The Hopper, now easily rendered with Blender:

and a print from Shapeways (sadly, parts broke off in shipping):

Quote from EasyModder
That is so dang cool! I'm for sure ordering something for my son. Now, if we can combine it with one of these, we really can have large-scale Minecraft creations:
Quote from ItsJustBroomy
As well as that, the main issue is that whenever i load the level.dat into it, it's just a completely grey box where the world should be. It's completely frustrating me....
Quote from Random_Mincrafta
! C:\DOCUME~1\[USER]\LOCALS~1\Temp\mineways.zip: Unexpected end of archive
i don't see whats going wrong could someone help me?
Yes, these extra colors are meant as a fallback within Mineways, for back when not all objects had geometry and so were represented by a block of a given color. I may get rid of them. Normally you won't see these, unless you select the "Export richer color textures" option instead of "Export full color texture patterns" - it gives an interesting look if you do.What I expect you're seeing are the preview colors. I put these on so that you can get a sense of the model when you import into Blender. See step 6 of the Blender import tutorial - once you select "Textture" for Viewport Shading you'll get preview textures. Follow the rest of the steps to make glass transparent, cutout flowers render properly, etc. Let me know by email (my email is at the bottom of the Mineways pages) if things are still not working for you.Quote from UirebaeronIs my export suppose to have the extra colors.... because blender is selecting them for the colors.... http://imgur.com/GZZiibj
Quote from therealsct12233
for some reason its saying its a virus or somtin :/ my norton is saying all exe files is a virus any way for my to get this without it saying it is cause ik i had it before
Quote from SavaLLL
Very good program! You're going to share in the terrain textures into separate files? For now, no texture packs in the form of terrain.
Quote from Nny
I'm having problems with things like lava, fire, and portals not displaying correctly. I'm assuming it is due to how resource packs are now or something, as I cannot find the correct textures when I look at the texture files Mineways has created.
Is there any manual way around this currently, or do I just need to wait for an update?
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And, quickly followed by v8.01.
The rundown:
I do like the terrain file selection option, one of those "why didn't I add this years ago?" features.

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What I did during the pandemic... Today I'm happy to release a major update to Mineways, 8.0. The program now can read in physically based resource packs (after some prep) and export to the USD format. These exported models can then be read in by Omniverse Create, a free program in beta. Release notes here.

You get results like this, and more resource pack images here (which are a bit boring from far away, but still...):
Here's the video of the process, giving tips on using Create:
Someday I hope to add Blender support. But, in the meantime, even if you don't use USD, you can export to this format and "harvest" the textures Mineways produces for use in whatever program you like.Have fun! And let me know of any bugs, features you'd like, resource packs worth testing, etc.
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> 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.
Ugh, I'm sorry to hear it! I've lost touch with the Mac, I admit. It looks like WINE can be made to run on Catalina, but it's not for the faint of heart: https://apple.stackexchange.com/questions/373851/how-to-get-wine-working-on-catalina
Unfortunately, trying to make Mineways platform independent sounds like a giant amount of work to me (especially since I know very little about it. I guess I use Qt and...?). And, exceedingly dull work - Mineways is a hobby, so I do what I think is worthwhile, with a focus on cool graphics. So, I won't be making a Mac version at all.
I do mention some other options for running on the Mac here. From what you're saying, they're dated now, but you might give Crossover a try - at least you'll get to use Mineways for 14 days, if it works. Please do let me know how things go - your experiences can help a bunch of other users (Mineways gets around 500 downloads a day).
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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!
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I'm happy to help. Could you please send me the schematic? I can then see what is broken. My contact information is here.
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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!
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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:
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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):
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Version 7.16 of Mineways is now available for download.
The tests included:
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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.
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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.
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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!
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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.
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Ah, thanks - right, I beta'ed only the 64 bit version.
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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.