And, yes, another version, but really worthwhile. Version 4.02: Added blender_mineways.py script to vastly simplify Blender import of Mineways models (thanks to Wyatt Jameson and Nicky for this script.) // Fixed extremely slow memory freeing of face records by replacing face allocation with my own pool system; large exports now proceed much faster. // Finally fixed the "two selections" bug, where if you made a selection and panned so it was offscreen, it wouldn't get cleared and could scroll back onto the screen, looking as if there were two selections.
The Hopper, now easily rendered with Blender:
and a print from Shapeways (sadly, parts broke off in shipping):
- erich666
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Member for 13 years, 6 months, and 26 days
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Jun 20, 2014erich666 posted a message on Mineways: 3D Prints of Minecraft ObjectsVersion 4.01 is up, minor stuff but useful for big exports: Fixed importer so that upper height is set properly. // Increased size of progress bar, so that progress is more visible for huge exports. (thanks to Adrian Cowherd for the idea.)Posted in: News
Yes, this is now possible to export, though best of luck interacting with it all...
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Jun 19, 2014erich666 posted a message on Mineways: 3D Prints of Minecraft ObjectsPosted in: NewsQuote 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:
Ha, nice. More realistically, smaller is cuter is cooler is cheaper: those giant cathedrals or fortresses are pricey, since the cost depends on the volume. I fine very tiny models with lots of details look very cool when printed out. -
Jun 19, 2014erich666 posted a message on Mineways: 3D Prints of Minecraft ObjectsPosted in: NewsQuote 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....
I can't say I know why the interface would look different. One thing you can do when you load a world is press F3 to move the view to wherever you are in the world itself. F2 moves you to spawn, which is the default.
Let me know if this helps.
By the way, Version 4.00 (64 bits) of Mineways is out, I expect to have a Mac version sometime soon. -
Jun 19, 2014erich666 posted a message on Mineways: 3D Prints of Minecraft ObjectsNew version is up, 4.00, and it's a major fix: 64 bits, at last! Mineways and TileMaker are now 64-bit executables. Now very large exports will not fail due to running out of memory. Use the *32.exe version if you can't run 64 bits for some reason.Posted in: News
Programmer's notes: switched to all C++ and a single build directory and project. 64-bit Zlib static library from here, wonderful LodePNG (a replacement for libpng) from here.
Minor fix: "Set terrain file" starts in directory where mineways.exe is located.
The top images are "before", about as large as you could export. The bottom images are "after", with a full screen exported - I could have exported an even larger area, but my previewers (G3D and MeshLab) update very slowly when viewing such files. -
May 30, 2014erich666 posted a message on Mineways: 3D Prints of Minecraft ObjectsVersion 3.07 is up for download.Posted in: News
Changes: If you can’t use the right mouse button, holding down "Control" will now make the left mouse button act as the right mouse. // New 1.8 blocks added: Andesite, Diorite, Granite, Slime, Iron Trapdoor. // Piston head now properly created as geometry. // Trapdoors properly render at top of block. // Fences and walls properly join with transparent blocks. // Out of memory conditions now flagged as errors.
Note to experts using Tilemaker: I am now using all 1.8 tiles except redstone_dust_line.png, which Mojang has rotated 90 degrees (and so causes redstone circuits to export incorrectly). When 1.8 comes out I'll switch to their new tile.
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Apr 17, 2014erich666 posted a message on Mineways: 3D Prints of Minecraft ObjectsPosted in: NewsQuote 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?
Try downloading it again, sounds like a bad zip download. Email me (see the bottom of http://mineways.com) if you're still stuck. -
Apr 17, 2014erich666 posted a message on Mineways: 3D Prints of Minecraft ObjectsCheck it out: http://www.reddit.com/r/Minecraft/comments/238fkv/3d_printed_minecraft_amazingness_will_be_at_the/Posted in: News
If you're near Boston, come see them for real at the Cambridge Science Carnival noon to 4 pm on Saturday, April 19, 2014. Here's our spawn location:
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Jan 27, 2014erich666 posted a message on Mineways: 3D Prints of Minecraft ObjectsNew version up, 3.06, which is all about minimizing memory. Not a lot, but large exports now run 30-50% smaller.Posted in: News
Here's the rundown: Added option under "Help" that minimizes the amount of memory used during export. Use this option if you're running out of memory on large exports. This is not on by default, as this option will make exports take a few seconds longer. // Share some common export settings (color, material, block size, etc.) among some related file formats. This is useful for when you export to both Shapeways and Sculpteo, for example. // Free the input TerrainExt.png file as soon as we're done with it. // Added automatic cache resizing and recovery for large map display.
