a fun little model that kids like playing with. Go here to interact with it or order one, if you're rich. See the real-world model album for pics of an earlier version.
Ok so I know not many people are still on this thread, but I would be overjoyed if someone would have an answer to my question. This has a lot more to do with cinema 4d than mineways, but I didn't know where else to ask. I'm making some animations and I used mineways to import my worlds and sets into cinema 4d. There are a lot of blocks such as tall grass, flowers, trees etc. that I have made 3d special models for, and I want to use those in my sets and worlds instead of the default regular minecraft/mineways blocks. Is there any way I can replace all of a certain block in a set with my own 3d ones? For example, If I had a world with tall grass blocks everywhere, would I be able to select all the tall grass blocks and replace them with their original locations with several copies of 3d models of waving tall grass blocks all at once? I know I could just delete all the tall grass and replace each one individually, but having to do that for a big scene would take up hours upon hours of work for each type of block, or structure. Any way to go around this? Thanks!
Ok so I know not many people are still on this thread, but I would be overjoyed if someone would have an answer to my question. This has a lot more to do with cinema 4d than mineways, but I didn't know where else to ask. I'm making some animations and I used mineways to import my worlds and sets into cinema 4d. There are a lot of blocks such as tall grass, flowers, trees etc. that I have made 3d special models for, and I want to use those in my sets and worlds instead of the default regular minecraft/mineways blocks. Is there any way I can replace all of a certain block in a set with my own 3d ones? For example, If I had a world with tall grass blocks everywhere, would I be able to select all the tall grass blocks and replace them with their original locations with several copies of 3d models of waving tall grass blocks all at once? I know I could just delete all the tall grass and replace each one individually, but having to do that for a big scene would take up hours upon hours of work for each type of block, or structure. Any way to go around this? Thanks!
This is a fine place to ask, though of course I'll probably be the only one reading and responding.
You can do this with a basic scripting language such as Python or Perl, though I haven't tried myself. Use PyWavefront to read in the OBJ files produced by Mineways. Step one is as you say, use a Color Scheme to turn off tall grass (block 31) by setting alpha to 0. Export, and probably uncheck the "Center model" box in the export dialog (the Center Model box centers all the solid stuff in the box - thinking about it now, that's going to mess up the alignment for you).
So now you have the model without any tall grass. Make a second color scheme, call it "all grass," say. Edit and hit "hide all blocks", then set block 31 to alpha 255. Turn off "Center model" as before (it should still be off). Just below that, click on "Individual blocks". Export. What you'll see at the bottom of the file is a list of individual blocks of grass:
usemtl Grass
g block_00001
f 1/1/8 2/2/8 3/3/8 4/4/8
f 4/4/9 3/3/9 2/2/9 1/1/9
f 5/1/10 6/2/10 7/3/10 8/4/10
f 8/4/7 7/3/7 6/2/7 5/1/7
g block_00002
f 9/1/8 10/2/8 11/3/8 12/4/8
f 12/4/9 11/3/9 10/2/9 9/1/9
f 13/1/10 14/2/10 15/3/10 16/4/10
f 16/4/7 15/3/7 14/2/7 13/1/7
What you won't see are the coordinates, unfortunately. In fact, that's something I should add as a comment to the "g" group data, where the center of the block is located. I'll try to get that going on my end. However, you can (with a bit of extra work) get the coordinates of each block. Notice the "f" lines. If you parse the OBJ file format with PyWavefront or similar, you will have also read in the vertex locations of the data for each block.
