Version 2.19 is up. Main fix is that the terrain.png in the previous release had some bad data, which I should have checked more carefully. Many little improvements and texture cleanups are in this new version, which should particularly help people using Mineways for rendering. I also added the Anvil block (from the weekly releases).
Full rundown: Added anvil. Fixed terrain.png to avoid rendering errors. Fixed crash on solid color export for rendering, and proper export for 3D printing. Added fire tile for 3D printing. Added path information to .OBJ header. Fixed texturing and placement errors for doors, cauldrons, and cocoa. Fixed texture clamping for furnaces, bed, and cauldron. Added color expansion (bleeding a decal's texture colors outward into the transparent parts) to improve rendering quality on various renderers. G3D/SAP export also now performs further color expansion. Improved error messages for Mac version - I still don't know how to detect Mac paths using MFC and WINE; advice appreciated. Added beta's stair "trimming" rules (where stairs at right angles will trim away part of the upper step), but this feature will not be enabled until 1.4 is released.
i'm not happy with mineways because i can't get my pixel art to save because obviously wool is an unknown block
The problem was that your world has other modded blocks in it (not understood in Vanilla Minecraft). In version 2.19 and earlier, this generated an error message that the export file contained these blocks, when it was really just the world as a whole that did. The file itself would properly export. I've fixed the error system (I hope!) in version 2.20 - please give it a try.
Major feature addition: schematic export. See the relevant documentation for more information. Added version number to output file's comment header, to help in debugging. Fixed physical material name in output file's comment header (was printing just one character instead of the string). Fixed error message warning of bad blocks: further code added to handle this problem (thanks to Josh Smith for pointing out the problem). There is now an "unknown block" type that will show up on the map and on export, which looks like bedrock. As usual, you can remove these blocks by using a color scheme. Fixed bedrock properties (was listed as having transparency).
In Minecon news, Mineways made some indirect appearances via the Shapeways booth there, such as in and , and these pictures (1, 2, 3, and 4). Minecraft models at Shapeways' booth can be found here. Let me know if you find more photos or videos.
crashes on export and when i try to do it i want to render out for cinema 4d and i used to just use the obj option and now both obj ones dont output the rgba only the rgb
I love the program!
However, I'm having a problem that I can't seem to figure out. I've seen that people can have a nice popped out torch, grass, flower, redstone, ect, but all of those are flat for me. Its not even standing up, its just stuck flat on the wall or floor. The base of a repeater is shown nicely, but the redstone top part of it is flat too. I am able to get buttons to pop out though.
I'm using autodesk maya.
Is there a way to fix this?
Also, whats the max size you can have set before losing texture quality?
Stupid bug fix (the bug is stupid, not the fix, I hope): I managed to break rendering support a bit, causing export to use the printing code path (slower and unnecessary). Now it works again. Minor feature addition: Sculpteo exports now have a somewhat better price displayed, but since I don't know their formula it's still pretty approximate.
I love the program!
However, I'm having a problem that I can't seem to figure out. I've seen that people can have a nice popped out torch, grass, flower, redstone, ect, but all of those are flat for me. Its not even standing up, its just stuck flat on the wall or floor. The base of a repeater is shown nicely, but the redstone top part of it is flat too. I am able to get buttons to pop out though.
I'm using autodesk maya.
Is there a way to fix this?
Also, whats the max size you can have set before losing texture quality?
Try downloading Version 2.21 from the site. I made a goof in version 2.20, a copy and paste error that caused export to rendering to be the same as export to printing. That's what flattened the torches, etc. Sorry about that!
I'm not sure what you mean by "max size you can have set before losing texture quality" - there's no size limitation I know. Please explain further.
p.s I wish this forum's software worked and let me know of any postings to this thread. I'm subscribed, in theory, but never get notifications. Anyone know how to make this work?
crashes on export and when i try to do it i want to render out for cinema 4d and i used to just use the obj option and now both obj ones dont output the rgba only the rgb
Same deal, please download version 2.21, as I messed up rendering export in 2.20; now it should be fixed. Please do write me directly if you see problems, my email's at the bottom of the mineways.com page.
Will there be a support for those new mob sculls or is there already one?
Sorry, no support any time soon. These new blocks use "entities", similar to how paintings and signs are "special", and right now the code doesn't read and interpret them. I might do this someday, but it's low on the list - not a lot of bang for the buck. I really need to fix chest export (works by default, but load a new texture pack and chest export will not work, due to Mojang reusing the chest textures for emeralds and whatnot) and make Mineways read texture packs directly, vs. terrain.png files. I'd also like to work on a 64-bit version, for large rendering exports.
Turns out if you put a light inside a hollowed-out colored sandstone 3D print, the light shines through! More here.
Try downloading Version 2.21 from the site. I made a goof in version 2.20, a copy and paste error that caused export to rendering to be the same as export to printing. That's what flattened the torches, etc. Sorry about that!
I'm not sure what you mean by "max size you can have set before losing texture quality" - there's no size limitation I know. Please explain further.
2.21 has fixed the problem, thank you ^^. What I mean by max size before losing texture is for things such as importing the model into a render software such as maya. I didn't test or anything to see if size changes the quality of the texture, but I assumed that the bigger it is, the stretchier the texture is, which means the less quality. So I wanted to know if there was a known size, or a perfect size.
2.21 has fixed the problem, thank you ^^. What I mean by max size before losing texture is for things such as importing the model into a render software such as maya. I didn't test or anything to see if size changes the quality of the texture, but I assumed that the bigger it is, the stretchier the texture is, which means the less quality. So I wanted to know if there was a known size, or a perfect size.
No, the model size doesn't matter for texture quality. Since each individual block in Minecraft is textured separately, you can use as many blocks as you want. You can also use higher resolution terrain.png files, some come with the Mineways distribution for your amusement. There's some work to be done with terrain.png from 1.3 on up (thanks, Mojang, for reusing tiles you didn't need to reuse yet).
I know we can use any amount of blocks, but I want to know how big each of those blocks can be before losing texture. We have the option in the program to set the size of the blocks. That would make each individual block bigger, which would also stretch the blocks texture. Is there a known block size for best quality? Or does that still not affect the texture?
Full rundown: Added anvil. Fixed terrain.png to avoid rendering errors. Fixed crash on solid color export for rendering, and proper export for 3D printing. Added fire tile for 3D printing. Added path information to .OBJ header. Fixed texturing and placement errors for doors, cauldrons, and cocoa. Fixed texture clamping for furnaces, bed, and cauldron. Added color expansion (bleeding a decal's texture colors outward into the transparent parts) to improve rendering quality on various renderers. G3D/SAP export also now performs further color expansion. Improved error messages for Mac version - I still don't know how to detect Mac paths using MFC and WINE; advice appreciated. Added beta's stair "trimming" rules (where stairs at right angles will trim away part of the upper step), but this feature will not be enabled until 1.4 is released.
News: there's a Pandaria-themed Minecraft build contest, deadline's October 25th. Yeah, Pandaria may not ring your bell, but for $300 in 3D print credit and an XBox 360 you might want to reconsider... If nothing else, you might enjoy checking out (and voting on) the entries.
Me, this weekend I showed Mineways off at a local Mini Maker Faire - kids loved it, the booth was always busy. More pictures here.
Argentina
The problem was that your world has other modded blocks in it (not understood in Vanilla Minecraft). In version 2.19 and earlier, this generated an error message that the export file contained these blocks, when it was really just the world as a whole that did. The file itself would properly export. I've fixed the error system (I hope!) in version 2.20 - please give it a try.
Major feature addition: schematic export. See the relevant documentation for more information. Added version number to output file's comment header, to help in debugging. Fixed physical material name in output file's comment header (was printing just one character instead of the string). Fixed error message warning of bad blocks: further code added to handle this problem (thanks to Josh Smith for pointing out the problem). There is now an "unknown block" type that will show up on the map and on export, which looks like bedrock. As usual, you can remove these blocks by using a color scheme. Fixed bedrock properties (was listed as having transparency).
In Minecon news, Mineways made some indirect appearances via the Shapeways booth there, such as in and , and these pictures (1, 2, 3, and 4). Minecraft models at Shapeways' booth can be found here. Let me know if you find more photos or videos.
However, I'm having a problem that I can't seem to figure out. I've seen that people can have a nice popped out torch, grass, flower, redstone, ect, but all of those are flat for me. Its not even standing up, its just stuck flat on the wall or floor. The base of a repeater is shown nicely, but the redstone top part of it is flat too. I am able to get buttons to pop out though.
I'm using autodesk maya.
Is there a way to fix this?
Also, whats the max size you can have set before losing texture quality?
Stupid bug fix (the bug is stupid, not the fix, I hope): I managed to break rendering support a bit, causing export to use the printing code path (slower and unnecessary). Now it works again. Minor feature addition: Sculpteo exports now have a somewhat better price displayed, but since I don't know their formula it's still pretty approximate.
Try downloading Version 2.21 from the site. I made a goof in version 2.20, a copy and paste error that caused export to rendering to be the same as export to printing. That's what flattened the torches, etc. Sorry about that!
I'm not sure what you mean by "max size you can have set before losing texture quality" - there's no size limitation I know. Please explain further.
p.s I wish this forum's software worked and let me know of any postings to this thread. I'm subscribed, in theory, but never get notifications. Anyone know how to make this work?
Same deal, please download version 2.21, as I messed up rendering export in 2.20; now it should be fixed. Please do write me directly if you see problems, my email's at the bottom of the mineways.com page.
Sorry, no support any time soon. These new blocks use "entities", similar to how paintings and signs are "special", and right now the code doesn't read and interpret them. I might do this someday, but it's low on the list - not a lot of bang for the buck. I really need to fix chest export (works by default, but load a new texture pack and chest export will not work, due to Mojang reusing the chest textures for emeralds and whatnot) and make Mineways read texture packs directly, vs. terrain.png files. I'd also like to work on a 64-bit version, for large rendering exports.
Turns out if you put a light inside a hollowed-out colored sandstone 3D print, the light shines through! More here.
2.21 has fixed the problem, thank you ^^. What I mean by max size before losing texture is for things such as importing the model into a render software such as maya. I didn't test or anything to see if size changes the quality of the texture, but I assumed that the bigger it is, the stretchier the texture is, which means the less quality. So I wanted to know if there was a known size, or a perfect size.
That's cool.
No, the model size doesn't matter for texture quality. Since each individual block in Minecraft is textured separately, you can use as many blocks as you want. You can also use higher resolution terrain.png files, some come with the Mineways distribution for your amusement. There's some work to be done with terrain.png from 1.3 on up (thanks, Mojang, for reusing tiles you didn't need to reuse yet).