Since memory savings doesn't look like much, instead here's a new large model printed out by a colleague.
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Jan 1, 2014erich666 posted a message on Mineways: 3D Prints of Minecraft ObjectsNew version 3.05 is up, with two significant improvements: Export "lesser" blocks more efficiently, removing many invisible polygons and so improving 3D print conversion. Added "Import Settings" feature, which lets you read in a previously-exported Mineways file and match its export settings. Various bug fixes: proper export of "connect all edges", proper export of solid-color renderings, fixed some error messages to properly display.Posted in: News
Here's the description of Import Settings:
So you've worked hard to figure out exactly what piece of your world to export, you've set the myriad export settings just how you want, then you export your file. You close down Mineways, then three seconds later you realize you should have made one more tweak. Aagh, now you need to put in all the settings again!
One way around this problem is to look at the top of the output file (if OBJ or WRL) or the related TXT file (if STL). You can copy these settings over, one by one. That's a pain.
The merged faces fix for lesser blocks resulted in export files that were about 10% smaller overall - it helps in particular with slabs and stairs (and snow).
I'm also hoping merging in this way gets rid of problems such as the holes that can occur when 3D printing: http://www.flickr.co...ol-1862849@N21/
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Dec 10, 2013erich666 posted a message on Mineways: 3D Prints of Minecraft ObjectsNew version, V3.04, is up. There's one string bugfix that may help any crashing you might have had with OBJ export. Other additions: allow export of partial blocks when saving without textures. // Set Ke and map_Ke for emitters' materials for OBJ, giving a better look when using the G3D viewer.Posted in: News
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 -
Nov 17, 2013erich666 posted a message on Mineways: 3D Prints of Minecraft ObjectsPosted in: News
True! So the thing I do is make small prints: smaller is cuter & cooler looking. You can find prints in my non-profit (to me) Shapeways shop for as low as $5.
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
Make sure to download Mineways directly from the Mineways site itself - why people put this program up on Mediafire and whatnot is beyond me. The code's open source, and I'm a reputable guy; my (ancient, ugly) personal webpage is here.
In other news, I've made a Version 3.03 today. No major changes, here's the rundown: Avoid crash when old-style terrain.png is used; warnings system improved. // Updated new Shapeways ceramics costs, and improved estimation by including partial block export. // Updated terrainExt*.png files Coterie, Doku, and BD Craft.
Here's exporting using the latest Doku Light, rendered with G3D (note how G3D doesn't use transparency to cast shadows - hey, that's OK, it's interactive):
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Oct 25, 2013erich666 posted a message on Mineways: 3D Prints of Minecraft ObjectsOK, support for 1.7.2 is now available for Mineways, in version 3.02 (sorry, Mac version's not made yet; Windows version runs under WINE).Posted in: News
Here are the changes:Move to 1.7.2, adding all its blocks (exceptions: flower pots with acacia and dark oak saplings not supported). No looking back, roses are replaced by poppies and April Fool’s locked chests are replaced by stained glass blocks. // Glass panes, iron bars, levers, and brewing stands now have geometry. // Redstone wires potentially running up block sides now are properly cut or not cut by various block types placed above them. // Many little texture fixes and rationalization of the code. For example, some billboarded objects (e.g. brewing stands, iron bars) now have a tiny epsilon between their front and back faces, to avoid z-fighting.
Next task, not sure how well I'll do: 64-bit Mineways! I'll see if it's possible...
Here's a view with Cinema 4D (album here):
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Oct 17, 2013erich666 posted a message on Mineways: 3D Prints of Minecraft ObjectsPosted in: NewsQuote 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.
Version 3.01 is now out. The rundown: Serious color scheme crash bug fixed, due to array overrun. // The TileMaker is now available to help you make your own textures - see documentation. // A few resource packs are now included by default (with their owners' permission). // Fire has been improved with more billboards, similar to Minecraft’s style. // Torches are now sheared in Minecraft style instead of rotated. // The beacon's true geometry has been added for rendering.
Little 1.7 support yet, but that should come soon, now that the TileMaker is out of the way.
The color scheme bug was bad, and may have corrupted any color scheme you used, so I rushed out this fixed version. Not a lot of exciting changes other than the TileMaker.exe program, which you can use to make your own resource packs for Mineways, essentially. I someday might put in a "choose resource pack" option in Mineways itself, but this would be a lot of work, plus it's faster to make the texture file just once for Mineways vs. each time you want to use it.