The vertices are at the top of the file, e.g. here are the first ten:
v -15.3953 6.7 10.2047 - first block's first vertex, #1
v -15.3047 6.7 10.2953
v -15.3047 6.8 10.2953
v -15.3953 6.8 10.2047
v -15.3953 6.7 10.2953
v -15.3047 6.7 10.2047
v -15.3047 6.8 10.2047
v -15.3953 6.8 10.2953
v -15.3953 6.7 10.3047 - second block's first vertex, #9
v -15.3047 6.7 10.3953
The "f 1/1/8" for the first block's first face's first vertex data points at the first vertex location, first normal location (face direction), and eighth texture coordinate. All you care about is the first vertex location. This value gives the block location (each block takes 0.1 units by default), "-15.3953 6.7 10.2047", so X: -15.3, Y (height) is 6.7, Z: 10.2. The second block's first face first vertex was "f 9/1/8", the ninth vertex down, "-15.3953 6.7 10.3047". So X: -15.3, Y (height) is 6.7, Z: 10.3, so this tall grass is right next to the first tall grass block, one block over in Z (10.2 vs. 10.3).
And so on. Notice that for this particular export every 8th vertex down the list is where the next piece of tall grass is located. So you could just have a program that read every eighth vertex location, adjusted it appropriately (rounded, etc.), and used that location to insert your own block.
Yes, this takes a bit of programming knowledge, but honestly not a lot. Using a little scripting is exactly how professional modelers (and amateurs) do it. Take a course in Python, there are a bunch of them, google "learn Python" and try one that suits you. Python's good for reading in text files and processing them. You can get fancy and have it also read in your original model and then write that model out again and again, offset each time by the block coordinates you read in from the "all grass" Mineways file, and write the whole thing out as a new OBJ to import.
If I get the time (ha! I'm busy!) I might try making a Python script to do just this, it wouldn't be terribly hard. But it's honest better if you do it - my script will probably be missing one or two features you might want, and if you don't know how to program, you're stuck. If you write your own, you have full control and know all the sorts of things you could do and can think of more options to add. It's fun! And super-valuable to know Python.
This is amazing, but sadly I don't have a 3D printer.
I don't have a 3D printer, either, but have still printed many models.
I think there are probably thousands of people who've heard of Mineways and think exactly the same thing. I try to address that in the second sentence of my intro web page about Mineways, but sadly most people never see it. It says, "You don't need a 3D printer, you can easily upload and view (for free) and buy models using 3D print services." In other words, you can use a company such as Shapeways or Sculpteo to print your model for you - it's super-easy. I upload a Mineways export in 30 seconds onto Shapeways' site, which is then ready to order from them.
So, I'm having trouble with the "individual blocks" option when exporting for 3d printing.
Two issues.
Generally
1) I cannot deselect individual blocks when exporting as an STL file, but can when exporting as an OBJ.
2) On a certain computer, I cannot unselect individual blocks even when exporting as an OBJ.
I don't have a good understanding on why the "individual blocks" toggle is sometimes able to be used and other times not. Please Advise.
Thanks for reporting this, and it's a bug. I meant for STL to always have "individual blocks" grayed out (which, bizarrely, shows it checked). Unfortunately, my logic was faulty and it's always *on*. I don't know what's up with your second problem of OBJ export not unselecting. However, I've added some code to check if the box is in this state and make sure to set the flag only when it's truly selected.
So, announcing Version 4.11; please go download it now and let me know. Sorry, the Mac is continuing to resist my attempts to use WineBottler to make a new version for it. The workaround is to export to OBJ and then use something such as MeshLab to convert to STL.
Just make sure you've upgraded to version 4.09 of Mineways. Mineways has supported all 1.8 blocks since August, but it's best to get the newest version anyway, as a number of bugs have been fixed and improvements made.
It's best to post on this thread, as I'll then see it for sure, and others will benefit.
If you start up Mineways, load a world, and see all gray, try hitting the F2 or F3 keys. My guess is that (somehow) you are viewing an area of the world that is not yet loaded. This shouldn't happen - the initial position is supposed to be at spawn - but I've occasionally seen that you start out somewhere off map. I don't know why. Anyway, F2 or F3, and if that doesn't work, scroll around. If that doesn't work, in your world itself you could figure out where you are located (hit F3 and read the numbers), then find that location in Mineways (notice how the location is displayed in the lower left corner).
cool
I SUPPORT VILLAGERS
.exe doesn't normally run on mac.
I SUPPORT VILLAGERS
What this means is that either you're missing the terrainExt.png file, which comes with Mineways, or whatever terrainExt.png you've made can't be read. Did you download Mineways from the Mineways site? If so, you should have this file. Perhaps you moved mineways.exe somewhere else? If you run mineways.exe from the same directory as terrainExt.png, it should use that one. If you want to change the terrainExt.png that's used, do "File -> Set Terrain File..." and choose which one you want to use. Read this section for how to make your own terrainExt.png file.
Basically, tell me more about what you're doing and I'll help you debug it.
That's an easy one to solve: download the Mac version. Go to this page and click on the Apple icon to download for Mac. Read the instructions at the bottom of the page to run on Mac. It's a bit funky to do so, but Mineways does work.
can you make it for linux too??
For Linux, download the Windows version and then use WINE to emulate Windows.
Version 4.10 is up, but only for Windows - WineBottler is getting stuck, so no Mac version yet.
This release has two bug fixes and that's it. The first bug to fix is worthwhile on some worlds: Mineways will properly start up viewing the spawn location. Some worlds' data gets "out of order" and that was messing previous versions of Mineways up. Basically, if you've ever started up Mineways and it looks like there's nothing in your world, this version fixes that.
The second bug is just a bit of code to avoid infinite loops when using Minecraft on a modded world. Things are going to be goofy if you use mods, but at least with this fix you're less likely to lock up Mineways if you try to use it.
No other exciting features - someday I hope to finish exporting biomes properly, but right now I'm busy with other projects.
Just to have something nice-looking to post, here's Solamar V83, a fun little model that kids like playing with. Go here to interact with it or order one, if you're rich. See the real-world model album for pics of an earlier version.
Is there a way to export the entire mineways map (or even a small portion) to be a png? I would find that extremely helpful. Thanks in advance!
I have a small YouTube channel and would greatly appreciate it if you were to check me out!!
There are tons of such utilities, see here.
omg the way the block textures look make it easy to make crossy road charactors
how do i enter a world
Ok so I know not many people are still on this thread, but I would be overjoyed if someone would have an answer to my question. This has a lot more to do with cinema 4d than mineways, but I didn't know where else to ask. I'm making some animations and I used mineways to import my worlds and sets into cinema 4d. There are a lot of blocks such as tall grass, flowers, trees etc. that I have made 3d special models for, and I want to use those in my sets and worlds instead of the default regular minecraft/mineways blocks. Is there any way I can replace all of a certain block in a set with my own 3d ones? For example, If I had a world with tall grass blocks everywhere, would I be able to select all the tall grass blocks and replace them with their original locations with several copies of 3d models of waving tall grass blocks all at once? I know I could just delete all the tall grass and replace each one individually, but having to do that for a big scene would take up hours upon hours of work for each type of block, or structure. Any way to go around this? Thanks!
-SourceCoderz
This is amazing, but sadly I don't have a 3D printer.
This is a fine place to ask, though of course I'll probably be the only one reading and responding.
You can do this with a basic scripting language such as Python or Perl, though I haven't tried myself. Use PyWavefront to read in the OBJ files produced by Mineways. Step one is as you say, use a Color Scheme to turn off tall grass (block 31) by setting alpha to 0. Export, and probably uncheck the "Center model" box in the export dialog (the Center Model box centers all the solid stuff in the box - thinking about it now, that's going to mess up the alignment for you).
So now you have the model without any tall grass. Make a second color scheme, call it "all grass," say. Edit and hit "hide all blocks", then set block 31 to alpha 255. Turn off "Center model" as before (it should still be off). Just below that, click on "Individual blocks". Export. What you'll see at the bottom of the file is a list of individual blocks of grass:
f 1/1/8 2/2/8 3/3/8 4/4/8
f 4/4/9 3/3/9 2/2/9 1/1/9
f 5/1/10 6/2/10 7/3/10 8/4/10
f 8/4/7 7/3/7 6/2/7 5/1/7
f 9/1/8 10/2/8 11/3/8 12/4/8
f 12/4/9 11/3/9 10/2/9 9/1/9
f 13/1/10 14/2/10 15/3/10 16/4/10
f 16/4/7 15/3/7 14/2/7 13/1/7
What you won't see are the coordinates, unfortunately. In fact, that's something I should add as a comment to the "g" group data, where the center of the block is located. I'll try to get that going on my end. However, you can (with a bit of extra work) get the coordinates of each block. Notice the "f" lines. If you parse the OBJ file format with PyWavefront or similar, you will have also read in the vertex locations of the data for each block.
The vertices are at the top of the file, e.g. here are the first ten:
v -15.3047 6.7 10.2953
v -15.3047 6.8 10.2953
v -15.3953 6.8 10.2047
v -15.3953 6.7 10.2953
v -15.3047 6.7 10.2047
v -15.3047 6.8 10.2047
v -15.3953 6.8 10.2953
v -15.3953 6.7 10.3047 - second block's first vertex, #9
v -15.3047 6.7 10.3953
The "f 1/1/8" for the first block's first face's first vertex data points at the first vertex location, first normal location (face direction), and eighth texture coordinate. All you care about is the first vertex location. This value gives the block location (each block takes 0.1 units by default), "-15.3953 6.7 10.2047", so X: -15.3, Y (height) is 6.7, Z: 10.2. The second block's first face first vertex was "f 9/1/8", the ninth vertex down, "-15.3953 6.7 10.3047". So X: -15.3, Y (height) is 6.7, Z: 10.3, so this tall grass is right next to the first tall grass block, one block over in Z (10.2 vs. 10.3).
And so on. Notice that for this particular export every 8th vertex down the list is where the next piece of tall grass is located. So you could just have a program that read every eighth vertex location, adjusted it appropriately (rounded, etc.), and used that location to insert your own block.
Yes, this takes a bit of programming knowledge, but honestly not a lot. Using a little scripting is exactly how professional modelers (and amateurs) do it. Take a course in Python, there are a bunch of them, google "learn Python" and try one that suits you. Python's good for reading in text files and processing them. You can get fancy and have it also read in your original model and then write that model out again and again, offset each time by the block coordinates you read in from the "all grass" Mineways file, and write the whole thing out as a new OBJ to import.
If I get the time (ha! I'm busy!) I might try making a Python script to do just this, it wouldn't be terribly hard. But it's honest better if you do it - my script will probably be missing one or two features you might want, and if you don't know how to program, you're stuck. If you write your own, you have full control and know all the sorts of things you could do and can think of more options to add. It's fun! And super-valuable to know Python.
I don't have a 3D printer, either, but have still printed many models.
I think there are probably thousands of people who've heard of Mineways and think exactly the same thing. I try to address that in the second sentence of my intro web page about Mineways, but sadly most people never see it. It says, "You don't need a 3D printer, you can easily upload and view (for free) and buy models using 3D print services." In other words, you can use a company such as Shapeways or Sculpteo to print your model for you - it's super-easy. I upload a Mineways export in 30 seconds onto Shapeways' site, which is then ready to order from them.
So, I'm having trouble with the "individual blocks" option when exporting for 3d printing.
Two issues.
Generally
1) I cannot deselect individual blocks when exporting as an STL file, but can when exporting as an OBJ.
2) On a certain computer, I cannot unselect individual blocks even when exporting as an OBJ.
I don't have a good understanding on why the "individual blocks" toggle is sometimes able to be used and other times not. Please Advise.
Thank you!
Thanks for reporting this, and it's a bug. I meant for STL to always have "individual blocks" grayed out (which, bizarrely, shows it checked). Unfortunately, my logic was faulty and it's always *on*. I don't know what's up with your second problem of OBJ export not unselecting. However, I've added some code to check if the box is in this state and make sure to set the flag only when it's truly selected.
So, announcing Version 4.11; please go download it now and let me know. Sorry, the Mac is continuing to resist my attempts to use WineBottler to make a new version for it. The workaround is to export to OBJ and then use something such as MeshLab to convert to STL.