Not much to show, just beacons and torches, with DokuCraft Light and viewed in G3D:
Here's Minecraft (the beta seems to have corrupted something, it thinks the creative world is far underground and so is making puffs of smoke).
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Oct 11, 2013erich666 posted a message on Mineways: 3D Prints of Minecraft ObjectsPosted in: NewsQuote 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?
See this list for block support and limitations. In Mineways 3.0 I'm basing almost everything off of Minecraft-supplied textures. Lava and fire have been in Mineways awhile, though you have to look carefully at terrain.png (lower right corner) to find them. I just added portal texture support. - To post a comment, please login.
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Version 11.06 is out. I realized there were some problems with some of the normal map textures in the JG-RTX resource pack that comes with Mineways. Fixed these and generally cleaned up Mineways' version of JG-RTX. TileMaker is now more robust with handling normal maps. Mineways.exe itself is unchanged.
Barrel, using bad and good normal map textures:
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Mineways 11.05 is out, which supports the (who knows why they changed it) block name change of grass to short_grass in Minecraft 1.20.3. Lots of other little cleanups and improvements. Full list of changes here.
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Mineways 11.04 is out. The new feature, for people using scripts, is that you can choose a biome to use for export. Also, bugfixes and new JG-RTX textures. Full list here.
As a test, I exported some cherry blossom areas with a swamp biome:
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Mineways 11.03 is out. The big new feature is that modded blocks can now be translated to standard blocks on a per-block-type basis. Error handling's also improved for scripting. I added some tweaks to USD export to make models easier to insert into programs. See the release notes.
Here's a train station from this world with various modded blocks translated to standard ones. First view is the previous default "everything is bedrock" translation, second is "let's change some of those blocks to something reasonable".
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Mineways 11.02 is out. It fixes some subtle texture face orientations problems, better Doku textures, and other little fixes.
The imperial testing grounds for orientation textures, using G3D for display:
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Mineways 11.01 is out. Fixes to USD lights output (read the notes for important warnings, if you're using these), camera output suppression, piglin head fix, and other minor cleanups and additions.
A shot with the Doku Light texture pack applied to the debug test world:
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Mineways 11.00 is out, updated to include the 68 new blocks added in Minecraft 1.20, plus lots of little fixes. Full list of changes here.
Here's a screenshot using LunaHD (the only texture set included in Mineways that's been updated to 1.20 so far) of my test world.
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Oh, that's cool & fun! I should give this a try.
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Mineways 10.15 is out, with just a small change: Billboard objects can now be exported as single-polygon or doubled-polygon for OBJ (USD has sidedness built in as an attribute). By default, just a single polygon is output per face, "Double all billboard faces" is unchecked. Most digital content creation apps I tested are fine with single polygons for cutouts such as saplings, flowers, etc. However, Unity (for one; there may be others) needs two polygons output back-to-back in order to display properly, as it (evidently) performs backface culling on these. Checking the box will double these. This option is available for all file formats except USD, which has its own flag for sidedness. (Thanks to I C Y for this information.)
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Mineways 10.14 is up. Billboards (like flowers, grass, etc.) are now represented by one quadrilateral instead of two. This eliminates z-fighting problems and reduces model size. USD format export is much more compressed, sharing vertices. Other minor improvements. See whole list here.
A shot from Blender 3.5, using Cycles:
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Mineways 10.13 is up. The main addition is that the status window (the small text window in the lower left) now tells you what's going on during export. Not thrilling, but it gives you an idea of what's happening and what takes awhile. Also USD fixes and documentation rewrites for Blender. See this page for the full list.
Typical status line update:
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Foo, another update, as a user found that OBJ export with no materials set did nothing. Fixed.
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... followed quickly by Mineways 10.11, which now simplifies still water and lava tops.
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Mineways 10.10 is out. New feature: mesh simplification. Also fixes to how blocks connect with walls and a bunch of other minor cleanups. All changes listed here.
Here's an example showing the simplified meshes generated. Yes, they look long and thin, but it's a fairly optimal way to minimize the total number of rectangles in the scene. This export has less than half the triangles that the unsimplified scene has.
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Mineways 10.09 is out. Two serious bugs fixed: deepslate blocks and blackstone double-slab export. Details here: https://github.com/erich666/Mineways/releases/tag/v10.09
A pic of testing the deepslate blocks in Blender, which now are fine and not weirdly semi-transparent: