Serveur minecraft

Documentation Mineways – Un bon serveur Minecraft

Par Titanfall , le 4 mai 2019 - 173 minutes de lecture

Pour commencer rapidement, voir la page des téléchargements. En cas de problème, voir la section Dépannage. laissez-moi savoir si vous êtes toujours bloqué. Consultez la page de référence rapide pour un bref aperçu des commandes de la souris et du clavier, des options de menu et d’exportation, ainsi que de la fonction des fichiers fournis avec Mineways. Lisez ceci pour connaître le processus suivi lors de l'exportation pour l'impression 3D.

Normalement, vous pouvez simplement cliquer sur "OK" dans la boîte de dialogue d'exportation et tout ira bien. Continuez à lire si vous voulez comprendre comment rendre vos modèles moins coûteux, utiliser différents packs de textures et autrement personnaliser le produit que vous souhaitez voir imprimé. Ce qui suit est une documentation détaillée sur chaque partie du processus d’exportation et d’impression. Si vous ne voulez pas parcourir tout cela, cherchez au moins cette phrase dans cette page. "Astuce clé", car ces bits sont particulièrement utiles.

Abonnez-vous à la liste de diffusion Mineways – elle ne concerne que les annonces importantes, telles que les nouvelles versions.

Installation

L'installation est simple: téléchargez et décompressez (à l'aide de 7-Zip ou d'un autre décompresseur) dans un répertoire, comme le bureau.

Désinstaller: supprimez simplement le répertoire. Si vous avez créé des jeux de couleurs, il y aura quelques petites entrées dans le registre. Si vous êtes fanatique et que vous voulez vraiment les nettoyer, recherchez "Mineways" dans votre éditeur de registre et vous les trouverez.

Double-cliquez sur le fichier mineways.exe pour exécuter le programme.

Mondes d'ouverture et schémas

Il existe de nombreuses façons d'ouvrir un fichier Minecraft ou Schematic dans Mineways. Si on ne travaille pas pour vous, essayez le suivant.

Fichier | Monde ouvert: Dans l'en-tête de menu "Fichier", il y a "Open World". Cliquez (ou survolez) et déplacez-vous vers la droite pour sélectionner votre monde. Ce sont les mondes de votre répertoire "% appdata% . Minecraft savees". Les mondes sont répertoriés par leurs prénoms (pas nécessairement uniques) à gauche, leur dossier à droite et classés alphabétiquement par ces dossiers. Si vous souhaitez spécifier un répertoire différent pour l'emplacement de vos sauvegardes universelles, utilisez l'option "-s" sur la ligne de commande au démarrage. voir les options de la ligne de commande.

Si vous souhaitez exporter un bloc particulier, utiliser Fichier | Ouvrez et sélectionnez le "[Block Test World]"- il s'agit d'un" monde "de blocs généré en interne, chaque type de bloc étant répertorié d'ouest en est dans l'ordre des ID de bloc et les variantes affichées du nord au sud par leurs valeurs de données. Pour sélectionner un seul bloc, recherchez-le, faites un clic droit dessus, puis appuyez sur "["pour déplacer le niveau inférieur de un, sélectionnant ainsi uniquement le bloc et non l’herbe environnante.

Voici une vue d'une petite partie de [Block Test World] exporté vers OBJ et rendu avec Cinema 4D:

Si vous ne trouvez pas votre monde dans la liste, vous pouvez sélectionner "Trouvez votre monde …" en bas, ce qui revient au même que faire …

Fichier | Ouvrir…: Cette option sert à ouvrir des fichiers schématiques et des mondes. Naviguez où que votre schéma ou monde soit stocké et sélectionnez le fichier level.dat. Sous Windows, le dossier par défaut pour les fichiers de sauvegarde du monde est "% appdata% . Minecraft savees"; pour Mac c'est "~ / Bibliothèque / Application Support / minecraft / savees /". Un conseil pro: si vous enregistrez ou renommez votre fichier schématique pour que le monde «répète» dessus, par exemple. renommez "eiffel.schematic" en "eiffelRepeat.schematic", le schéma sera chargé et répété sur la carte, avec un espace minimum d'un bloc entre chaque modèle. Cela peut être utile si vous souhaitez créer un seul fichier d'impression 3D comportant plusieurs copies du modèle. Aussi, pour les schémas seulement, Contrôle-A sélectionnera l'ensemble du modèle schématique. REMARQUE: le nouveau format de fichier schématique introduit par FAWE pour les données 1.13 n'est actuellement pas pris en charge dans Mineways.

Fichier | Importer les configurations: Si vous avez déjà exporté un modèle de votre monde ou schéma, vous pouvez réellement sélectionner ce fichier de données (.OBJ, .WRL ou pour l'exportation STL, le fichier .TXT généré) avec les paramètres d'importation. Cela ouvrira non seulement votre monde, mais définira également tous les paramètres d'exportation précédents utilisés pour créer ce fichier d'exportation, y compris le jeu de couleurs et le fichier de terrain choisi.

Lorsque vous importez les paramètres d'un fichier, ceux-ci n'affectent que le type de fichier en question. Par exemple, si vous lisez un fichier WRL pour une impression 3D, ses paramètres n'affecteront pas l'exportation de rendu OBJ (ni même l'exportation d'imprimante OBJ 3D, pour les paramètres d'exportation spécifiques aux fichiers OBJ, tels que la sortie du matériau). Cette fonctionnalité est rétrocompatible avec Mineways 2.0, bien que les fonctions ajoutées depuis aient reçu des valeurs par défaut. Un changement notable dans la version 5.01 est que "Créer des faces de superposition composites" est désactivé par défaut. les fichiers antérieurs à la version 5.01 liront, mais ne changeront pas cette option sur (ce qui était utilisé dans 5.00 et les versions antérieures pour exporter le modèle).

Un autre type de fichier extrêmement utile que les paramètres d'importation peuvent lire est un fichier de script. Vous pouvez créer des fichiers de script pour effectuer automatiquement toutes sortes d'opérations, y compris des méthodes spéciales de modification de blocs lors de l'exportation. Voir la documentation de script pour plus d'informations.

La première image est un schéma pikachu7795240.schematic chargé via "Fichier | Ouvrir …" Dans la seconde, le schéma est renommé pikachu7795240repeat.schematic et chargé. Le mot "répéter" dans le nom du fichier suggère à Mineways de répéter l'objet. De plus, j'ai tapé Ctrl-A pour sélectionner une seule copie du schéma.

Voici un ensemble d'objets 3×3 générés et visualisés avec G3D:

Cartographie

Voici l'utilisation de base de la carte:

  • Appuyez sur F3 pour vous rendre à l'emplacement de votre joueur.
  • Faites défiler en faisant glisser avec le bouton gauche de la souris, les touches WASD ou les touches fléchées.
  • Effectuez un zoom avant sur une zone à l'aide de la molette de la souris, des touches Page précédente / Page suivante ou des touches Q / E.
  • Passez la souris sur un bloc et regardez au bas de l'écran pour voir son emplacement et son identifiant. (Notez qu'une coordonnée comme "-76" signifie "-75 à -76"; "4" signifie "4 à 5"). "Y" est la hauteur.
  • Utilisez le curseur en haut de la fenêtre pour couper tous les blocs au-dessus de l'altitude donnée.
  • Vous pouvez jouer à Minecraft en utilisant Mineways. Dans Mineways, appuyez sur la touche "r" pour charger votre monde à nouveau, en indiquant les modifications que vous avez apportées.
  • Rechercher dans le menu pour d'autres options intéressantes. Quelques notes rapides sur ces options moins descriptives:
    • L'option "masquer obscurci" supprime tous les blocs situés au-dessus du premier air trouvé dans les grottes, ce qui permet de mieux voir les grottes elles-mêmes. Cette option est activée lors de la première visualisation du Nether.
    • Le "donner plus de mémoire exportée" libère autant de mémoire que possible lors de l'exportation. Il est principalement destiné à la version 32 bits (sur Mac ou Linux). Cette option peut vous permettre d’exporter un modèle volumineux que vous ne pourriez normalement pas, au prix d’une exportation plus lente.

Sélection d'une région

Pour créer un fichier 3D à visualiser ou à imprimer, sélectionnez d'abord une zone 3D dans votre monde. Tout ce qui est dans cette case est exporté. Maintenez enfoncé le bouton droit de la souris (ou la souris gauche et la touche Ctrl) et faites glisser pour définir une zone de sélection. Astuce clé: Une fois qu'une région est définie, vous pouvez utiliser le bouton droit de la souris pour sélectionner une arête ou un coin et faire glisser pour affiner le rectangle. Appuyez sur la barre d'espace pour ajuster automatiquement la hauteur la plus basse à quelque chose de raisonnable, si besoin est. Utilisateurs Pro: L’utilisation de la molette de la souris avec la touche Ctrl vers le bas modifie la hauteur la plus basse; hauteur (ce second mode peut être lent car la carte est régénérée).

Une fois la sélection effectuée, vous pouvez obtenir une boîte de dialogue comme indiqué ci-dessous. Mineways détectera quand ce que vous voyez n'est pas ce que vous obtiendrez. Il vous demandera si vous souhaitez régler la profondeur inférieure de sorte que tout ce que vous pouvez voir d'en haut que vous avez sélectionné soit exporté.

Exemple de sélection de région:

Au début, la zone sélectionnée exclut certains terrains visibles d'en haut, car la limite inférieure est trop haute.

Choisir "oui" diminue cette profondeur et ajuste le curseur

Notez que parfois la profondeur inférieure ajustée devient trop basse, par exemple lorsque la sélection inclut un trou profond. Sur la photo ci-dessus, la profondeur la plus basse a été augmentée au point où certains terrains sont maintenant désélectionnés. Le rose vif montre le terrain exactement à cette profondeur inférieure.

Par défaut, les hauteurs utilisées pour le bloc rectangulaire vont de y = 63 (niveau de la mer) à y = 255. Le curseur supérieur détermine la hauteur maximale, mais vous laisserez généralement celle-ci toute seule. Vous l'utiliserez normalement pour visualiser ou sélectionner des zones entièrement souterraines ou dans le Nether.

La profondeur la plus basse peut être modifiée de différentes manières, même si aucune zone n’est sélectionnée. Le curseur inférieur est le moyen le plus simple de modifier cette valeur. Si vous cliquez sur le bouton central de la souris sur un emplacement, la profondeur la plus basse est définie sur sa hauteur. le [[[[ et ] les touches déplacent la profondeur inférieure de un, et sont donc utiles pour le réglage. La barre d'espacement sélectionnera également une profondeur inférieure raisonnable pour votre volume de sélection; Si vous maintenez la touche Maj enfoncée tout en appuyant sur la barre d'espace, l'eau et le verre seront considérés comme opaques. Voir la liste des touches de raccourci pour plus d'options de programme.


Astuce clé:
Pour voir ce que vous faites, exportez le modèle et affichez-le avec un visualiseur. Je travaille généralement en ajustant la taille de la boîte et les options d'exportation dans Mineways, puis en affichant le fichier dans G3D (qui recharge le fichier affiché lorsque vous appuyez sur la touche "r") ou, pour les fichiers .WRL, dans MeshLab (malheureusement, leur -R reload n'efface pas le fichier précédemment chargé) pour voir les résultats. Une autre option est la visionneuse 3D intégrée, qui fait partie de Windows 10. Le 3D Builder gratuit de Microsoft est également utilisable, mais lors de l'exportation à partir de Mineways, vous devez cocher l'option "Définir Z en haut au lieu de Y". à gauche de la boîte de dialogue d'exportation.

Modèles d'exportation

Si vous souhaitez rendre le modèle, sélectionnez "Exporter pour le rendu" dans le menu Fichier ou utilisez Contrôle-R et enregistrez votre fichier. Le ou les fichiers résultants peuvent ensuite être importés dans un grand nombre de modélisateurs et de visualiseurs 3D, par exemple. Mixeur. Voir cette section pour des instructions pour divers modeleurs populaires.

Vous pouvez sélectionner "Modèle d'exportation pour l'impression 3D", Ctrl-P, afin de créer un modèle adapté à l'envoi sur une imprimante 3D. Même si vous n'avez pas d'imprimante 3D, vous pouvez toujours la faire imprimer, généralement à un prix raisonnable. Voir la section suivante pour savoir comment y aller.

La grande différence entre le rendu et l’impression est que les modèles d’impression 3D doit être solide et bien formé. Actuellement, Mineways considère tous les blocs comme des blocs pleins: les demi-marches ou les escaliers sont traités comme des blocs, comme tous les autres blocs. Il n'y a pas non plus de transparence pour les matériaux, car les imprimantes ne prennent actuellement pas en charge ce type de création. Les modèles de rendu peuvent, lorsque la texturation complète est activée, inclure des modèles de panneau d'affichage pour les fleurs, les gaules, les cultures et d'autres éléments. Notez que les emplacements des panneaux sont ajoutés dans les commentaires aux fichiers de sortie .OBJ et .WRL. De cette manière, un modeleur dédié pourrait remplacer ses propres modèles de gazon, de fleurs ou d’autres modèles à la place des simples panneaux d’affichage fournis par Minecraft.

Pour rendre votre modèle immédiatement visible sur le Web en 3D, choisissez la troisième option "Publier dans Sketchfab". Mineways télécharge directement votre modèle sur le site Sketchfab et le rend visible à tout le monde. C'est amusant et facile, honnêtement. Allez ici pour des instructions détaillées.

La dernière option est "Schéma d'exportation", qui vous permet ensuite d'importer votre modèle dans un autre monde à l'aide de WorldEdit ou
MCEdit. Notez que Mineways peut lire n’importe quel fichier schématique en utilisant "Fichier | Ouvrir …".

Option d'exportation schématique de Mineways vous permet de saisir facilement un volume de votre monde et de le transformer en un fichier schématique. Ce type de fichier est couramment utilisé pour partager des constructions entre les constructeurs. Des outils tels que WorldEdit ou
MCEdit peut être utilisé pour les importer dans d'autres mondes, créer des doublons, etc. Vous pouvez également télécharger et partager ces fichiers sur des sites tels que MCSchematics.com et Planet Minecraft. Les panneaux ne contiennent pas de texte, les coffres perdent leur contenu, les objets tels que les peintures ne sont pas exportés et les têtes sont transformées en citrouilles. Actuellement, aucune option d'exportation au-delà des dimensions et de l'angle de rotation n'a une incidence sur l'exportation schématique dans Mineways, et l'angle de rotation ne fonctionne que partiellement, principalement pour les blocs complets qui n'ont aucune orientation. En d’autres termes, l’angle d’orientation fera tourner le modèle dans son ensemble, mais chaque bloc ne sera pas pivoté: les marches et les panneaux suivront l’ancienne direction, les rails deviendront "intéressants", etc. Je l’éviterais .. De plus, les éléments 1.13 et plus récents seront exportés sous forme de blocs d'herbe et un avertissement est émis, car le format de schéma standard ne les prend pas en charge.

Affichage avec G3D

Une fois que vous avez un modèle pour le rendu, vous pouvez le prévisualiser avant de l'importer dans le modélisateur 3D. Si vous utilisez des fichiers OBJ Wavefront (par défaut), je recommande fortement la visionneuse gratuite G3D. En fait, il reconnaît maintenant une balise spéciale dans la description de matière de OBJ qui permet aux modèles Mineways d’être affichés avec le look classique de Minecraft (conseil: maintenez la touche Alt enfoncée et utilisez WASD pour passer rapidement à l’écran G3D). Si vous utilisez des fichiers VRML ou STL, MeshLab est un excellent visualiseur gratuit pour ces autres formats. Voir d'autres options de visualisation ici.

Téléchargez cette version spéciale de G3D ici. Décompressez et exécutez, puis déposez votre fichier .OBJ dans la fenêtre pour le visualiser. Plus simple encore, vous pouvez configurer votre système Windows pour afficher les fichiers .OBJ avec G3D ​​lorsque vous double-cliquez dessus. Il suffit de lancer register-G3D-viewer64-run-as-administrator.bat une fois en tant qu'administrateur (voir ces instructions pour savoir comment faire).

Commandes de la caméra: WASD pour les mouvements normaux, ZC pour monter et descendre, QE pour pivoter. Maintenez Shift pour aller plus lentement, Alt pour aller très vite. Échapper à quitter.

En plus d'être un très beau moteur de rendu, G3D possède des fonctionnalités supplémentaires telles que la capture d'écran (F4) et l'enregistrement d'une vidéo (F6). Le site principal de G3D est ici.

Voici un exemple, côte à côte, de cet ensemble de fichiers d'échantillonneur, qui montre l'un des blocs (ou presque) de Minecraft (un bon monde pour la recherche de blocs et de packs de textures est ici, et un compact ici).

G3D affichant un fichier de rendu OBJ:

Rendu OBJ avec G3D

Schémas de couleurs

La palette de couleurs vous permet de changer la couleur de n'importe quel bloc et – extrêmement utile pour l'impression 3D – de supprimer tous les blocs souhaités. Astuce clé: vous pouvez éliminer tout le verre de votre modèle en réglant son alpha sur 0 dans un jeu de couleurs. Cette partie de la vidéo montre comment utiliser des palettes de couleurs pour ce faire.

Comment utiliser un jeu de couleurs: Dans le menu, ajoutez un nouveau jeu de couleurs, puis modifiez-le. Changez le nom "Schéma de couleurs" en haut de la boîte de dialogue qui apparaît en quelque chose d’utile, puis sélectionnez n’importe quel type de bloc pour le modifier. La couleur est donnée au format hexadécimal. Vous pouvez utiliser MWSnap (ancien mais gratuit), FastStone Capture (nouveau, mais coûte 20 $) ou d’autres programmes pour trouver la valeur de couleur hexadécimale (par exemple, # 787878) de n’importe quel pixel de votre écran. "Alpha" indique à quel point un bloc apparaîtra à l'écran, 255 signifiant totalement opaque et 0 signifiant totalement transparent (invisible). Les blocs dont l'alpha est 0 seront supprimés lors de l'exportation. Vous pouvez désactiver l'exportation de tout bloque en utilisant le bouton "Cacher tous les blocs". Cette fonctionnalité vous permet de créer des pièces séparées, par exemple un toit en verre pourrait alors être créé en activant uniquement l'exportation de verre. La fonction "Masquer les blocs d'arbre" masque tous les blocs de grume et de feuille, ce qui simplifie l'impression de relief 3D (les arbres sont parfois difficiles à bien imprimer).

Le changement de couleur affecte la couleur du modèle d'impression 3D uniquement pour les modes d'exportation "Couleurs de matériau uni" et "Textures de couleur plus riches". Les "textures de couleurs" (valeur par défaut dans la boîte de dialogue d'exportation) ne seront pas affectés (sauf l'eau, un peu). Pour modifier les couleurs des textures de couleur intégrale, vous devez modifier l'entrée terrainExt.png elle-même. Voir TileMaker.

"Mon modèle est trop cher!"

Si vous exportez vers une impression 3D et que vous téléchargez vers Shapeways, vous serez peut-être surpris de constater que le prix est parfois juste inférieur à celui d'une voiture d'occasion. Par exemple, ce modèle de notre zone de ponte mesure 15 x 9,8 pouces (environ 190 x 125 blocs, 2 mm de large) et coûte 633,14 $. Les modèles coûteux se produisent parce que le modèle est trop petit ou trop grand. Le problème avec les modèles ne contenant que quelques blocs est que vous allez ensuite l’agrandir pour le voir: chaque bloc lui-même est alors énorme. Vous devez payer pour le volume de chaque bloc. Mineways ne peut pas vous aider beaucoup là-bas, vous aurez besoin d'un programme de CAO pour vider votre objet manuellement. Shapeways propose un tutoriel sur l'évidement.

Le problème le plus courant que vous pouvez rencontrer est que les blocs ne sont pas assez petits.
Cela se produit avec des modèles plus grands, ces chouchous de plus de 100 heures dans lesquels vous avez transpiré dans Minecraft. En effet, par défaut, Mineways exporte le modèle pour l’imprimer à une taille sûre. Le grès coloré a une dimension de paroi mince de 2 millimètres. Cela signifie que si un mur de votre modèle a une épaisseur inférieure à 2 mm, il risque de se briser en morceaux s'il est imprimé en couleur.

Règle de base: le grès coloré a un coût de 6 $ par mille blocs imprimés au taux par défaut de 2 mm / bloc. Il y a un coût fixe de 3 $ par modèle et 6,50 $ d'expédition. Par exemple, si vous souhaitez dépenser 50 USD, à cette échelle, votre modèle peut comporter environ 6750 blocs, après soustraction des coûts fixes.

Il y a quelques solutions au problème de prix:

  • Basculez vers le matériau physique blanc et flexible. Choisissez ce matériau dans la boîte de dialogue des options d'exportation et le minimum de paroi mince chute à 0,7 mm. Cela réduit le prix (et la taille) de votre modèle, passant d'environ 6,00 dollars par millier de blocs à 0,48 dollar par millier. Vous perdez bien sûr l'impression couleur, mais vous pouvez peindre le modèle vous-même. Votre modèle doit imprimer en toute sécurité.
  • Imprimez-le plus petit et croisez les doigts. Remplacez "Faire chaque bloc 2 mm de haut" par "Construire chaque bloc 1 mm de haut", par exemple: à 1 mm / bloc, vous pouvez imprimer 8 fois plus de blocs que 2 mm / bloc: 0,75 USD par millier de blocs. J'aime beaucoup cette gamme, c'est très mignon. Deux exemples: World in a Bowl et Sentinel Castle. Si vous n'avez pas de troncs d'arbre (qui se cassent immédiatement à 1 mm), de murs minces ou d'autre filigrane, le modèle devrait être parfait. Vous pouvez supprimer des arbres de votre modèle en utilisant un jeu de couleurs rendant les feuilles et les journaux invisibles. Voir cette vidéo, qui montre comment rendre les briques de verre invisibles; faites juste la même chose avec les journaux et les feuilles. Au pire, à 1 mm, d'autres petits morceaux pourraient se détacher. Les cubes de compagnon imprimeront sans problème, les modèles de navires avec des mâts et des longes minces ont beaucoup moins de chances de survivre. Continuez à réduire votre consommation jusqu'à ce que vous aimiez le prix, ou plus simple encore, choisissez simplement l'option de redimensionnement "Visez un coût de 25,00 $" ou ce que vous voulez. Notez que Shapeways lui-même peut refuser d’imprimer votre modèle s’ils estiment que certaines pièces sont trop minces pour supporter la structure. Voici un exemple où Shapeways a décidé que les jambes de force n'étaient pas assez épaisses.
  • En savoir plus sur les options ci-dessous. L'utilisation appropriée de "bulles de remplissage" et de "super-creux" peut facilement être combinée pour réduire vos coûts de 2/3. "Fermer les entrées" et "Remplir les tunnels isolés" peuvent également aider. Ces options sont extrêmement utiles pour passer à une plus petite échelle tout en ayant des murs suffisamment épais. La stratégie que j'aime bien est de remplir l'intérieur du bâtiment avec des blocs en utilisant des "bulles de remplissage", puis de faire en sorte que "super-creux" supprime la plupart de ces blocs, laissant une coque suffisamment épaisse pour imprimer. En gros, n'imprimez pas ce que vous ne pouvez pas voir.

A propos, j’entends dire que "ce serait moins cher d’utiliser des LEGO". Les blocs LEGO coûtent environ 4 à 5 cents le bloc, les blocs imprimés en 3D en grès coloré de 2 mm coûtent environ 6 / 10e de cent. Les LEGO présentent des avantages (plus gros, réutilisables, amusants à fabriquer) et des inconvénients (pas de textures, pas de cubes parfaits), mais le coût des LEGO n’est pas un avantage.

Par défaut, les fichiers Wavefront OBJ * .obj (et * .mtl) sont exportés pour le rendu, VRML97 (ou VRML2) pour l'impression 3D. Voici un aperçu des différents types de fichiers que vous pouvez sélectionner, y compris certaines subtilités les concernant.

OBJ, absolu: Wavefront OBJ est un ancien format, il est donc généralement pris en charge en tant que format d'importation pour une vaste gamme d'applications. Si vous exportez des matériaux, un fichier * .mtl correspondant est généré. Si vous exportez des textures, un ou plusieurs fichiers * .png sont également créés. Les fichiers .obj et .mtl sont des fichiers texte. Ils peuvent donc être modifiés ou traités ultérieurement. En sélectionnant "absolu" pour le fichier OBJ, les indices sont absolus (positifs), la norme. C'est le format à utiliser pour l'exportation et le téléchargement vers Sculpteo. Voir d'autres choix d'exportation dans la documentation sur les options d'exportation du fichier OBJ.

OBJ, relatif: les indices relatifs sont utilisés sur les faces. Cela vous permet de concaténer deux fichiers OBJ ou plus dans un seul fichier OBJ.

STL binaire: Ce format de fichier est couramment utilisé par les imprimantes 3D. Il est normalement utilisé pour les matériaux monochromes, mais l'exportateur utilisera le format Materialize Magics ou VisCAM pour associer des couleurs à des triangles – voir cet article. Je recommande d'utiliser la variante de VisCAM, car MeshLab affichera ensuite les couleurs de modèle appropriées. Lorsque des fichiers STL, binaires ou ASCII, sont exportés, un fichier * .txt correspondant est généré avec des informations sur le modèle. Ces mêmes données sont incluses au début des fichiers * .obj et * .wrl eux-mêmes. Ce fichier texte peut être relu dans Mineways à l’aide de «Paramètres d’importation» pour tout rétablir comme auparavant.

Texte ASCII STL: Une variante pour les imprimantes 3D, le fichier généré est considérablement plus volumineux que la forme binaire et ne peut pas inclure de couleur. Le principal avantage est que ce type de fichier est un simple fichier texte et peut donc être facilement modifié. Le format est trivial et peut donc fournir un ensemble brut de triangles pour un modèle.

VRML97: Également appelé VRML2 ou VRML 2.0. Bien que ce format ait été remplacé par X3D, il est généralement pris en charge par une large gamme de packages. Cela dit, sa principale raison d’être ici est qu’il s’agit du seul format de fichier utilisé par Shapeways pour les modèles en couleur. Les fichiers * .wrl et * .png créés sont placés dans un fichier zip et téléchargés vers Shapeways pour impression – pour en savoir plus sur ce processus ci-dessous. Le fichier VRML produit est conçu pour créer une seule texture pour l’impression. Remarque: Shapeways prévisualisera correctement tous les modes de sortie VRML autres que les "couleurs de matériau uniformes", dans la limite de 16 couleurs différentes. Ces modèles colorés imprimera bien, cependant.
VRML97: Également appelé VRML2 ou VRML 2.0. Bien que ce format ait été remplacé par X3D, il est généralement pris en charge par une large gamme de packages. Cela dit, sa principale raison d’être ici est qu’il s’agit du seul format de fichier utilisé par Shapeways pour les modèles en couleur. Les fichiers * .wrl et * .png créés sont placés dans un fichier zip et téléchargés vers Shapeways pour impression – pour en savoir plus sur ce processus ci-dessous. Le fichier VRML produit est conçu pour créer une seule texture pour l’impression. Remarque: Shapeways prévisualisera correctement tous les modes de sortie VRML autres que les "couleurs de matériau uniformes", dans la limite de 16 couleurs différentes. Ces modèles colorés imprimera bien, cependant.

Options d'exportation

Il y a un dialogue déroutant qui apparaît à l'exportation, avec une tonne d'options. Vous pouvez ignorer allègrement cette boîte de dialogue et toujours cliquer sur OK (ou sur la touche Entrée). Cependant, certaines des options sont extrêmement utiles, alors laissez-vous guider si vous voulez vous assurer que votre modèle est suffisamment solide et aussi bon marché que possible.

dialogue d'exportation

Sélection des coordonnées mondiales: vous pouvez voir et modifier le volume 3D d'espace à exporter depuis votre monde. Si vous souhaitez connaître l'emplacement d'un lieu dans votre monde, utilisez la touche F3 lorsque vous jouez à Minecraft. Notez que les valeurs négatives, telles que -5.239, seront arrondies à -6. Notez également que votre altitude de la valeur Y est une altitude supérieure à celle de vos pieds, et donc supérieure de deux par rapport au sol.

Astuce clé: Si vous avez exporté un modèle dans une session antérieure et souhaitez utiliser les mêmes paramètres pour une autre exportation, lisez le fichier de modèle (.OBJ, .WRL ou pour le fichier .TXT STL) à l'aide de la commande "Paramètres d'importation" du dossier "Fichier". "Menu.

Créer un ZIP: Comme il est dit, lors de l'exportation pour l'impression 3D, un fichier ZIP contenant les fichiers exportés est créé, prêt à être téléchargé pour une impression 3D chez Shapeways ou un autre service.

Créer des fichiers eux-mêmes: les fichiers exportés eux-mêmes sont également rendus disponibles pour la prévisualisation. Par défaut, cette option est désactivée pour l'impression 3D VRML et activée pour tout le reste. Ceci est fait parce que trop souvent le fichier .wrl était téléchargé dans Shapeways; vous devez télécharger le fichier .zip.


Exportation de matériel:

N'oubliez pas que pour tout format, vous pouvez désactiver un bloc en sortie (et en le rendant visible) en définissant son alpha sur zéro dans votre propre jeu de couleurs.

Sur la gauche de la boîte de dialogue sont des options de texture:

  • L'option "n'exporter aucun matériau" n'est que cela.
  • "Couleurs des matériaux solides" donnera des échantillons de couleurs solides pour chaque matériau. Les couleurs du jeu de couleurs les contrôlent.
  • "Des textures de couleurs plus riches" donne des carreaux de texture qui contiennent du bruit. Pour le format de fichier OBJ, la différence est qu'un fichier de texture PNG est généré; VRML97 exporte toujours une texture pour toute option de matériau. Les couleurs du jeu de couleurs les contrôlent.
  • "Modèles de textures en couleur" nécessite le fichier terrainExt.png, qui lit ce fichier pour créer des textures complètes pour chaque bloc, dans la mesure du possible. La palette de couleurs affecte uniquement la couleur de l'eau: plus l'alpha est élevé, plus la couleur de base que vous définissez est combinée à la texture de l'eau. Ainsi, pour un bleu plus profond, vous pouvez définir les deux couleurs d’aquarelle (notez qu’il s’agit d’une "eau stationnaire"): bleu foncé ou même noir et alpha élevé, par exemple. 200

Sortie de texture: Si vous exportez des textures, trois types de fichiers peuvent être exportés au format PNG, le cas échéant. "RGB" est un fichier contenant uniquement des couleurs, "RGBA" les couleurs et la transparence, "A" uniquement les valeurs de transparence. Pour l'impression 3D, seul le fichier RVB est exporté. Pour le rendu de l'exportation, si votre modèle contient des blocs nécessitant de la transparence, les fichiers "RGBA" et "A" sont également exportés. La plupart des systèmes de rendu n'ont besoin que d'un ou deux de ces types de fichiers, et non des trois. Vous pouvez désactiver la sortie de n'importe lequel de ces types de fichiers en décochant la case correspondante.

Cette option peut vous faire gagner beaucoup de temps si vous exportez encore et encore en utilisant un fichier terrainExt personnalisé volumineux (le paragraphe suivant explique en quoi consiste ce fichier). Vous pouvez exporter votre modèle une fois avec les textures activées, puis modifier votre exportation et, en exportant vers le même nom de fichier, vous n'avez pas besoin de réexporter les textures.

Le fichier que vous souhaitez peut-être modifier est le fichier terrainExt.png fourni avec Mineways. Pour sélectionner un autre fichier terrainExt.png, utilisez "Définir le fichier de terrain (terrainExt.png)" dans le menu Fichier. Mineways est livré avec un certain nombre de fichiers premade terrainExt.png que vous pouvez essayer. Si vous avez un fichier terrainExt.png que vous voudriez toujours utiliser par défaut, copiez-le dans le répertoire où se trouve mineways.exe et appelez-le terrainExt.png, en remplaçant celui qui se trouve là.

Pour créer vous-même des fichiers terrainExt.png, utilisez TileMaker.

Voici quelques-uns des fichiers de texture pack TerrainExt.png distribués avec Mineways, affichés avec
G3D.

Cliquez sur une image pour l'agrandir.


textures par défaut

Textures Minecraft par défaut
Voir sur Sketchfab

La résolution d'impression 3D effective des textures semble être d'environ 10 x 10 pour la taille de bloc de sortie par défaut de 2 mm / bloc. Il est peu probable que les détails les plus fins soient visibles, bien que parfois je sois surpris de les voir.

Cliquez sur une image pour obtenir une version plus haute résolution.


petit grill

Ce modèle a été fabriqué avec le Steampunk terrainExt.png de Glimmar et imprimé à 2 mm / bloc. Il semble que la texture de la grille en cube de verre pose un problème de synchronisation avec l’imprimante, ce qui entraîne parfois une impression incorrecte du motif.

Chaîne de 3 mm

Ce modèle est imprimé à 3 mm / bloc et montre le carreau original 16×16 TNT; cependant, aux deux bouts, la fidélité devient mauvaise.


Poitrine 5 mm

Ce modèle, d’Alexander Boden, est une impression de bloc de 5 mm qui montre clairement des détails tels que le pavé et l’écorce d’arbre.

Un avertissement: les packs de texture de mosaïque de 128 x 128 et plus fonctionneront (et prendront un certain temps à traiter), mais la prévisualisation de ces fichiers dans un visualiseur interactif risque de ne pas fonctionner. En effet, DirectX et OpenGL ont des limites quant à la taille maximale de la texture. Ces fichiers de texture devraient s'afficher correctement dans les moteurs de rendu hors ligne.

Internals: les tuiles ont chacune une bordure de 1 pixel de large. Cette bordure évite les artefacts d'interpolation bilinéaire. Cependant, le mappage ne fonctionnera pas bien, car les mosaïques sont côte à côte, donc désactivez-le pour le rendu (les autres techniques d'échantillonnage devraient fonctionner correctement). Si vous ne pouvez pas désactiver l’interpolation bilinéaire dans votre moteur de rendu et que vous voulez un aspect plus encombrant, prenez votre fichier terrainExt.png et redimensionnez-le 4x plus dans les deux sens. Vous pouvez utiliser le programme TileMaker inclus dans Mineways (utilisez le "-t tileSize"). option), ou n’importe quel autre programme de manipulation d’images (j’utiliserais "si possible le plus proche voisin" – IrfanView a cette option pour redimensionner une texture en faisant "Méthode de redimensionnement: Redimensionner"). Remarque: à partir de l'expérimentation, cette résolution plus élevée ne fait pas améliorer la clarté de l'impression de texture 3D.

Sur la gauche, le fichier de base terrainExt.png de 256 x 544 est utilisé; à droite, l'image terrainExt.png en entrée est redimensionnée (sans filtrage) à une largeur de 1024 texels. Vous pouvez télécharger des versions haute résolution de terrainExt.png: 1024 large et 8192 large.

basse résolutionhaute résolution

Vous pouvez également comparer de manière interactive ces méthodes d'échantillonnage ici ou ici.


Options d'exportation de fichier OBJ Wavefront:

  • Exporter des types distincts: activé par défaut, cette option indique que chaque type de bloc (pierre, journaux, clôtures, etc.) est regroupé dans des objets. Si vous désactivez cette option, l'ensemble du modèle devient un seul objet, ce qui peut être utile pour simplifier l'importation dans les packages de rendu.
  • Matériaux / blocs distincts: par défaut, chaque objet reçoit un matériau distinct. La désactivation de cette option pour certains moteurs de rendu simplifie le processus de conversion d'importation, au détriment d'un seul matériau.
  • Blocs individuels: normalement Mineways n'exporte que les faces visibles. En cochant cette case, chaque les faces des blocs sont générées, ce qui vous permet d'animer facilement des opérations telles que l'extraction. Cela augmente considérablement la taille du fichier et le temps de rendu. Ne l'utilisez donc que si vous en avez besoin. Si vous activez également l'option "Séparer les matériaux / blocs", chaque bloc séparé est placé dans un objet distinct afin que chacun puisse être supprimé, animé, etc. (merci à Ryan Miller pour l'idée et à Flaeon pour l'option groupe.)
  • Fractionner des matériaux en sous-types: si plusieurs matériaux sont exportés (voir les combinaisons ci-dessous), chaque variante d'un type donné a son propre matériau. Par exemple, cela vous permet de personnaliser individuellement le matériau des 7 formes de pierre afin que le granit poli puisse avoir un éclat différent de celui du granit. Cette option est désactivée par défaut, car son activation génère un nombre sensiblement supérieur de matériaux. Chaque matériau est identifié par son suffixe de valeur de données, par ex. "Stone__5" est Andesite. Si la valeur de données est 0, aucun suffixe n'est ajouté (donc, "Pierre" est une vieille pierre standard, valeur de données 0). Remarque: j'ai essayé de limiter les nouveaux matériaux à ceux où il existe une différence physique dans le matériau lui-même, pas seulement des modifications géométriques. Un bloc "actif" ou un gâteau en tranches ne lui donneront pas un matériau séparé. Les cultures reçoivent des matériaux distincts pour chaque niveau de croissance et des terres agricoles pour chaque niveau d'humidité. Le fil Redstone reçoit ses 16 niveaux de puissance, même si Mineways lui-même ne fait la différence qu'entre états off et on.
  • Matériau G3D: Cochez cette case pour générer un modèle d'éclairage plus élaboré. Plus précisément, les paramètres Ns, Ka, map_Ka, illum et Tf sont définis, et Ke est rendu deux fois plus lumineux pour toutes les sources de lumière (je supprimerai ce Ke doublant dans la version 5.05, car G3D n'en a plus besoin. , la dernière visionneuse G3D fonctionne mieux lorsque ne pas utilisant le matériel G3D!). À l’origine, cette option visait à rendre heureux le visualiseur (génial et gratuit) G3D, mais maintenant G3D fonctionne de la même manière, que cette case soit cochée ou non.

La logique pour les premières options est déroutante (même pour moi), donc voici toutes les permutations (ignorez l'option matérielle G3D):

  • No OBJ export boxes checked: no group is output, single material. This is what 3D prints always use.
  • Check "Export separate types": visible polygons are grouped by type (Grass_Block, Sand, Dirt), single material.
  • Check "Export separate types" and "Separate materials/blocks" (the default): polygons are grouped by type, each type has a material.
  • Check "Export individual blocks": same as above, polygons are grouped by block type, each type has a material. However, geometrically, every block has all its faces output, even those not visible.
  • Check "Export individual blocks" and "Separate materials/blocks": each individual Minecraft block has its own group, each material type has a material, blocks each use the (single) relevant material, and all faces are output.

If you check "Split materials into subtypes", for the last three combinations materials are then created per sub-type, e.g., there are three kinds of Dirt. If only a single material is output, this option is ignored.

Make Z the up direction instead of Y: some graphics applications consider the Y direction to be "up", some Z. If your model imports sideways into your application, check (or uncheck) this box.

Create composite overlay faces: For 3D printing there cannot be "floating" cutout tiles such as vines, ladders, rails, etc. These block types are overlaid atop the underlying block and a new "composite" texture is saved and used. This process must be done for 3D printing. For rendering it is an option. The advantage of leaving this option off is that the result more closely matches Minecraft itself, and that each object has its own material. It also means that all render files exported could use single set of PNG textures, since no composite textures are created. The main drawback of having this option off is that you may encounter z-fighting problems, stray shadows, or other artifacts in your renderings.

This option was on by default for rendering up to version 5.00 of Mineways (really, it could not be turned off); as of 5.01 this option is off by default.

composite offCreate composite option off (the default). The ladders, rails, and lily pad float a bit above the surface.
composite onCreate composite option on. Note how the ladders, rails, and lily pad are attached to the surface.


Center model around the origin:
when checked, the center of the bottom of the model is put at the origin, location (0,0,0). This helps for import into some renderers, and can improve the floating-point resolution of the data. If you want to instead have the same coordinate values as in your world, uncheck this box (you might also want to set the "Make each block" size to whatever you like). Unchecking this option is useful if you do multiple exports from the same world for rendering and want them to use the same coordinate space. Multiple exports are a way to get around the export size limits for the 32-bit version of Mineways, which is what runs on the Mac.

Use biome in center of export area: Instead of the default colors (seen on the Plains biome), use the grass, tree, and water colors computed by the biome in the export. Currently the biome at the center of the export is used for the whole export. I hope to export multiple biomes someday, but this is a complex export, as it can require many different color variants of grass and tree blocks. See the biomes display option for how to display the biomes.


Create block faces at the borders:
this option is only available for rendering, to reduce polygon count. When on, the edges of the export the model are sealed off with whatever blocks were at the borders. For 3D printing this is necessary, as the model must be a solid object. For rendering these side and bottom polygons often are not needed, as the camera is usually positioned to never view these areas of the model. Turning this option off for rendering also allows better "tiling", where you export a world piece by piece and read all the pieces in (see center model, above), as it pays more attention to neighboring blocks just outside the borders. Note: the various 3D print "fill air bubbles" methods will turn off this method (it's a bug).

In the scene below, the camera is dollied out to see the borders. The model with borders off, on the right, has about 15% less polygons in it.


Tree leaves solid (less polygons):
this option is only available for rendering, to reduce polygon count. Tree leaves are "cutout" textures, which means that by default each leaf block is exported, along with the trunks. In forested scenes this can make for a lot of extra polygons. By checking this box, leaves are made solid with a black background, which then allows many less polygons to be generated. For example, in the scene below, rendered with G3D, the transparent leaf model has 986k triangles, the solid leaf model just 369k triangles.

The rest of the options mostly have to do with 3D printing, which follows.

Exporting to 3D print

As background, view the Shapeways 3D color printing process video. Layers of material are laid down and solidified at the appropriate spots. Unsolidified "sand" is vacuumed away. You pay by volume, not by complexity. What this means to you is: avoid making enclosed spaces with tiny entrances. Unfortunately, most buildings are just that: large rooms with small doors. Your job is to make sure your model has either no openings at all, in which case the Hollow option can clear out the inside, leaving just a shell. Alternately, make escape holes yourself using snow blocks, which you then melt after all processing of your model. I'll explain these options below.

There are other potential pitfalls with 3D printing, such as thin wall problems (more here), and too many polygons (rare for a Minecraft model), to name just two. Shapeways' tutorial pages and materials pages give you a lot to chew on, Sculpteo has a good single-page rundown. The Mineways program tries to guide you past the major pitfalls, but it's always possible to generate something that's essentially unprintable: too weak, holes too small to clear out the dust, etc. Browsing the tutorials there should help you understand what is possible. Options follow.

Rotate model clockwise: this is useful when you want to display a model on Shapeways. The view of the model is rendered by Shapeways from the south-south-east. So if your model faces west, you might rotate it 270 degrees to have it face south and so display better on your models page. One way to tell if the model is facing right before uploading to Shapeways is to load it into MeshLab, which has pretty much the same initial view as Shapeways uses.

Scale: There are four major ways to scale your model.

  • Height: you can specify how high you would like a model to be. This is also useful for rendering output, where the default is set to be reasonable for import into Blender.
  • Minimize size: if you want to make "draft" 3D print models that are as small as safely possible, check this option. That said, if you know your model has pretty thick walls, you could make your model smaller still by using the next option.
  • Block size: by default, the safe wall size (for a non-supporting wall) is shown here. You can make this value smaller if you are convinced that your model is thick enough to print. Mineways will issue a warning nonetheless. This option is also useful for rendering output.
  • Aim for a cost: you can aim, though the wall size needed may be too small to safely print. If you get this warning, you'll have to decide whether the walls appear thick enough to print. This feature is imperfect: it computes a rough cost before hollowing, so that it has a sense of how small it has to make the blocks to reach the goal. Hollowing uses this size to keep the walls thick enough to print. So, sometimes the walls are thicker than needed when the model is finally exported.

Bonus pro tip, for pixel-art makers: if you export pixel art, you'll often want scale the model down to lower than 2 mm/block, e.g., by specifying a target height. This keeps the price down and lets you get exactly the size you want. However, the thickness of pixel art model is usually just one block wide, and Shapeways won't print a model in colored sandstone that is less than 2 mm thick. Vous pourrait go add blocks to make the model twice as thick, but there's an easier way. Open up the WRL file in a text editor and look for this line:

scale 1 1 1

Say you were printing at 0.8 mm/block. Change that to, for example

scale 2.5 1 1

and the model will be 2.5 times as wide in the X direction, 2 mm/block. Give the file a preview to see if it's what you want. You may need to do

scale 1 1 2.5

or possibly even (if you built the pixel art on the ground, facing up)

scale 1 2.5 1

to thicken the model in the right direction. Don't forget to put this new WRL inside the ZIP file before uploading to Shapeways. Note that this volonté also stretch the appearance of the blocks around the edges, for good or ill. For pixel art (which you might want to export without texture, just colors) this probably won't matter.

Physical material: choosing a material here from among the more sensible Shapeways material options sets the default wall thickness and constrains the "Aim for a cost" option. It also ensures that the price is computed for that material and output in the top of the model file (or associated *.txt file, for STL output). Key tip: if you look at your export file (.OBJ, .WRL, or for STL the .TXT file) in a text editor, you'll find all sorts of useful information about the model and how you generated it.

The "White & Flexible" material has a smaller minimum wall thickness compared to "Colored Sandstone" (0.7 mm vs. 2.0 mm), so much smaller (and cheaper) models can be created in it. White & flexible is plastic and pretty durable, colored sandstone is heavier, fairly strong, but brittle. Shapeways has a tutorial on how to paint this white plastic material, which can be fun in itself. Note that the ceramics material has a maximum wall thickness of 15 mm, something Mineways does not check; this material is also the only one where you are charged by surface area instead of volume (which Mineways does compute).

The "Custom Printer" material is used for STL export. By default, it is set to show the approximate cost of a print for 1.75 mm PLA priced at $24 for a 1 kilogram spool. The cost numbers are modifiable by using a script. See the scripting commands for "Custom printer" for how to set new cost values.

Model's units: when a model is saved, the values stored in the file are not in any particular units, like meters or inches. However, 3D printers need this scale for printing the model. Millimeters are assumed, as this is what Shapeways uses by default. For other services and printers, other units are assumed. Here's a brief rundown:

  • Sculpteo – choose the "Wavefront OBJ, absolute and true" file type; by default, "Z is up" is on and the units are centimeters. Textured models are fully supported, including the truly worthwhile "Export lesser blocks" feature, though read the warnings to make sure you know what problems may occur.
  • i.materialise – for this 3D print service, millimeters are the default units. For STL export, choose the "Binary Materialise Magics" STL file type; by default "Z is up" is off and the units are millimeters. Textured models are not currently supported, but colored models are, by exporting color to STL and choosing the multicolor material in their 3D print lab. If you want to import VRML for some reason, "Z is up" should be on and you'll have to change the export scale to millimeters.
  • Ponoko – this 3D print service uses centimeters, millimeters, and inches. "Z is up" should be on, to show properly in Ponoko's thumbnail view. If your model is flagged as having a problem with normals, export again and check the "Weld all shared edges" checkbox. You can use the "Export solid material colors" or "no materials" options; textures are not supported. The preview itself will not show the colors, but I have been assured the model will print with color.
  • RepRap – this home 3D printer appears to need models in centimeters. I'm not sure if this is more of a requirement of the related software.

By default, the model is heavily processed to clear up a number of potential 3D printing problems:

Fill air bubbles: any hollow area is filled with solid material (specifically, glass, which can sometimes be seen when doing base hollowing, below). There are two sub-options:

  • Seal off entrances: If a building has 1-block wide windows and doors that are not filled in, this setting will attempt to fill these in with recessed glass blocks. This option also uses snow blocks and "entrance" blocks – doors, ladders, trapdoors, torches, fence gates, daylight sensors – to help seal off rooms, even if the doors and ladders themselves are culled. See the examples below. Sealing a room has a few advantages: the interiors of rooms that cannot be seen are filled in. This lets the hollowing option do its job better, both saving material on a print and making the print stronger.
  • Fill in isolated tunnels: a volume being exported can have tunnels underground running through it, and can run into the sides of the volume itself. These tunnels cost time and money to print; if the tunnel is isolated (no access to the surface) then this option will seal these off and fill them in. Hollowing can then remove more material.

Exemple: in the first image, the inside of the building is not filled in. In the second, the "Seal off entrances" export box is checked. Since the model has window and door gaps that are only a block wide, these will be detected and the interior will be filled in, as shown on the right.

Wide door example: in the first image, the inside of this simple building is visible. In the second, the "Seal off entrances" export box is checked. The torches are then considered as blocking the entrance; since the entrance is fully sealed off, the room is filled with glass. This example is trivial, but by placing torches you can seal rooms off so that they fill up with glass, then get hollowed by the "hollow" option, described further on, thus saving on printing areas difficult or impossible to see from outside.

Another wide door example: Another way to seal off large doors or windows is to add snow blocks. Here a two-block-wide door will not automatically be sealed off by the "seal off entrances" option. By adding snow blocks and then also enabling the melt option, the building interior will be sealed off and then the snow blocks removed before output.

Connect parts sharing an edge: certain non-manifold edges (where two blocks are diagonal and share an edge) are eliminated by a welding process in which more blocks are added. This welding process normally occurs only when it joins pieces that otherwise would be separated and fall apart.

  • Connect corner tips: if two blocks touch at just their tips and the blocks are found to be in separate parts, they are then welded together by adding two new blocks.
  • Weld all shared edges: Shapeways normally allows two blocks' edges to touch, despite information to the contrary. If this behavior is unacceptable (Shapeways or some other application rejects the model), checking this box will work to remove all shared edges.
Exemple:

With all connect parts options off the strings of the balloons do not connect. These will probably print as separate bits.

Blocks sharing an edge are connected. Some parts of the strings touch only at corner tips, so are still not connected. Note that for these examples the "delete floating objects" option was turned off, as otherwise the disconnected string bits would have been removed.

Corner tips are connected, and now each balloon will print correctly.

Debug mode, showing edge connecting blocks as lava and tip connecting blocks as pink wool.

Delete floating objects: if objects hang in space, these are eliminated if they're small (less than 16 blocks in size) or are entirely tree logs and leaves. This step eliminates parts of trees hanging along the edge because of where the selection box is located. If you get a warning about there being more than one part in a model exported, crank the block number up to 1000 or more to get rid of larger chunks (once you know what those chunks are – see the debug display parts mode below). If you're sure you want just the one connected group in the scene, set this value to 999999 and only the largest object in the scene will be saved.

Exemple:

Exporting without deletion of floating objects results in a hunk of foliage hanging in space.

The "debug showing groups" option shows the disconnected group (the black columns are support columns created when hollowing).

Turning on deletion of floating objects, the floating foliage is deleted. Note the clump of leaves from a chopped-off tree stuck to the house is not deleted: get out the shears in Minecraft, if you want to chop it clear.

Hollow out bottom of model: models are typically resting on an uneven ground layer, and building interiors are typically filled in. Hollowing clears out blocks inside the model, making it less expensive and faster to print. The "super hollow" option is more aggressive, searching hollow areas found to see if more can be carved out.

This option, used in conjunction with seal off entrances, can make detailed models stronger. If the interior of a model is entirely filled in by the "fill air bubbles" process, it can then be hollowed out and the walls left thick. For example, say you want to print your cathedral model with 1 mm wide blocks. The printer you want to use needs walls at least 2 mm thick. Instead of manually adding blocks to the interior of your entire model, by using the seal off the entrances option you fill the interiors in with solid blocks. When you hollow, you set the hollow width to 2 mm, or even 3 mm, and now the exterior walls will be made a few blocks thick, automatically.

Technical note: superhollow can sometimes create little separate objects at the bottom layer unconnected to the rest of the model, pieces of tunnel not cleaned out. You'll need to also turn on the "fill in isolated tunnels" box to have these removed ("delete floating objects" should do this, but currently does not).

Exemple:

Hollowing is off and tunnels are not sealed.

Tunnels are sealed (the glass blocks). While this briefly increases the block count, hollowing will cut it considerably.

Basic hollowing is performed; the cutaway shows how far it penetrates into the teapot. Block count is reduced from 26.8k blocks to 14.7k blocks.

Superhollowing is performed, reducing the count further, to 8.3k blocks. The escape hole between teapot and ground looks to be large enough to clear the sand (and indeed it was, see this photo)

Melt snow blocks: The seal off entrances option automatically looks for one-block-wide entrances and windows and seals them off. If you have wider entrances, off-axis windows (such as in a dome), holes in the roof, or other features, instead of adding torches or ladders to help seal these off, you can use snow blocks to do so. The melt option then removes these snow blocks from your model just before output. See the seal off entrances option description for an example of its use.

Export lesser, detailed blocks: when 3D printing, this option is off by default; for rendering it is on. When not checked, smaller objects, such as signs, fences, etc., are removed – only nearly-block-sized or important blocks are exported. This option is on by default when exporting full color textures for rendering; turn it off to remove the "billboard" objects and other smaller geometry objects. Remember you can also turn off output of any block type by setting its alpha to zero in your own custom color scheme. Basically, I've given you the ability to shoot yourself in the foot for 3D printing; I leave it to you to turn off any block types you think are likely to break off. As such, if you use this option you should probably turn off the "Connect parts sharing an edge" and "Delete floating objects" options further down, as these are likely to not work well – only full blocks are tracked when using these features. When exporting lesser blocks it's better to add and delete blocks by hand and not have the program clean up the data. If you do want to check for floating objects, I recommend exporting full blocks first (which will perform the check properly if the option is checked), then export lesser blocks with the option off.

Checking this box for 3D printing is experimental and risky, but will allow you to properly export slabs, stairs, etc. The model produced with this option on can have some geometry that's tough for some 3D print slicers to process. The risk is that the service bureau or printer software cannot properly interpret your files. If you are printing a single-color model, use the free cloud version of netfabb to preprocess your model. Shapeways also uses netfabb to process your uploaded models, so you should have no problems with the mesh itself using their service. You may of course still have problems with features being too thin to reliably print.

If you use another service bureau such as Sculpteo, look over your uploaded model for any missing block or texturing errors. Secret Sculpteo trick: you can see a large view of your model by using the URL http://www.sculpteo.com/en/embed/design/, where you put the 8 character identifier for your model in place of . For example, for this model the 8 characters in the URL are "hfM9BZw2", so use http://www.sculpteo.com/en/embed/design/hfM9BZw2 to see it large. Try these two links and compare.

Shapeways merges most of the "lesser blocks" geometry properly but fails with some textures.

Sculpteo does the texture merge properly, but is missing a stair step on the right part of the roof.

Sculpteo's solidity check feature showing how fences along the top of this palace model are likely to break off.

Currently even extremely thin objects, such as sign posts and single fence posts, are exported. These are likely to break off, especially at small block sizes. You might want to "shore up" thin features by placing blocks below them (such as for roofs made of stair steps) and next to them (such as for doors). Below are three prints done with fences, stair and slab roofs, and other small blocks. On the left, 1 mm/block, the fences and thin pillars have sheared right off. 2 mm/block, in the middle, survived intact for the most part – not surprisingly, a free-standing door at the rear broke off. With 3 mm/block, on the right, a part of the fence broke off when the superglue was applied. More photos can be found here. (Image courtesy of Alex Boden)

Fatten lesser blocks: If you do decide to export using the "lesser" option, you can make some of the more delicate blocks fatter so that they are less likely to break off during printing. No guarantees! The blocks fattened are: fences, fence gates, doors, free-standing sign posts (which I suspect will still snap off), and pressure plates (since they sometimes get used for table tops).

There are also two debug print options available, both shown in examples above. The "Debug: show floating parts" option does just that: the largest object is made semi-transparent and smaller groups each given a unique color, so that you can see what pieces of the model are not connected. Either remove these smaller parts by kicking up the "delete floating objects" limit, or go into Minecraft itself and add blocks to attach them together. That said, separate parts are fine in a file if you know what you are doing: you could be making a chain of separate links, or could have a number of individual pieces (such as letters) you want to create in a single print run.

The "show weld blocks" option shows what blocks are added by the various "connect parts" options. If you don't like where the welds are put, you can go into your Minecraft world and edit the model yourself. Key tip: you can run Mineways and play Minecraft at the same time. So, you can edit your world in Minecraft, then reload the world into Mineways by pressing the "r" key. The selected area won't be cleared when you do so, so you can edit, reload, export, and view the model (in a separate viewer); lather, rinse, repeat. This is an efficient way to improve and view any model you're working on.

TileMaker

TileMaker is a command-line utility for making a terrainExt.png file, which is the file that Mineways uses to add textures to surfaces. Note: currently the program works only on the PC. I have heard you can run it through WINE or some emulator (which should work but costs money).

TileMaker works by using a few different textures from Minecraft or from a resource pack to create a new texture to feed to Mineways. Specifically, here's how to set things up:

  • Locate TileMaker.exe and the file terrainBase.png. The terrainBase.png has the default textures for when replacement tiles in your texture pack are not found.
  • In this directory where TileMaker.exe is located, make a directory called "blocks". This is where you'll put the textures you want to use instead. Copy all files from your texture pack's assetsminecrafttexturesblocks to this directory.
  • While you're at it, copy "barrier.png" to the block folder from assetsminecrafttexturesitems or wherever it's located.
  • Copy the "chest" folder itself at assetsminecrafttexturesentitychest to the "blocks" folder.
  • Double-click TileMaker and the file terrainExt.png should be created. Cross fingers.

You can then feed this file to Mineways using "File | Set Terrain File". If you want this new file to be the default used at startup, simply replace the terrainExt.png file that comes with Mineways. To sum up:

TileMaker.exe and terrainBase.png
blocks directory filled with files from assetsminecrafttexturesblocks and barrier.png perhaps from assetsminecrafttexturesitems
chest directory inside a copy of the assetsminecrafttexturesentitychest directory

A problem with this approach is that TileMaker will run, popping up a window briefly and then disappearing. There are often warnings and sometimes errors, which you will miss. Better is to use the CMD window, go to the directory where TileMaker is located (using the "cd" command), then type "TileMaker" and see what warnings and errors you get. Any error will halt execution, at which point you'll want to fix the error and run again. You can usually use the "up arrow" key to bring up the last command you typed in, e.g., "TileMaker".

A little background might help. Minecraft itself and all resource packs have their own block image files. You'll find your Minecraft executable in a directory such as "C:UsersYourNameAppDataRoaming.minecraftversions1.10.2". If you unzip the Minecraft jar file there, e.g. 1.10.2.jar, you'll find the tiles used in the jar directory "assetsminecrafttexturesblocks". They have names such as "anvil_base.png" and "cake_side.png". These are what Minecraft uses to display blocks, and what the TileMaker utility uses to make the terrainExt.png used by Mineways.

What TileMaker does by default is pretty simple: it reads in the terrainBase.png file, overlays it with any tiles in the "blocks" subdirectory (replacing the originals), extracts the chests from "blockschest", then writes out this new image as terrainExt.png. TileMaker's main task is to resize all tiles to the largest tile found. For example, if you had a bunch of 16×16 size block tiles in the "blocks" directory, along with one large 64×64 tile, the output terrainExt.png would have all its tiles be 64×64 in size. Chests' sizes are ignored during this resizing calculation.

TileMaker does do some special processing. The "chest" subdirectory normally has three chest tiles: ender.png, normal.png, and normal_double.png, to generate chest tiles – see the _readme.txt file there. The main directory has some "guide" tiles that are not standard Minecraft tiles. These have the prefix "MW_" and are pretty self-explanatory (or search this page for more information).

If you use the command line, there are many options available for doing more elaborate operations (such as forcing a particular tile size, using a different input directory or output file name, etc.), but then you need to run TileMaker from the command line or in a .bat file. In the command line you use "cd" to go to the directory where the TileMaker.exe file is located, then do something along these lines:

TileMaker -d blocks_doku -o terrainExtDoku.png

The "-d directory" option tells TileMaker to use this directory instead of "blocks" for the images you want to overlay. The "-o filename" tells it to write the resulting image to the filename given. Directory and image names cannot have spaces in them.

Here is a rundown of the other TileMaker options and their uses. To get a reminder of these, type:

TileMaker -?

on the command line.

TileMaker [-i terrainBase.png] [-d blocks] [-o terrainExt.png]
        [-t tileSize] [-c chosenTile] [-nb] [-nt] [-r] [-m] [-a] [-v]

-i terrainBase.png – image containing the base set of terrain blocks
(includes special chest tiles). Default is 'terrainBase.png'.

-d blocks – directory of block textures to overlay on top of the base.
Default directory is 'blocks'.

-o terrainExt.png – the resulting terrain image, used by Mineways. Default is
terrainExt.png.

-t tileSize – force a power of 2 tile size for the resulting terrainExt.png
file, e.g. 32, 128. Useful for zooming or making a 'draft quality'
terrainExt.png – a low-resolution terrainExt.png makes for a much faster export.
If not set, the largest tile found in the base or blocks directory is used.

-c chosenTile – for tiles with multiple versions (e.g. water, lava, portal),
choose which tile to use. 0 means topmost, 1 second from top, 2 etc.;
-1 bottommost, -2 next to bottom.

-nb – no base; the base texture terrainBase.png is not read. This option is good for seeing what images are
in the blocks directory, as these are what get put into terrainExt.png. This terrainExt.png file is probably not usable as-is, since terrainBase.png contains some special tiles, such as those for the chests.

-nt – no tile directory; don't read in any images in the "blocks" directory, only the base image is read (and probably zoomed, otherwise this option is pointless).

-r – replace (from the 'blocks' directory) only those tiles not in the base
texture. This is a way of extending a base texture to new versions of Minecraft, while retaining existing blocks. For example, say you spend some time making a great terrainExt.png file you love. A new version of Minecraft comes out, adding say a wheat mill block. You put this new wheat mill block image in the blocks directory, get the latest version of Mineways/TileMaker (which hopefully would support the wheat mill), and run with "-r". This reads the blocks directory and checks the terrainBase.png at the same time. If terrainBase.png has no data for the tile's location, i.e. it's black with an alpha of 0, then the block is used to create a terrainExt.png file, otherwise the block is ignored.

-m – to report all missing tiles, ones that Mineways uses but were not in
the tiles directory. This option is a way of finding if there are any images you can still add to the "blocks" directory. For example, if "nether_brick.png" is reported missing, you know that "blocks" doesn't have this image and that Mineways will use it. This merely means that the default terrainBase.png texture will be used instead.

-a – include alternate texture names when files are not found. These alternate
names can be found in tiles.h, alternate names of textures sometimes found in block texture directories.

-s – output solid color. Instead of exporting the texture, export a solid color formed from the average color of the texture.
This is useful if you want specific colors for block faces or for various IDs for a block type. The texture produced is more appropriate for 3D printing.

-S – output solid color with cutouts. As above, but for rendering.
Note that the "grass_side_overlay" texture will still affect the side of the block, so modify this texture to avoid detailed grass block sides.

-v – verbose, explain everything going on. Default: display only warnings.

Rendering Tips

This section covers the basics on importing Mineways files into various renderers:
Blender,
3DS MAX,
Maya, and
Cinema 4D.
To be honest, if you want better geometry for some blocks, you should consider using jmc2obj. Mineways' focus is on 3D printing more than rendering, so has limitations such as using a single texture for the model. The one feature that Mineways offers animators that is currently not in other exporters is the
"individual blocks" option, which exports each block as a separate object.

While I have your ear, you should also check out OptiFine, GLSL Shaders, and Unbelievable Shaders for in-game play or viewing: they have lots of cool rendering options.

Previewing:

To quickly check results before printing or importing into a rendering program, consider using an interactive previewer. MeshLab is a good previewer models in any format Mineways produces.

For rendering preview I recommend the G3D when using full color textures. It does not have cross-sectioning and supports only OBJ files, but has much better transparency support and shadows, and has screenshot and video capture built in.

What follows are steps for using various popular rendering software packages. There are always more; for example, this article talks in depth about using RenderMan for rendering.

Mixeur

Here's a quick beginner tutorial from Alexander Boden, along with ideas by Milenco Mulder and others; if you have anything to add, let me know. This is for Blender version 2.75a. Alternative Minecraft exporters for Blender include jmc2obj, a general-purpose and full-featured exporter, and Mineblend, which is tailored specifically for Minecraft to Blender import.

There is some additional information on Blender and Mineways in this, this and this thread. There are a number of add-ons for Blender with Minecraft, e.g. these rigs, which can give you models that Mineways itself currently does not export.

1) Open your World in Mineways, then, select the area for exporting (hold right mouse button and drag the rectangle), and choose "File | Export Model for Rendering" from the menu.

2) "File | Export Model for Rendering" and save the file as a Wavefront Object (.obj) to a folder of your choice. Let's call it myobject.obj or whatever you like. You can simply click "OK" in the dialog with the export settings.

3) Open Blender 2.75a (or later) and click anywhere on the screen to make the splash screen disappear. Then press "x" (or "delete"), and then "Enter". This deletes the default cube on the screen.

4) Import the model: select "File | Import | Wavefront (.obj)" from the menu. Search and select for your Mineways export file (the .obj file) and click "Import OBJ" (or just double-click the file name itself). Wait a bit.

If you cannot select Wavefront from the Import dialog, you have to activate this file format first from the settings menu. Select "File | User Preferences", activate the "Addons" tab, and scroll down in the list until you find "Import-Export: Wavefront OBJ format)". Just activate the checkbox at this entry, dismiss the settings dialog and try importing again.

5) Turn on textured display: near the bottom of the viewport, above the animation timeline, is "View Select Add Object" etc. Just to the right of "Object Mode" is a shaded white sphere. Click on it and pick "Texture". You should now see the model as textured.

6) Resizing: The model we have just imported is probably small on the screen. There are two solutions: one is to use the mouse scroll wheel to zoom in and out – this changes the camera's location. Alternatively, move the cursor to the center of the screen, hit "s", and move the mouse until you have the right size, then click the left mouse button to save the size. This second method changes the size of the model itself, which you might not want to do.

7) Rendering: You are now ready to do a first render of your model. Just press "F12" or select "Render | Render Image" from the menu and have a look.

8) Material Conversion:Material Conversion: You'll probably notice a few problems with the render: transparent objects aren't transparent, flowers and torches are on billboards, etc. At this point you have three choices: easy, easy, and hard. The easy routes are to use one of two scripts provided with the Mineways distribution: blender_mineways.py, created by Nicky and improved by Wyatt Jameson, or CyclesMineways.py.

  • blender_mineways.py method: (or see videos by Nicky or Wyatt).

    Just to the right of the "Help" menu in the upper left, click on the "keys" icon next to the word "Default" and pick "Scripting".

    At the bottom of the gray window you'll see a menu "Text"; click it and select "Open Text Block". Go to the directory where "blender_mineways.py" is and select it (double-click). You should now see some text in the gray window. Click the "keys" icon again and select "Default" to close the scripting window.

    To apply this script, click on the "Run Script" button at the bottom right of the text window.

    If you want to see that the script did something, from the upper left select "Window" and "Toggle System Console". If you don't have a "Window" menu item between "Render" and "Help", you have an older version of Blender and should consider updating. This menu item pops up a console window showing what the script did. It isn't critical to see this window, but gives you a warm and fuzzy feeling that the script has worked. Hit F12 to see the result.

  • CyclesMineways.py method:
    Cycles is a high-quality renderer for Blender. To use Cycles instead of Blender's default renderer, simply click on "Blender Render" in the middle of the top edge of the application and choose "Cycles Render".

    To use the CyclesMineways.py script, first download the latest version. Edit this script in a text editor. You need to add just one word, the PREFIX value listed in the CONSTANTS section, around line 45. Put whatever your save file name is. For example, if your export file is castle.obj, then change the line to this:

    PREFIX="castle"
    

    Enregistrez le fichier.

    At this point you then do exactly the same procedure as described for blender_mineways.py above, but loading this CyclesMineways.py script instead. Hit F12 to see the result.

    Note: this script is in development, so please do contribute your ideas and make it better!

  • manual method:
    If either script is not working for you or you'd rather do a lot of work by hand, what follows are the step-by-step instructions for setting each material manually.

    Fixing transparency: Flowers, torches, glass, etc. will look bad. Look in the upper right at the Scene tree area. Select the first mesh in the list, then pick the Textures icon from the list below, then pick the "Show Material Textures" icon from the set of three icons below that:

    If only a Kd texture is listed, go to the next mesh in the Scene tree at the top (by clicking on it). If there is also a D texture (outlined in green above), uncheck the box for this texture.

    Then click on the texture just above the "D" texture, it starts with "Kd". Once selected, scroll down to the "Influence" section and open it up. Under "Diffuse:" check the "Alpha: 1.000" box to enable it.

    Now cutouts should display correctly when rendered (but will still look bad in the interactive scene). You will need to do this for every mesh, unless you exported just one material as I suggested at the start, in which case you're done!

    Fixing shadows: Now for chaque mesh select the Material icon (to the left of the Textures icon), and under "Shadow" at the bottom you need to click "receive transparent". Again, if you exported just one material, editing one mesh will change this material for all meshes.

    Blocky textures: If you want the blocky look for textures, select the mesh, select the Texture icon, and under Image Sampling uncheck the "Interpolation" box. Just below the "Interpolation" box you'll see a number of filter types, "EWA" by default. Select "Box". As usual, you'll need to do this for every texture. (Hats off to Richard Remmelink for figuring this out.) You may also find that turning off MIP Map", above "Interpolation", can help avoid line artifacts between distant grass blocks. However, mipmapping is useful to avoid crawlies during animation.

    Water: this often looks a little weak by default, you can make it better (you'll need to have a separate material for the water). Select the water by right-clicking on it in the scene. This from Milenco Mulder:
    Select the Material icon:
    Transparency: Fresnel = 2, Blend = 1.25 (the default)
    Optional is to select "Raytrace" and IOR = 1.33, though ray tracing appears to sometimes create artifacts
    Mirror: check this checkbox, then Fresnel = 2, Blend = 1.25 (the default), Gloss = 0.96
    Select the Texture icon:
    Influence: Color = 0.8, alpha = 1.0 (the default), select checkbox Mirror = 0.3, select checkbox Normal = 0.05
    At the bottom of the Influence section there's a list under Bump Mapping of Metho [sic], choose "Best Quality".

9) Camera: Go back to the interactive view by hitting "F11". Move your view around with the middle mouse button. You can rotate by dragging with middle-mouse, or hold down shift and you'll pan, or hold down control and you'll dolly. Once you like the view, click Control-Alt-Numpad 0 to set the camera to your view. If you always want your current view to show what is rendered, while in interactive mode select "View" (in the lower left), "Properties", and under the View area select "Lock Camera to View".
If you found the right angle and perspective for your camera, you can fine tune a couple of parameters in the camera menu. This can be found by first selecting the Camera object from the list of objects in the upper right, then clicking the small film-camera (not the photo camera) symbol just below the list of objects, towards the right. When you click it, a section called "lens" should appear. You can set the "Shift" of the X and Y axis, as well as the focal length of the camera.

If you are happy with your results, you can select "Image | Save as Image" from the menu near the left bottom of the screen, or hit F3.

10) Ambient lighting: In order to achieve a more even lighting of your scene, select the "world" icon in the menu bar where you also found the camera and the lamp settings (i.e., just below the object list). Turn on the "Ambient Occlusion" checkbox in the parameter list below. Play with the "Factor" value in this section, I like something between 0.25-0.5. In this menu, you can also set the background of your scene in the "World" section. Pick the "Real Sky" option and set horizon and zenith colors as you wish.

11) Lighting: There is one predefined light source on the working area (which looks like a dot with two enclosing dotted circles). You'll usually have to zoom out to see it. You can right click to select it, or select the Lamp from the object list. Move it around the screen by selecting the red, green, and blue arrows and dragging. Then, select the Lamp settings in the same menu bar where you found the camera symbol. It looks like a small sun with four arrows pointing away from it in different directions. Click it, and you can find all kinds of parameters that affect the lighting of your scene. For example, try exchanging the "Point" type for "Sun", and play with the "Energy" value. You can also change the color by clicking the color field above the Energy settings. You can add Lamps from the "Add" menu in the upper left.

12) Render Size: You can also set several parameters of the Renderer by selecting the small photo camera icon in the menu bar where you also found the film camera, the lamp, etc. In the section "Dimensions", you can set the Resolution of the image and add a border, etc. In order to export Full HD, you can set the Resolution to X:1920 and Y:1080, and set 100% in the bar below these settings.

13) Upload your creation to the Mineways Flickr group! (Optional, but extremely recommended)

Here's a typical result, made in a few minutes:

3DS MAX

Note: 3DS MAX is free for students and teachers.

These instructions are for 3DS MAX 2012. You might also try jmc2obj instead, as it does a better job producing some geometry. The steps here should also work for cleaning up jmc2obj OBJ models.

For newbies (like me): in a Viewport, middle-mouse button changes the view: mouse-wheel to zoom, button to pan, Alt key down to rotate, Control key down to fast-pan. Shift+Q to render. Steps are as follows:

Step 1: Get your world and region selected in Mineways, then select 'Export Model for 3D Rendering'.

Étape 2: Save as the file type 'OBJ'. You may wish to try the "G3D full material" option, as this gives a slightly different water color by changing the diffuse color to white.

Étape 3: Adjust the export options as you wish. Nothing is required here; by default, blocks will come in at a size of 1/10th meter each. You can adjust this by changing "Make each block 100 mm high"; for example, 1000 mm is 1 meter, MAX's unit size.

Étape 4: Use the upper left MAX symbol menu and select Import. Find the .obj file and select it. In the OBJ Import Options, under Normals select Faceted to get Minecraft's blocky look. Alternately, if you want to smooth water surfaces a bit, select "Auto" and leave the setting at 30 degrees. Click "Import" at the bottom.

Étape 5: Go to Render Setup in the Rendering menu (or just hit "F10"). Select the Renderer tab and uncheck the "Filter Maps" checkbox under Antialiasing. This makes cutout objects look correct, as well as making the Minecraft textures have their distinctive blocky appearance.

Step 6 (optional): At this point rendering should work fine. In interactive preview mode you will see some transparency problems in the Viewport. To fix these, bring up the material editor by pressing "M" and expand the view. Scroll down in the Material/Map Browser on the left and find "+ Scene Materials". Click on the "+" to show the scene's materials. Double-click on whatever material looks bad, e.g. Stationary_Water, Glass, Leaves, Torch, Tall_Grass, Sugar_Cane, Rose, Dandelion, etc. Now click on the "checkerboard-with-light" icon along the top, which does "Show Shaded Material in Viewport". This material should now look better. Do this for each material that looks bad. Press "M" again when finished, to dismiss the material browser. If someone knows a faster way to change all materials, let me know. Note that these fixes do not affect the final render itself.

Maya

Note: Maya is free for students and teachers.

Check out this video from this playlist, it shows how to set transparency and texture sampling. That said, you may want to use jmc2obj, which even comes with a MEL script to perform cleanup during import.

A problem with jmc2obj is that each material must be adjusted by hand. One option in Mineways that can speed import conversion is to uncheck the "Material per object" checkbox in the OBJ file export options. Doing so means you have to fix up only one material, though at the expense of not having a separate material per object (that said, you can always add new materials later). That said, this option tends to mess up Maya's display, as every object will be considered semitransparent and all will be sorted from back to front by depth in the interactive viewport, causing objects to flicker in front of each other. The scene will render just fine, however.

Cinema 4D

Here is how to import a model and set the textures for Cinema 4D. The steps are from this excellent video from this forum post, which includes a number of other useful Cinema 4D animation tutorials and resource links. Here's one more useful post. The instructions have been updated for Cinema 4D R18; older versions may need additional steps, as shown.

That said, you may want to use jmc2obj, another exporter. The main downside of jmc2obj is that you have to reattach every single texture it generates by hand; Mineways uses just one texture, so the cleanup process is much faster.

Step 1: Get your world and region selected in Mineways, then select 'Export Model for 3D Rendering'.

Étape 2: Save as the file type 'OBJ'. Use Absolute OBJ, not relative, as Cinema 4D does not read relative OBJs well.

Étape 3: Adjust the export options as you wish. Nothing is required here; by default, blocks will come in at a size of 1/10th meter each. You can adjust this by changing "Make each block 100 mm high"; for example, 1000 mm is 1 meter.

You may wish to change the OBJ file export options in the upper right of the dialog, but the defaults are fine.

Étape 4: Once the model is exported, open Cinema4D and drag into the main window the .obj file generated. Make sure the "Presets" at the top of the OBJ Import dialog is set to Default. (If you don't, your grass blocks will import upside-down.) Hit "OK".

Here is what the defaults are, just in case:

Cinema 4D object load

To move around the scene, hold down Alt and use the three mouse buttons and scroll wheel.

Étape 5: Select all the materials in the material viewer, the row of spheres at the lower left. Do this by clicking one sphere and then hitting Control-A. All spheres should now be selected.

Étape 6: On the material options, in the right lower window, select the "Basic" button. In the Basic Properties uncheck the Reflectance (in older versions, "Specular") option, and check the Alpha option.

Cinema 4D object basic material

Étape 7: If you want to make textures look blocky, like they do in Minecraft, click on the Color settings box. In this area you will see "Color," below that "Texture," and below that "Sampling." In the menu list for this option choose "None." When you are done selecting, it will still say "<<Multi", but don't worry, you have changed it. Voir la figure ci-dessous. For a quick render to see the effect, click Ctrl-R.

Cinema 4D color material

Step 7a (older versions only): In older versions of Cinema 4D all objects will be white, as the texture is not attached. If this occurs, select the "Color" settings, and towards the bottom is the Texture setting. Click on the three dots button to the far right of "Texture" and choose the corresponding image file with the suffix "-RGB.png". For example, if your model name is "castle.obj", select "castle-RGB.png". Objects should now have textures.

Step 7b (older versions only): Select the "Alpha" settings, and at the bottom is the Texture setting. Again, click on the three dots button to the far right of "Texture". This time pick the image file with the suffix "-RGBA.png". If none exists, just cancel; this means you have no transparent objects in your scene. Otherwise, all transparent objects should now appear so.

Step 7c (older versions only): If you want to make textures look blocky, like they do in Minecraft, in the Alpha settings under Texture, change the Sampling from "<>" to "none". Click on the "Color" button and change the Texture Sampling from "<>" to "none" here, too. Note that in the interactive mode the textures will not look quite right, but when rendered will be blocky. Also, you'll see "Multiple Values" before and after picking "None" – have faith, you've chosen correctly. Or click on the "Multiple Values" line to the right of "Texture…." to see the settings, and the back arrow button above the menu to exit this menu. For a quick render to see the effect, click Ctrl-R.

Alternate method: VRML: If you have problems with OBJ import, or would prefer a single material for the whole scene, you can also import using VRML. (Note: there is also an OBJ plugin for C4D with a free trial, Riptide). Here are steps from James Christien (icecruiser xD; example C4D result here), with help from Huskyiee on alpha.

Step 1: Get your world and region selected in Mineways, then select 'Export Model for 3D Rendering'.

Étape 2: Save as the file type 'VRML'.

Étape 3: Adjust the export options as you wish. Nothing is required here; by default, blocks will come in at a size of 1/10th meter each. You can adjust this by changing "Make each block 100 mm high"; for example, 1000 mm is 1 meter.

Étape 4: Once the model is exported, open Cinema4D and drag into the main window the .WRL file generated. Hit "OK" for the import options dialog.

Étape 5: Once it is all loaded, if black ugly things are present on tiles – such as glass or torches – then double-click the material (the round sphere) in the materials viewer at the left bottom.

Étape 6: On the material options, in the right lower window, select the "Basic" button. In the Basic Properties uncheck the Reflectance (in older versions, "Specular") and check the Alpha option. You should see to the right of the "Basic" button the button "Color", then "Alpha". Click on Alpha.

Étape 7: In the Alpha settings, at the bottom is the Texture setting. Click on the little right arrow next to "Texture", go down the menu and select Bitmaps, and choose the corresponding PNG for the model. All the black things should now be gone, ready to be rendered properly.

Étape 8: If you want to make textures look blocky, like they do in Minecraft, in the Alpha settings under Texture type from Sampling "MIP" to Sampling "none". Click on the "Color" button and change the Texture Sampling from "MIP" to "none" here, too. Note that in the interactive mode the textures will not look quite right, but when rendered are fine. For a quick render to see the effect, click Ctrl-R.

Publish to Sketchfab

Sketchfab is a free service that lets you upload your models and share them with others; try an example here or look at the end of these instructions. Mineways exports to it in a straightforward fashion, there are just a few steps to get your model up and running. It's always been possible to upload models to Sketchfab, see these illustrated instructions. With the 4.16 version of Mineways you can now publish directly from Mineways to Sketchfab. Note: you can always export a rendering as usual to an OBJ file and upload the ZIP of the files output to Sketchfab. This will give a somewhat different rendering style, sharp and less shadowed.

1) Sign up for an account on Sketchfab.

2) Open your World in Mineways, then, select the area for exporting (hold right mouse button and drag the rectangle), and choose "File | Publish to Sketchfab" from the menu.

3) The Sketchfab dialog will come up. Click on the button "Get your token." This will open a web page.

One line says "API Token," as shown below. Copy the API token, a long string of letters and numbers (a black box covers mine here), and paste it into the Sketchfab dialog. Fill in the other fields as you wish, then click "Upload" at the bottom.

4) When done, a new dialog comes up saying, "Your model has been uploaded. Click OK to view it on Sketchfab." – do that!

5) On the model's web page, adjust and save the view. You can orbit, pan, and zoom (mouse wheel). In the lower-right corner is an eye icon, where you can switch to a "First Person" mode – I find it a bit zippy by default, so use the mouse wheel to dial down the speed. Also, if you double-click with the middle-mouse button on your object, you set the pivot point that the camera orbits around. Pick a nice view and then click "SAVE VIEW" in the upper left-hand corner.

6) In the lower right of the window click "SETTINGS" and choose "3D settings". I recommend clicking on the light-bulb icon in the upper left, then turn on the lights (just below); this will give shadows. There are lots of options here – explore and have fun! You can change the surrounding environment, make various materials look different, etc. Annotations are nice for setting up views and touring your model.

7) In the upper right click "SAVE SETTINGS".. Then click "EXIT" and you're done.

If for some reason you can't get the "Publish to Sketchfab" feature to work for you, or you want to use anything but the default export options, there's another way to upload to Sketchfab that's only a little more work. Follow these instructions or go through the step-by-step below.

1) Open your World in Mineways, then, select the area for exporting (hold right mouse button and drag the rectangle), and choose "File | Export Model for Rendering" from the menu.

2) "File | Export Model for Rendering" and save the file as a Wavefront Object (.obj) to a folder of your choice. Let's call it myobject.obj or whatever you like. In the dialog with the export settings click on the option in the upper left click on "Create a ZIP file containing all export model files". Click "OK".

3) Sign up for an account on Sketchfab if you haven't already, then upload the zip file you created by clicking on the "UPLOAD" button in the upper right. A dialog pops up; click on "CHOOSE FILE" and upload the .obj.zip file you created. Click "CONTINUE".

4) Fill out the form as you wish. It's nice to add "minecraft" and "mineways" tags, so others can find your model. It's also nice to "Allow download", if you like.

At this point the steps are pretty much the same as above, starting at step #5. The main difference is that your uploaded model is not published by default; for the last step you'll want to click "SAVE AND PUBLISH," then "EXIT."

One other thing you may wish to do is material cleanup. On the Sketchfab Materials tab (the center one) is the "Faces Rendering" option at the bottom. You may notice some "z-fighting" for objects such as sunflowers, where the two textures on each side of the flower fight each other. Choose a material at the top and select "Single sided" for that material. This will make the object look better.

An irregularity: if you download your uploaded model from Sketchfab, it may not display correctly. The short version is that you probably have to comment out the "map_d" field in the .mtl file for the model. Some viewers incorrectly grab the red channel instead of the alpha channel from the four-channel map that Sketchfab uses for compactness.

Here's an example of Sketchfab in action, a model I uploaded. Click on the window and you can interact with it. More models here and here.

If you want to make a 3D print of a model, the easiest way is to use a 3D print service such as Shapeways or Sculpteo. The main differences are cost, quality, and speed of delivery. Shapeways is almost always less expensive, Sculpteo offers faster delivery and better supports the "Export lesser blocks" option, which lets you print out slabs, steps, fences, and other smaller bits in your model. 3D Hubs also has some users with full-color printers, so may be both competitive and fast. There are other 3D print services for consumers, such as i.materialise and Ponoko, but currently these two do not offer fully-textured 3D printing, just solid color blocks. There are many services offering single-color (i.e., single material, such as plastic) prints, such as any of the above or those on this list.

Shapeways

After creating an account (and creating a shop), go to the upload page. Choose a file for upload – you must pick the .ZIP file for your model that you created with Mineways, using 3D print export, e.g. "mymodel.wrl.zip". You also don't need to change the Unit of Measure: "millimeters" is the default and is what Mineways always outputs. Push the upload button.

Once you've uploaded, you will be taken to the model's page. Here you can preview the model in the window to make sure it looks correct. You can also order from this page by choosing the material. For a full color print you want to find "Full Color Sandstone", near the bottom of the page, and "add to cart". Note there's a fixed cost of $4.99 per order. Be careful, however: you normally cannot cancel your order once placed. After you've made an order, the waiting begins, sometimes 2-3 weeks.

If you later want to upload a new version of this model, there is also an option to "update file".

To make the model available to others for purchase or viewing, click on the "Selling" tab near the top of the page and fill in the options listed. The most important area is the Pricing Products section at the bottom. For full color models you want to click on the "Sandstone" link on the far right, then on "sell this material" for Full Color Sandstone. If you want, you can set a markup – your profit – by giving a higher price (I never do). Make sure to click "save changes" at the lower right when done.

You can make the model more presentable and searchable by using the "Details" tab near the top of the page. You can give the model a name and description, search categories, allow others to download it, tag it (I recommend "Minecraft" and "Mineways", so I can see the model), upload more images, etc.

See my humble shop as an example of how I set up various models.

If you get serious about printing models, the materials sampler is worth considering: it costs just $4.99 to add to an order, factoring in the $25 coupon you receive with it towards your next order.

Sculpteo

Go to the Sculpteo site and register for an account.

In Mineways, you normally want to export to Wavefront OBJ when exporting to print, using the "Sculpteo" file type. Sculpteo also accepts VRML2 files, but the OBJ exporter sets some useful defaults for Sculpteo, such as centimeters for model units. One major advantage of Sculpteo is that they support the "Export lesser blocks" option, which allows you to export slabs, stairs, fences, doors, and other smaller objects. Please read the documentation for that option before using it. Also note that when you export, the price shown is the Shapeways price; Sculpteo prices tend to be about a third higher overall.

Once you have your export file ready, on the home page click on the Upload a 3D file button in the upper right (you can also go to your account and find the "Upload a new design" link).

On the upload page choose a file – you must pick the .ZIP file for your model. Adjust the design name, description, keywords, and categories as you wish (personally, I fill these in later, when I'm sure the model is a keeper). Note you can also add French translations; I use Google Translate. Agree to the terms of use at the bottom and click "OK". Wait a bit.

You should then get a page showing your model has been uploaded. You can interact with it in the viewport using left-mouse, right-mouse, middle-mouse, and scroll wheel. Pro tip: note that rotating by going up and down near the edge of the window gives a different rotation than going up and down in the middle. This can help you adjust the "up" direction.

You now have a number of options. The "Click to see repair work on your model" shows where objects were merged – usually not that interesting. "See the price" brings you to the main page for the model. From here you can do a wide range of operations, and they're pretty self-explanatory. You can choose the material (colored by default), change the overall scale (and see the new price), or perform a solidity check. This last option is useful for seeing if some part of your model is likely to snap off during printing.

Note the links above these options. "Settings" lets you add photos, change your description and sharing options, and set the initial scale for the object. "Customize" gives some interesting options, such as engraving text, adding images and symbols, and smoothing the design. This last option can give an interesting look to smaller models, though there is a risk of some bits of the model becoming detached when printed.

Smoothing: done using Sculpteo's "smooth the design" customization option.

Zebra Imaging

Si vous vraiment want to get meta, consider this option: making a hologram of your creation! See Zebra Imaging's Mineways site. You can use Mineways to export a model, then order a holographic 3D print of your creation. I made a little (pretty terrible!) video of the results; I hope to make a better one soon.

Looking Glass Factory

Another option for 3D printing a model is Looking Glass Factory. For around $90 you can make a color 3D print in Lucite of any model.

Scripting

By using "Import Settings" you can make Mineways do all sorts of things very quickly. You can also temporarily modify blocks when exporting. It's easier to use than you might think, read about it here.

Related Resources

Here are some related (free) tools that are handy, collected in one spot:

  • MeshLab for viewing exported models for 3d printing.
  • The G3D viewer is excellent for previewing 3D OBJ files for rendering (sorry, not VRML or STL), as its support for cutouts is superior to the MeshLab viewer. It also includes real-time shadows and reflection-mapped water, as well as built-in screen and movie capture (only the viewer32.exe version has video capture). Models also load faster. Downside: on weaker GPUs it can be slow. Some examples here.
  • The VisCAM View is good for viewing and checking STL files.
  • MeshLab helps you convert, simplify, and smooth meshes, among a huge number of other operations.
  • Blender for rendering OBJ files.
  • World Downloader is a client-side mod you can use to download and capture any part of a multi-player world that you see into a local single-player world save. This is a great way to grab your creations off a multi-player server.
  • MCEdit Unified lets you make large-scale changes on your world; documentation here. For example, you could trim away objects near your model to make a cleaner export. You can also read in model schematic files from sites such as this. To use a schematic with Mineways, import the schematic into an empty world and save the world, then use Mineways on that world.
  • WorldEdit is another mod that lets you make large edits to your world. It can load and save .schematic files, allowing you to export a model from Mineways and move it to a separate world. It also allows a huge number of modeling operations, including procedurally-generated models. It differs from MCEdit in that it is a plug-in to Minecraft, while MCEdit is standalone.
  • VoxelSniper is another Bukkit addon for servers, providing a wide range of editing abilities.
  • Mine-imator is a self-contained Minecraft video animation system. It can read in and view schematic files, among much else. Direct download.
  • Spritecraft converts an image to a schematic file, allowing you to easily create pixel art.
  • Binvox goes the other direction, letting you turn a model file into a voxelized representation, suitable for building or export to a schematic file. I have a quick-start Binvox package for Windows: binvox, viewvox, GLUT DLL, two sample 3D models, and batch files to run the programs. Documentation here. For more info, see the forum thread and related forum thread, and album. I used it to make the teapot, guardian, and hopper, among other models.
  • Qubicle costs money, but has some nice functions. It is a set of voxel-based utilities, including an editor and a voxelizer that computes a good color for the voxel from the material.
  • CraftMaster has developed a program for voxelization specifically aimed at Minecraft, and that exports directly to Sketchfab.
  • TinkerCAD is an online CAD program. You can now export à Minecraft from it – try the "Download for Minecraft" feature, now with materials. You can also search for Minecraft-related objects. See this video for how to use it and export.
  • Biome Painter lets you modify the biomes of your world. If you get it, make sure to use the "Help" menu "Check for updates" feature.
  • Eihort is a fantastic 3D viewer for your world. You can zoom through, see a huge distance, and get coordinates for wherever you are. It's slightly outdated and buggy right now, but a new version is in the works.
  • More Minecraft tools here.

Stuff to Print

Want something to try Mineways on? There are a number of sites with cool downloadable models and worlds, including:

  • Planet Minecraft projects – all sorts of great stuff to print, sorted by popularity.
  • Minecraft World Map has a large number of worlds and includes a nice Google Maps preview feature.
  • MCSschematics.com has thousands of schematics for download (award-winners here), which can be read into MCEdit, saved in a world, and then exported with Mineways.

You could get a copy of our world, Vokselia. I've also got a Shapeways shop, where you can view photos of different 3D prints and also download the model files themselves. You could also buy any of these (though you should just make your own!).

For something amazing, check this out (more here)- meta! Double-meta, I exported this model using Mineways, check it out.

Other Packages

Mineways is not the first to offer a Minecraft model exporter, nor necessarily the best for export for rendering. Minepedia has a page about exporters. Here's more information on the ones I know about and related services. They may fit your needs better than Mineways:

  • Printcraft is a cool idea: you go onto this server, build something with friends, then push the Print button and an STL file of your build is sent to you. Pas de muss, pas de chichi. Meant for home and school 3D printers for the most part, since the STL comes without any colors.
  • SourceCraft creates maps for Valve's Source engine, for games such as Team Fortress 2 and Garry's Mod, via Minecraft.
  • The Newmatter MOD-t 3D printer includes software to let you export your models from Minecraft and print them directly on your printer (or you could use Mineways, of course). I like that they're aiming to make this process easy.
  • CubeTeam is a free multiplayer online 3D modeling program that works in the browser. It's Minecraft meets CAD, with some interesting options such as smoothing your model or importing and voxelizing an existing 3D mesh.
  • Jmc2obj is a Java-based (so multi-platform) exporter for rendering. It has grown to become a great tool for creating OBJ files; I think it's the best exporter for rendering that is out there. It's free and open source. There is a little wiftiness with the interface when zoomed in and with the export dialog, and I recommend choosing "Center" for the Offset option, but the resulting export is excellent – every block I tested was output properly. The only mismatches I saw were some obscure redstone wiring cases.
  • dynmap has an option to export blocks, even custom blocks, to the OBJ format. I haven't tried it; let me know how you find it.
  • Blokify is a free Minecraft-style modeler for the iPad. I found placing individual blocks a bit dicey, but that's because they've built in ways to fill in lines of blocks in a single go. You can email yourself the resulting STL file (though it didn't work for me). The blocks used are actually textured, so 3D print out with more than just simple flat surfaces.
  • Mineblend – an add-on that extracts data from a world directly into Blender. I don't know how it compares to jmc2obj. If you use Blender, give both a try.
  • MINECRAFT.print() – these guys were first to print Minecraft models, all glory to them! You run some python scripts from a command line to take a volume and turn it into an STL file. There's a hollowing function (their Companion Cube is not solid, thank heavens). Cody pointed out this nice little color export someone did using their scripts. All that said, the python script is years out of date and won't work on Minecraft version 1.2 on (Anvil format).
  • Cura, the software for the Ultimaker 3D printer, has a Minecraft import option, step-by-step instructions here.
  • Minecraft structure planner – written in Ruby, this is a basic exporter of STL files from schematics. It's the first program I know to export color models from Minecraft for 3D printing.
  • Minecraft world exporter (old thread) – Mineways works only with worlds you have locally on your computer. If you can't download the multiplayer world you're in, use this mod to suck in whatever chunks you see.
  • MagicaVoxel read Minecraft schematics and gives a nice rendering of them. It's best for large models, as it converts everything to colored blocks, no details.
  • OptiFine is a mod that gives you some great additional rendering effects, GLSL Shaders works with it and gives even more rendering styles, and Unbelievable Shaders modifies these shaders further. Also give Eihort a look, it's an easy-to-use standalone program that lets you see and explore much more of your world at once. MagicaVoxel Viewer reads in schematic files and does a nice job displaying the blocks (always as full blocks, though, no detail). Finally, Chunky is an amazing self-contained renderer: choose your chunks, load them, set the view and let 'er rip. Definitely try out the various options.
  • FigurePrints – this commercial firm has a 3D application that lets you select and preview a chunk of your world all in one place, then order it directly. The user interface for selecting a chunk is a bit weak ("just type your coordinates in here"), but on the other hand what it does is simply grabs the area near where the player is located. Preview is in 3D, which is great, and performance is snappy. A very cool thing is that it works in multiplayer, and you don't need access to the world files! Also, just select the texture pack you want, vs. having to use a terrainExt.png file. It also does half-blocks and stairs (but not fences). Downsides include not being able to control the export in various ways. There are also some texturing errors, perhaps fixed by now. But, this software can all but improve over time – if it gets people trying out 3D printing, great! Photos and more here.
  • GrabIt is a platform for game developers to sell physical models direct to their users. It uses RenderFab 3D asset processing technology to fully automate the process of creating 3D print-ready models from any 3D data.
  • WhiteClouds – this print service uses Mineways to export your Minecraft creations, among other 3D models. Worth a look for the cool pictures of models, along with Minecraft characters! There are a few pictures here, and model description.
  • MineToys offers 3D prints of your character. More on how MineToys works here.
  • Minecraft Schematic Store – buy and sell Minecraft schematics (note that Mineways has an Export Schematic option).
  • Voxel is an iPad app that lets you design in voxels and send your model directly to Sculpteo for printing.
  • 3DTin – it's not Minecraft, but lets you build with cubes and has a connection to 3D printing. Build your model out of blocks inside this web app and upload to a 3D print service.
  • mc2obj (documentation and source here) – mentioned mostly for historical purposes, it has been superseded by jmc2obj. This utility pulls in the specified Minecraft world data and makes an OBJ file. It includes true geometry vs. Mineways' whole block orientation.
  • mcobj – again mentioned for historical purposes, the first-known exporter. There is a Blender tutorial and a gallery of results. It has command-line and dialog versions. Source available. It didn't apply textures.
  • Thingiverse – this site contains a bunch of Minecraft-related models if you are looking for things to print. I think this one is brilliant.
  • Minecraft Reality sadly doesn't seem to be around any longer, but the demos of Minecraft objects inserted into the real world are pretty cool to look at.

Minecraft Education Edition and Pocket Edition Support

This section describes how to open a Minecraft Education Edition or Minecraft Pocket Edition World in Mineways. This also includes the Minecraft: Windows 10 Edition Beta. The format used by Minecraft Pocket/Beta and Education (it's called LevelDB) is different from the standard Java Minecraft format, so we have to convert to the (NBT) format. Mineways currently can't do this conversion. Some extra steps are required to open these worlds in Mineways or in classic Minecraft.

Another possibility is to find some way to convert your model to the Schematic file format, which Mineways also reads.

For consoles, you might try out this utility, or this one. I have not tried these myself, I have simply heard of them.

You'll need:

  • MCEdit.
  • If you're playing Minecraft on a tablet or phone, a USB cable to connect your device to your PC.
    • For an iOS device, you will also need a program on your Mac or PC called iExplorer. There may be other methods for transferring files from an iOS device, but iExplorer is the one I see recommended on the Internet. (I am not an iOS user). Also, I have not tested the iOS instructions personally. They are based on information I found on the Web.

For Windows 10 Edition of Minecraft: Education Edition or Beta

  1. For the Education Edition: your worlds are saved in %localappdata%PackagesMicrosoft.MinecraftEducationEdition_8wekyb3d8bbweLocalStategamescom.mojangminecraftWorlds
  2. For the Beta: your worlds are saved in %localappdata%PackagesMicrosoft.MinecraftUWP_8wekyb3d8bbweLocalStategamescom.mojangminecraftWorlds

To check, press Windows-R and paste this long line in. The oddly-named folders there are your worlds. Click in to each one and you should see a level.dat file.

For Mobile only: Copying the world folder from your mobile device

Android

  1. Connect your device to your computer via USB cable as a media/storage device.
  2. In the file manager on your computer, locate the device and open the folder: games/com.mojang/minecraftWorlds
  3. Copy the desired world folder to a location on your computer.

iOS

  1. Open iExplorer and locate your iPad.
  2. On the left, click on "Applications".
  3. Open "Minecraft PE".
  4. Click on "Documents", then "Games", then "Com.Mojang", then "minecraftWorlds".
  5. Drag the file for your world onto a location on the computer.

Converting the world in MCEdit

  1. Run MCEdit by double-clicking the file "mcedit.exe".
  2. Select "Open…".
  3. Browse to your world folder, select the file "level.dat" and click "Open".
  4. In the upper left of the MCEdit window, click on "Menu" to open the menu.
  5. Click on "Select All" (or use the shortcut Ctrl-A without opening the menu).
  6. Click on "Menu" again to close the menu.
  7. In the selection menu on the left, click on "Copy".
  8. Click "Menu" to open the menu.
  9. Click "Create New World".
  10. Under "Generator:", click on "Minecraft Server" and change it to "Flatland".
  11. Change the "Height" to 1.
  12. Click "Create" at the bottom of this menu.
  13. Browse to a location on your computer, name the new world and click "Save". See the note at "Classic Minecraft save folder" if you want to save where your other "Classic" worlds are. (Accept the message that appears with "OK").
  14. Click "Select All" and close the menu (or press Ctrl-A).
  15. Click "Paste" in the menu on the left, then click on the world itself to position your world. Wait a bit for your world to load. (You can move around with the mouse and the WASD keys whille it loads.)
  16. Click "Import" at the bottom of the menu on the left.
  17. When the import is finished, click on "Menu" in the upper left again and click "Save" (or just press Ctrl+S). Wait a bit.

Note: To move around in MCEdit, use the WASD keys (W=Forward, S=Back, A=Left, D=Right). To look around with the camera, click the Right Mouse Button once to toggle camera look on. Click again to turn it off. Point up and move forward (W) to move up, etc. The WASD keys are also used to move the paste blocks before clicking Import. See the MCEdit site for a tutorial and more information.

Classic Minecraft save folder: For "Classic" Minecraft your world saves folder on Windows is "%appdata%.minecraftsaves". Another way to locate your hidden world saves directory for "Classic" Minecraft is via the Minecraft launcher. On the lower left of the launcher window (do not click "Play"), click on "Edit Profile". At the bottom of the dialog that appears, click "Open Game Dir", then open the "saves" folder. Copy your converted world folder here.

Opening the world in Mineways

  1. Start Mineways by double-clicking on "Mineways.exe".
  2. In the menu, select "File > Open…"
  3. Browse to your world folder and select "level.dat", click "Open".
  4. Follow the instructions on this page for using Mineways.

Optional MCEdit steps for playing your world in standard Minecraft

If you also want to play your converted world in Minecraft, you can optionally remove the extra "flatland" you placed at the bottom level.

  1. Click on "Chunk view" at the top of the MCEdit window.
  2. Click and drag with the Left Mouse Button to select just the chunks of your imported world.
  3. In the controls on the left, select "Prune".
  4. In the MCEdit menu, click "Save" (or press Ctrl-S).
  5. Copy the world folder to your Minecraft saves directory.

Keyboard Shortcut Keys

Most operations in Mineways can be done with the mouse: left button drag and mouse wheel for viewing, middle mouse click for setting the depth to whatever is at that location, right mouse selects a region to export. If you don't have a right mouse button, hold Control down and use the left mouse button. Instead of using the height sliders at the top, using the mousewheel with the Control key down changes the lower height, with Shift down changes the max. height (this second mode can be slow, since the map is regenerated). More on mouse controls in the Selection section.

  • [[[[ et ] moves the lower depth up/down by one level.
  • Space bar adjusts the bottom level to the lowest solid block visible in the selection area, minus one. Holding shift will adjust to the lowest visible block level (treating transparent blocks as solid, i.e., the level will be adjusted to the highest level of a lake, not the blocks below its lowest level).
  • E/Q et PageUp/PageDn et +/ zoom in/out one level. (Note the Shift key is not needed.)
  • Accueil et End zoom all the way in and out.
  • WASD et the arrow keys move around.
  • < et > move the altitude slider up and down.
  • 09 move the altitude slider larger amounts.
  • Ctrl-O opens a world file, for when the world file is in some non-standard place.
  • Ctrl-R saves a 3D model file for rendering, e.g., water is made transparent.
  • Ctrl-P saves a 3D model file for 3D printing at Shapeways, Sculpteo, or other 3D print service or printer.
  • Ctrl-X saves the model again, without showing the file or export dialogs. Useful for when you are readjusting the bounds or color scheme of the model and simply want to redo your export otherwise.
  • F1 pops up the About dialog, as does the ? key (with and without shift).
  • F2 jumps to spawn.
  • F3 jumps to player's location.
  • F4 jumps to selected area, if any.
  • F5 goes to the Nether, if any.
  • F6 goes to The End, if any.
  • F7 shows all blocks on the map, such as flowers, mushrooms, ladders; off by default, as these can be distracting. Also shows ID and data values of the first block (including transparent blocks) under the cursor. This option does not affect exported models.
  • F8 shows biomes. Grass, leaves, and water colors are affected by biomes. Moving the cursor over a biome displays its name in the lower left. Exporting with this option on will turn on the "Use biome in center of export area" option. Note: swamplands are not fully simulated, as in Minecraft these use a complex Perlin noise function to vary the temperature, which in turn determines the color of the grass: sickly brown or lush green. I chose sickly yellow as the default. The lush green is color #4c763c, if you want to use a color scheme to simulate it.
  • F shades by altitude. This option does not affect exported models. When biomes are displayed, it shades by temperature, a subtle effect. Minecraft drops the temperature of a biome by 0.00167 every meter above 64.
  • L show nighttime lighting. This option does not affect exported models.
  • C shows underground caves below the given altitude.
  • H hides obscured blocks. When you set a maximum altitude underground, this option discards all blocks at this altitude and lower, until an air pocket is hit. Try it with the slider set to 60 or lower, to see tunnels. On by default in the Nether.
  • R reloads the world's map. This is useful for when you edit your world while Mineways is running, see this tutorial.
  • Escape clears the selected area.
  • Ctrl-A selects the entire model (for schematic "worlds" only).
  • Ctrl-Q closes the program.

Block Types Supported

There are two main modes of export: for rendering and for 3D printing. These mainly differ in that some blocks, such as flowers, are not things that can actually be printed as-is. For 3D printing, the "Export lesser blocks" option has a major effect on what gets exported. Note that this option is on by default for rendering; turning it off will turn a number of blocks into "full blocks" instead of true geometry, for a more abstract look (but, no one ever turns it off). Finally, for the "lesser blocks" option there's a "fatten" suboption, which makes fences, fence gates, doors, free-standing sign posts, and pressure plates thicker, so they're more likely to print without snapping off.

If you want to test particular blocks to see what they look like, use the "[Block Test World]" and the block IDs to select and export whatever block types in whatever mode you want. Alternately, you could download this map.

Here's what Mineways exports as of version 5.01:

Mineways does not support export of characters, creatures, sign text, paintings, or banner patterns.

All "full blocks" (stone, dirt, wood, etc. etc.) export the same under all modes. The table below outlines the rest. "Flatten" means a billboard like a flower, etc., is flattened to be a decal on the block below, since such objects are too thin to be 3D printed.

Block Type and ID Render Export Print Export Print w/"Lesser" Remarques

Saplings (#6)
Tall Grass (#31)
Dead Bush (#32)
Flowers (#37, #38, #175)
Mushrooms (#39, #40)
Pumpkin and Melon Stems (#104, #105)

Billboards
Flattened
Flattened

Pumpkin and melon stems do not darken with maturity.

Water (#8)
Lava (#10)

Proper geometry
Full block
Proper geometry

The bottommost tile found in Minecraft's water_still.png and lava_still.png are used for these blocks. The water_flow.png and lava_flow.png bottommost left tiles are used only for vertical walls. For walls behind glass blocks, water_overlay.png is used.

Bed (#26)

Proper geometry
Stretched to full block
Proper geometry

When printed, area under bed is solid

Rails (#27, #28, #66)

Oui
Flattened to block sides
Yes, slope block added

Cobweb (#30)

Crossed billboard
Block with texture
Block with texture

Piston Extension (#34)

True piston head
Block with texture
True piston head

Detailed piston heads not fattened for 3D printing, may break.

Slabs (#44, #126)

True slab
Full block
True slab

Torches (#50, #75, #76)

Billboard torch (no flame)
Flattened
Flattened

Fire (#51)

Billboards
Block with texture
Block with texture

The bottommost tile found in Minecraft's fire_layer_0.png is used for this block.

Stairs (#53, #67, #108, #109, #114, #128, #134, #135, #136, #163, #164)

True stairs
Full block
True stairs

Note that Minecraft 1.4 connects stairs differently. If you have a pre-1.4 world, use Mineways 2.22 to export it.

Chests (#54, #95, #146)

Proper geometry
Full block
Proper geometry

The chest textures in terrainExt.png are created by TileMaker using assets/minecraft/textures/entity/chest normal.png and normal_double.png.

Redstone Wire (#55)

True geometry 1/4th pixel above surface – may cause z-fighting; use "Create composite" option to flatten
Flattened
Flattened

Wheat Seeds (#59)
Sugar Cane (#83)
Nether Wart (#115)
Carrots (#141)
Potatoes (#142)
Beet Seeds (#207)

Grows properly
Block with texture
Block with texture

The fully matured texture is used for printing, on all sides.

Farmland (#60)

Proper geometry
Full block
Proper geometry

Wetness level is ignored.

Doors (#64, #71)

Proper geometry
Full textured block
Proper geometry

Ladder (#65)
Lily Pad (#111)

Proper geometry; "Create composite" option shifts suspended lily pads to water level
Flattened
Flattened; suspended lily pads shifted to water level

Orientation of lily pad is not available in basic data, so orientation is always the same.

Wall Sign (#68)
Pressure Plates (#70, #72)
Buttons (#77, #143)
Snow (#78)

Proper geometry
Flattened
Proper geometry

Wall signs are put next to wall for printing – no gap.

Lever (#69)

Proper geometry
Flattened
Flattened

Cactus (#81)

Interlocking billboards
Full block
Smaller block

Fences (#85, #113)
Fence Gate (#81)
Cobblestone Wall (#139)

Proper geometry
Full wood block
Proper geometry

Portal (#90)

Proper geometry

Uses the last tile in the Minecraft portal.png texture.

Cake (#92)

Proper geometry
Stretched to full block
Proper geometry

Redstone Repeaters (#93, #94) and Comparators (#149, #150)

Proper geometry
Flattened
Geometry without torches

Trapdoor (#96)

Proper geometry
Flattened or block filled
Proper geometry

Iron Bars (#101)

Proper geometry
Textured block
Proper geometry

Glass Pane (#102)

Proper geometry
Replaced with Glass block
Proper geometry

Vines (#106)

Geometry/flattened
Block geometry/flattened
Block geometry/flattened

Since vines cannot hang in air for printing, blocks are added.

Enchantment Table (#116)

Proper geometry, without book
Grown to block
Proper geometry, without book

Brewing Stand (#117)

Proper geometry
Textured block
Textured block

Delicate, and billboards won't print on a 3D printer.

Cauldron (#118)
Dragon Egg (#122)

Proper geometry
Stretch to full block
Proper geometry

When printed, area under cauldron is solid; top bit not added to completed portal frame.

End Portal (#119)
End Gateway (#209)

Full block only

Uses the custom tile MW_END_PORTAL.png for the void

End Portal Frame (#120)

Proper geometry, rotation is simplified to 90 degrees or not
Full block, no ender eye, correct rotation
Proper geometry, rotation is simplified to 90 degrees or not

Cocoa Pod (#127)

Proper geometry
Enlevé
Pod geometry, no stem or gap

Stem is removed for "lesser" printing.

Ender Chest (#130)

Proper geometry
Full block
Proper geometry

The ender chest textures in terrainExt.png are created by TileMaker using assets/minecraft/textures/entity/chest/ender.png.

Tripwire Hook (#131)

Proper geometry
Flattened
Flattened

Note that tripwire itself is currently not added.

Tripwire (#132)

Enlevé

Hey, it's supposed to be hidden…

Beacon (#138)

Proper geometry
Full block
Full block

Faked by putting tile at 11,14 in terrain.png.

Flower Pot (#140)

Proper geometry made
Removed entirely, no decal
Pot geometry, and only cactus is made

In Minecraft flower pot flowers are dimmer than the originals. Mineways does not dim these.

Head (#144)

Half-wide pumpkin
Full-size pumpkin, rotated to nearest 90 degree angle
Half-wide pumpkin

Mineways reads block entity data to get the rotation and type of head, but currently does not use the head type to put something other than a pumpkin.

Hopper (#154)

Proper geometry
Full block
Hopper interior filled in to make it solid

Barrier (#166)

Normally hidden

To make the barrier appear, create a color scheme and change the barrier's alpha to 1.0.

Standing Banner (#176)

Reasonable geometry, no banner pattern
Enlevé
Removed, too thin

Wall Banner (#177)

Reasonable geometry, no banner pattern
Enlevé
Made thicker, no banner pattern

End Rod (#198)

Proper geometry
Enlevé
Removed, too thin

Chorus Plant (#198)

Only one shape
Full block
Only one shape

In the game itself the shape used varies based on location, in some unknown way.

Structure Void (#217)

Normally hidden

To make the tiny structure void block appear, create a color scheme and change the alpha to 1.0, and Show all objects (F7) to see it on the map. Structure void uses red wool for its tiny output block.

Observer (#218)

Unlit only

The lit observer tile is in terrainExt.png, but is not actually tested for and displayed.

Shulker Boxes (#219-234)

Side and bottom derived

Shulker box sides and bottoms are created by using the color of the upper left pixel (2,2) of the top of the shulker box compared to the white shulker box top, multiplied by MW_SHULKER_SIDE and MW_SHULKER_BOTTOM.

Version History

  • Version 1.0, 12/24/2011 – exe, source
  • Version 1.01, 12/27/2011 – exe, source – fixed depth going to -1, added warnings about models being too large, increased map cache size, improved model summary information at top of model file.
  • Version 1.02, 12/30/2011 – exe, source – added "hide all blocks" feature to color scheme dialog, fixed debug mode for separate parts so that it works properly if full textures are on (the textures get turned off) and so blocks always appear, don't export billboard torch if "Export all block types" is off.
  • Version 1.03, 1/2/2012 – exe, source – Added check to see if world reads properly, warns if not; added snowy sides to grass blocks when covered with snow; changed to "illum 4" for Wavefront OBJ export.
  • Version 1.04, 1/2/2012 – exe, source – Rendering gets some love: using "illum 4" kills Blender import, so back to "illum 2" for all but water, add "Tf" and remove "d" export; export "map_d" of the same texture map, making SAP Viewer work better with OBJ; change face offsets to be relative numbers instead of absolutes, so OBJ files can be added to each other.
  • Version 1.05, 1/4/2012 – exe, source – Added two options: F7 makes little things like flowers and mushrooms visible on the map, and under File is "Select terrain.png for export", so a different terrain.png file can be used. Do not set the transmittance when using full textures for glass (assumes a cutout for glass). Other little menu cleanups, like what key selects the menu item.
  • Version 1.06, 1/8/2012 – exe, source, Mac – 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.
  • Version 1.07, 1/9/2012 – exe, source – 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.
  • Version 1.08, 1/10/2012 – exe, source – 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.
  • Version 1.09, 1/11/2012 – exe, source, Mac – 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.
  • Version 1.10, 1/18/2012 – exe, source, Mac – Bug fix: default texture output not set for printing single-material OBJ. Fixed terrain.png read error message. Features: added emitter Ke output for emitters, though currently always '0 0 0'; this makes for easy identification and editing of emitters. Added internally a static, absoluteIndices, to allow positive indices to be output for OBJ files.
  • Version 1.11, 1/19/2012 – exe, source, Mac – 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.
  • Version 1.12, 1/25/2012 – exe, source, Mac – Bug fixes: half slabs of wood, sandstone, etc. were all showing up as stone. Stronghold bricks were never cracked or mossy. Enhancements: "true specification" OBJ files are now output by default, since I figured out how to turn on previewing in Blender (see the tutorial). Blocks are now 1 meter in size when output for rendering, a scale that most rendering systems prefer and that I originally meant to be there.
  • Version 1.13, 1/28/2012 – exe, source, Mac – Improvements: you can reload your world by hitting the "R" key now. Loading a different world will recenter at spawn and unzoom the view. Bug fixes: Major fix is that wide characters are now supported on file read and write, which means characters such as "åëîõú" can be used in file names. These get simplified for material and texture file names, since those need to be UTF8 (really, more UTF7) for OBJ and WRL files. Fixed bugs with spaces in file paths. Resolved color mismatches for solid color output. Fixed a color problem with slabs when using solid colors (appeared in v1.12). Redstone torches were always flattened, now they appear properly in rendering output. Flames are now exported to be at the edge of blocks. OBJ export always has Y as up, for easier print preview with G3D. When exporting Magics STL without colors the header is made simpler, so the object does not preview as black.
  • Version 1.14, 2/4/2012 – minor bug fix: extremely large chunks (those with say 100 chests full of objects) would not decode; fixed by increasing CHUNK_INFLATE_MAX. Improve selection highlighting: the selected area is always shown, and if some blocks are not selected the user is warned and corrective action applied (moving Bottom depth down). Note that when the depth is moved down, it is conservative, including visibility down deep holes, for example. Improve texture pack import: avoid using bad water, lava, and file tiles in custom terrain.png files – see notes on terrain.png. Statistics about the print's cost are now optionally displayed at the end of export.
  • Version 1.15, 2/15/2012 – source, Mac -bug fix: scale error on warning of "too small" model for colored sandstone; Shapeways doesn't appear to enforce this rule, though. Fixed vines to export in a more reasonable fashion: composited with underlying objects and underneath trees, changed color, made background grass. However, vines still extend out beyond trees (see bug list). Removed right-mouse click for assigning "Bottom" height, as it's confusing and redundant; just use middle-mouse instead. Change "Z is up" to be default for i.materialise STL models. Add Show size in inches and centimeters in printout dialog. Fixed dragon egg tile location. Added beta jungle tile support in optional terrain_jungle.png: 9,9 wood, 4-5,12 leaves, 14,1 saplings. Replaced terrain.png with the game's default terrain.png plus flames, as it's better for printing. Added other terrain.png options. Removed alpha cleanup for print export, as it's unnecessary.
  • Version 2.0, 3/17/2012 – source, Mac – Anvil support: if you use Minecraft 1.2 or newer, use 2.x, else use 1.15. Hats off to Sean Kasun and some anonymous githubber, who did the heavy lifting in the conversion to Anvil. Source code uploaded to github. Old North is now East. Added redstone lamps, added Sphax PureBDcraft and LB Photorealism terrain.png files and updated the rest to Minecraft 1.2.3, as possible. Fixes: now uses a little less memory in a few places, to help large exports. Repeater/wire connection fixed so that wires properly attach to only the ends of repeaters, not the sides. What used to be East is now North (the sun changed where it rose some time ago).
  • Version 2.01, 3/21/2012 – source, Mac – fixed various height bugs that slipped through the cracks. Wool now doesn't lose its color above height 127, for example.
  • Version 2.02, 3/22/2012 – source, Mac – Updated to 1.2.4: added circle brick, different wood planks, and sandstone variants. Fix: swap spruce and birch saplings.
  • Version 2.03, 3/23/2012 – exe, source, Mac – Improvement: added a "Lower depth" slider to the user interface, making depth selection obvious and easier (thanks to Adrian Alan Brown for the suggestion). Misa textures updated to 1.2.4 (Coterie, Doku, LB, and Sphax have not been updated).
  • Version 2.04, 4/3/2012 – exe, source – New option: whether to create the model files themselves. By default, VRML printing now exports only the zip, because people often upload the wrong file to Shapeways. If you want to preview the model, just check the "Create files themselves" checkbox. Loading a new world turns off the selection and resets depths. All terrain textures now updated to 1.2.4.
  • Version 2.05, 4/12/2012 – exe, source – Minor fix for rendering, only: vines are all turned into billboards. Vines are still a little funky for printing, but you'll never notice.
  • Version 2.06, 6/19/2012 – exe, source – Improvements: The lower depth is now autoadjusted for every new selection, and autoadjustment can be turned off. VRML rendering output is now grouped by material, for a bit more Cinema 4D support. VRML now exports to solid color and single color formats, for Ponoko support – many thanks to Ariock for and Ponoko for their help. VRML files now write out squares instead of triangles, reducing ZIP file size by about 20%. VRML files are now generated by default again, for previewing (generating just the ZIP is good for utter newbies, but a pain for everyone else). Various format bug fixes, including making rich color and floating object debugging mode work again. Unknown block ID check added, to future-proof Mineways and warn users of unknown block types. Week24 beta block additions are unofficially supported, though I'm ignoring the cocoa plant, and block of emerald is semi-supported (it conflicts with the old chest lid texture location – grrr).
  • Version 2.07, 6/26/2012 – exe, source – bug fix: huge mushrooms were not textured correctly, now they are.
  • Version 2.08, 7/9/2012 – exe, source – New features: individual block export and block test world added. See this section of the documentation. Bug fixes: fixed export of redstone torches and repeaters, made vines always properly cover the underside of blocks, and made the bed texturing slightly better.
  • Version 2.09, 7/20/2012 – exe, source – Many new blocks have been added for rendering and for printing. These blocks are exported by default for rendering, and can be exported for 3D printing, by using the "Export lesser blocks" option. This feature is experimental (fences and fence gates are highly likely to break off, for example), and works with Sculpteo but not Shapeways. See more details here. Flowers, mushrooms, tall grass, dead bush, saplings, and stems now are visible on the map and print as flattened decals (if you don't like this, disable using a color scheme).

    You can export again instantly with the same options and filename by using Control-X (or the File menu item). This is useful when adjusting bounds, fixing the world, reloading ("R"), or changing the color scheme and then re-exporting. File path is now retained for normal file export, also making adjusting easier. Material output has been simplified for OBJ, to improve import into Blender (though water now looks more boring in G3D – sorry; and just uncomment "illum" in the .mtl file). Absolute and relative OBJ have changed position on the file type selector, and 3D print firm names added when exporting for 3D printing. Changed default terrain.png to support all new Minecraft 1.3 blocks (note Emerald Block is shifted). Numerous fixes to [Block Test World] and block IDs added. Memory use has been considerably reduced, half or less of previous typical use.

    Here's the list of blocks which now have correct geometry: slabs, stairs, fences and gates, farmland, signs, doors (but not for 3D print – too thin), pressure plates, buttons, snow, trapdoors, end portal frames, cocoa plants, and cake.

  • Version 2.10, 7/24/2012 – exe, source – Fences, gates, doors, trapdoors, and sign posts are now exported for printing when the "lesser" option is used; see more details here. Options for tailoring OBJ export, and improved documentation on exporting to renderers.
  • Version 2.11, 8/2/2012 – exe, source – Added water and lava level export that matches Minecraft's; this always exports for rendering, and for 3D printing only when the "lesser" option is checked. Support sideways logs and upside-down levers in 1.3.1. Bug fixes: flipped tiles on "lesser" objects so they properly matched left and right. Rewrite of the UV texture coordinate system in anticipation of major changes for full support of Minecraft 1.3.1 (modest reduction of number of UV coordinates saved). Mineways will mostly work with MC 1.3.1, but note that 1.3.1 texture packs used with Mineways will make chests disappear (thanks, Mojang). Major rework is needed to fix this mismatch; the default texture pack will work fine for everything but Emerald blocks.
  • Version 2.12, 8/3/2012 – exe, source – critical bug fix for VRML export, I introduced a bug in version 2.11, in which the first few faces would not be exported. Thanks to Jonah Shafer for reporting this bug.
  • Version 2.13, 8/4/2012 – exe, source – Shapeways redesigned its upload page, now millimeters is the default model unit. Changed Mineways to export in millimeters by default, rewrote the documentation for Shapeways export.
  • Version 2.14, 8/4/2012 – exe, source – Vines not exporting for 3D printing when the "lesser" feature was on. Fixed. Thanks to Sterling Babcock for reporting this bug.
  • Version 2.15, 8/28/2012 – exe, source – Added "fatten lesser blocks" option, so that small features that are printed are less likely to snap off during manufacture. Removed "flatten blocks" option, since it's never turned off by anyone nowadays. Numerous minor tiled texture fixes. Fixed farmland output for printing. Added correct bed, cactus, and redstone repeater output for rendering and "lesser" 3D printing. Added sloped rails for 3D printing when "lesser" is on. Cauldrons with water levels added. Dragon egg geometry added. Command and beacon blocks added (default terrain.png only; beacon block is currently at 8,11), along with cobblestone walls, flower pots, carrots, potatoes, and wooden buttons.
  • Version 2.16, 9/8/2012 – source, Mac – bug fixes: fixed 3D printing color export for Sculpteo (OBJ) format viewed in SAP Viewer, fixed output of relative texture coordinates for OBJ export. Fixed color schemes so that old color schemes will auto-update when used with newer worlds. Provided guidance to Mac users looking for their world directory (still trying to figure out how to make this happen automatically). Added Xzip/unzip in anticipation of someday reading texture packs directly for textures. Added Ender Chest, but only for default terrain.png. Thanks to Sterling Babcock for bug reports and the Ender Chest texture addition.
  • Version 2.17, 9/11/2012 – exe, source – bug fixes: for cobblestone walls, pillars were not appearing on straight walls when objects were placed above the walls (thanks again to Sterling Babcock for the bug report). Also, in version 2.16 I tried to fix a problem for the Mac where it crashes for some users, possibly due to a memory use improvement introduced in version 2.09. I've turned this memory improvement back on in this version as it doesn't seem to matter for the crash.
  • Version 2.18, 9/27/2012 – exe, source – Output block size in statistics popup. Warn user if unknown block type is encountered. Add a "head block" placeholder (pumpkin) for now; it turns out to be hard to really add the new beta's head blocks. Bug fixes: fix the scale dialog (the radio boxes got separated from one another). Turn default options (connect blocks, delete floaters) back on when "lesser blocks" option is turned off. Attempt to find Minecraft worlds a bit better on the Mac (no promises…). Remove warning about floaters when "lesser blocks" is used.
  • Version 2.19, 10/17/2012 – exe, source – 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.
  • Version 2.20, 11/30/2012 – exe, source – 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).
  • Version 2.21, 12/11/2012 – exe, source – Stupid bug fix: 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.
  • Version 2.22, 1/21/2013 – source, Mac – Bug fix: sometimes unknown blocks caused a timing error, making the "bad block" message repeat many times. Fixed, I believe… (thanks to Michael Leone for reporting this bug)
  • Version 2.23, 9/3/2013 – source, Mac – Enable stairs to join together under the 1.4 rules. Added "copy" for color schemes, and "OK" buttons. Added blocks up through 1.6.2, but mostly for mapping – the textures and some behaviors of the new blocks are not supported yet. Soon! Fixed "affects water level" property for some blocks. Fixed up direction stats format.
  • Version 3.0, 10/11/2013 – exe, source – 1.6 support: at last, I tackled the new way Minecraft stores textures. This release no longer uses terrain.png files. Due to rules and format changes, an older version may serve you better: for 1.2 to 1.3 Minecraft worlds, use Mineways 2.22; for Minecraft 1.1 or earlier, use Mineways 1.15 (I don't even have a copy of either any more…. Changements: began TileMaker project to make custom terrain textures from texture packs. // Added mapping (only) for 1.7 – geometry to follow soon. // Setting a color scheme's air color sets empty spaces on the map to this color (even if the air is still transparent). This can be handy for making a nice background color for railroad maps, for example. // When a new world is loaded, the view is switched to the Overworld level, to avoid confusion. // Torches now have tops when exported for rendering. // New Shapeways materials added and cleaned up. // Fattened wood fences for 3D printing are now exported as stone wall shapes, for stronger support. // Mossy fences are now mossy for "non-detailed" 3D printing. // Fixed chest lock placement, and creation on test world. // Nether brick and quartz slabs/double slabs added. // Detector and activator rails now have active states. // Lots of other fixes you'll never notice.
  • Version 3.01, 10/17/2013 – exe, source – Serious color scheme crash bug fixed, due to array overrun. // The TileMaker is now available to help you make your own textures – see documentation. // 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.
  • Version 3.02, 10/25/2013 – source, Mac – 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. // True geometry added for glass panes, iron bars, levers, and brewing stands. // 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 in G3D – I'm not sure this helps others.
  • Version 3.03, 11/17/2013 – exe, source – 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.
  • Version 3.04, 12/10/2013 – exe, source – 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. // Properly output color swatches and other neglected modes. // Fix world name output for OBJ.
  • Version 3.05, 1/1/2014 – source, Mac – 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.
  • Version 3.06, 1/27/2014 – exe, source – 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.
  • Version 3.07, 5/29/2014 – exe, source, Mac – If you can't use the right mouse button, holding down "Control" will 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.
  • Version 4.00, 6/18/2014 – exe, source – 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. 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 change: "Set terrain file" now starts in the directory where mineways.exe itself is located.
  • Version 4.01, 6/20/2014 – exe, source – 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 suggestion.)
  • Version 4.02, 6/22/2014 – exe, source, Mac 32-bit only – 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.
  • Version 4.03, 8/24/2014 – exe, source, Mac 32-bit only – Added more 1.8 beta blocks, including prismarine, sea lantern blocks, banners (very minimal), red sandstone, wet sponges, coarse dirt, new wood fencegates, fences, and doors. Change block names to match Minecraft's names. Added experimental colored plastic material and updated material costs and properties for Shapeways. Fixed wheat export for wheat near villages (was appearing as Netherrack); thanks to Duncan Alimchandani for reporting this bug. Fixed anvil rotation, better door texture borders, and other obsessive bug fixing. Improved "missing TerrainExt.png" warning for Mac users. Changed PNG exporter to optimize PNG file export, giving smaller files (note that older versions of G3D may not read these files, so get the latest). Allow TileMaker to convert the color black for a texture to mean an alpha of 0.0. Updated texture packs as possible. New Mac version from Psp4804 that no longer requires X11 or xQuartz.
  • Version 4.04, 9/1/2014 – exe, source – Fixed obscure bug: sloped rails exported to a detailed 3D print export had bottoms of the blocks missing, causing models to not be watertight. Small cleanups on when texture coordinates are generated, which should make some export files a tiny bit smaller. Attempted yet again to find the Mac Minecraft world saves area.
  • Version 4.05, 9/20/2014 – exe, source – Fixed stair corner export bug; thanks to Chris Hutton for reporting it. Added name of world opened to title bar. Began biome work: biomes now read but are not yet interpreted. Fixed orientation of vines for south and east sides when rendering. Colors for grass, leaves, vines, stems, lily pads all adjusted to be closer to Minecraft's. Spruce and birch leaves now the proper hue of green for each.
  • Version 4.06, 9/25/2014 – exe, source – Fixed biome read bug; biome and section order seems to be a bit arbitrary for some reason. Thanks to Tony R. for reporting this bug. Sorry, biomes not implemented yet.
  • Version 4.07, 10/14/2014 – exe, source, Mac 32-bit only – the little big one.
    • Added Windows 8 executable, mineways_windows8.exe. You may need to install the 64-bit version of the Visual Studio 2013 redistributables in order to run it.
    • Added biome mapping mode: View | Show Biomes (or F8). See documentation for details.
    • When biomes are displayed, elevation shading takes into account the altitude's influence on temperature for the biome. This is actually quite subtle, but it's there.
    • Biome of the center of the area chosen for export can be used to modify the grass, trees, and water color (yes, I'm getting closer to exporting multiple biomes, but that's hard).
    • Tilemaker 2.01: the grass_side_overlay.png texture is now used to properly form sides of grass blocks from scratch. If you make your own tile sets, you would be wise to rerun this new Tilemaker for best results.
    • UI improvements: arrow cursor shown when resizing is available.
    • Made mapping program output more (and better) colors, e.g., colored glass, carpet, and stained clay.
    • Added more map description (at lower left of window) for cursor location for tree types, flowers, etc.:
      • Block ID and data value shown for cursor location when View | Show All Objects (F7) is on.
      • Biome type is shown when View | Show Biomes(F8) is on.
    • Fixed semitransparent display: semitransparent objects now blend properly, and the cursor will report on only fully solid objects.
    • Color of grass, trees, etc. are now truer to their Minecraft counterparts.
    • On the map, however, trees are shown in considerably different colors than used for export, in order to make trees more visible vs. the ground, and easier to tell species apart. If you don't like these colors, simply turn on Biome display (F8) or make a color scheme for oak leaves (block 18) and acacia leaves (block 161) and set the color to #6fac2d – a small color change of any sort will turn off this leaf display feature.
    • Better (I hope) block adding algorithm. When two blocks' edges touch diagonally on a horizontal edge and need to be joined, favor adding a block below vs. a block above.
    • Updated costs to match Shapeways' new prices for strong plastics. Shapeways' own site is misreporting machine volume needed, however, so there is currently a price mismatch.
    • Changed export dialog so that if various values are changed, the corresponding scale option is selected. More export options are grayed out for certain output modes that they don't influence (e.g. biome color export works only when full textures are used).
    • Made export dialog short and wide, so that it works better on 800×600 displays. Improved settings import instruction popup.
    • Emitter color increased to work with new G3D viewer.
    • Updated documentation, fixed stale links, added new prints to gallery.
    • Bug fixes:
      • Fix out-of-bounds data access for chest export in 3D printing.
      • Mouse selection off left or top edge now no longer wraps around.
      • "Debug floating parts" mode was crashing due to there now being more than 196 block types.
      • "Import settings" now properly reads files created using the cost or wall thickness criteria.
      • Progress meter fix, so progress now doesn't go backwards.
      • Old double chests (without a data value) fixed to properly join up. Interestingly, these old chests simply disappear, they can't be seen in 1.8, even though their data is still saved in the chunks.
    • Internal cleanups: removed extra fake wool block types, removed duplicate block definition data structures, increased map block cache size 5x for the 64-bit version, general C++ification of code from C.
  • Version 4.08, 10/22/2014 – exe, source, Mac 32-bit only – Major Mac version fix: worlds and terrainExt.png texture file is now found properly. Wall banners now display (with no pattern or color). Added normal per vertex for OBJ and fixed it for STL output, so that the GLC Player can display models better. Fixed vine and anvil normals. More object names are now displayed. Fixed color schemes so that old color schemes update properly to 1.8 format. Minor fixes to a few biome temperatures. Converted code's tabs to spaces for easier Github viewing.
  • Version 4.09, 1/6/2015 – exe, source, Mac 32-bit only – Fixed stairs output to obey all Minecraft rules (thanks to James Ward for reporting this). Fixed carpets, snow, and other thin covers to export properly as lesser blocks for 3D printing (thanks to Justin F. for reporting this). Fixed output of cocoa plant pods. Made objects all watertight when exporting using the lesser blocks option. Made the individual blocks option work for all blocks. Hollowing is now off by default for STL export, as home printers usually don't want to use this operation. Changed OBJ material output to use a white color when a texture is output, since these two elements are multiplied together for GLC display. Improved error messages, especially for reading PNGs. Updated to Shapeways' new cost scheme for white plastic prints; mine is an approximation of their complex algorithm, but gets fairly close. Synced to latest Shapeways constraint data. Added popular block texture names as alternate tile names to TileMaker by using the '-a' option, and give better diagnostics about unrecognized tile names.
  • Version 4.10, 5/22/2015 – exe, source – Fixed initial view for some worlds, where spawn point was not being read in correctly (thanks to Bob Irving for reporting this). Fixed code to avoid infinite loop when modded world data is encountered (thanks to Julian Drawdy for reporting this).
  • Version 4.11, 7/18/2015 – exe, Mac 32-bit only(flawed: missing terrainExt.png), source – Fixed serious bug in STL export, where "individual blocks" was always being flagged as on; this causes uploaded models to look "skeletal." Improve Mac error for unassigned terrainExt.png file, explaining what to do next.
  • Version 4.12, 9/10/2015 – exe, source – Added cycles_mineways.py script to set materials for Blender's Cycles renderer (thanks to Jonathan Edelman for this script), and updated documentation. Improved water export for printing, so that surface is manifold. Lengthened the "unassigned terrainExt.png" error message yet again, to help people out.
  • Version 4.13, 11/4/2015 – exe, Mac 32-bit only, source – Folded the terrainExt.png's data into the program itself. Now Mac users will never have to dig around to find this file. By default, if a terrainExt.png file exists in the same directory as the executable, it will be read in; if not found, the internal default terrainExt data will be used instead. This allows you to still customize the terrainExt.png file and have it get used by default. But, it also means that you can run Mineways entirely from the .exe itself, so on Windows could run it from a zip file, for example. // Fixed flower pot and cauldron export to avoid polygon overlaps and non-manifold surfaces.
  • Version 4.14, 1/9/2016 – exe, Mac 32-bit only, source – Made the "bleed" process for cutout objects (flowers, mushrooms, etc.) always happen; it used to be done only when the G3D material was selected. Performing bleeding keeps the fringes of these objects their proper color. See this and this model to see the difference, and for further explanation. Added an option to make tree leaves solid for rendering, which vastly reduces polygon count for forests. Added an option to not export the bottom and side "box limit" polygons for rendering, to lower the polygon count and also allow better export tiling. Changed the alpha map to have the alpha value in all four channels, so that Sketchfab properly displays the model by default. Increased thickness of "Block Test World" for better testing. Fixed bug in version number output to the various model files (there since version 2.24). Other minor fixes to vines, user interface, etc.
  • Version 4.15, 3/7/2016 – exe, Mac 32-bit only, source – Minecraft 1.9 blocks added. 1.9-specific changes ne pas added (these will come in 5.0): new "single" iron bars and glass panes, new redstone line patterns, and new still water texture next to glass. // "The Void" biome added (actually, that's been in there for awhile). Fixed biome button turning off after an export. Fixed crash when "richer color textures" selected. Fixed haystack to display properly when horizontal. Fixed potato and carrot growth to properly match tiles. Added up and down buttons. Fixed pack ice to properly join to fences. Fixed fattened fences to always output their posts, and cobblestone walls to remove the post only when the fence forms a line. Pumpkin and jack o' lantern stems on whole blocks now properly oriented. Glass panes now properly don't connect to water, lava, and chests. // Improved world search for Mac users (from Aurélien Chatelain). "Show all" now shades transparent objects and mouse-over shows these objects. Increase block status window as application is resized to be wider. Fixed bug of File|Open… not working after using File|Open World. Properly update mouse-over status when changing view. Fixed bugs and inefficiencies related to switching to Nether and The End. Fix: if you switch from color STL to ASCII STL exporting, the material is now set to have no color and so will not give a warning. Escape key deselects area selected. F1 and ? pop up "About" dialog. // TileMaker now has two more options, -s and -S, that produce a solid (average) color terrainExt.png file. The "-S" option preserves the alpha cutouts. This texture allows greater control of solid color blocks, as you can set every face type as desired by changing its tile when using TileMaker, versus using the single color used for a particular block ID. // Latest Blender Cycles importer script included.
  • Version 4.16, 3/13/2016 – exe, Mac 32-bit only, source – Sketchfab export option added. Added Modern HD texture file terrainExt_ModernHD.png (thanks for permission, Mikeyto1o) and removed unmaintained LB Photorealism texture file.
  • Version 4.17, 4/24/2016 – exe, source – The world name and the world save folder name are both displayed for "Open World," since I was finding the world folder name was not sufficient. Moved Reload World menu item to be under File. Fixed export of rails, redstone, snow, and other "flat" decals onto partial blocks such as slabs. Two fixes with fluid export for detailed 3D printing; the mesh is now properly formed (I think). Removed all solid color texture output, freeing up a large area of the texture for "composite" tiles, such as redstone on logs, railway tiles, etc. The +/- keys (along with Page Up/Down and E/Q, as before) now zoom in and out. This is handy for small laptop keyboards, and because I forget that E and Q zoom. Color Scheme now has a "Hide Tree Blocks" to remove all log and leaf blocks, making terrain printing easier (trees tend to be delicate and break off). Sculpteo's prices have come down about 20% for colored prints, so the price estimate has been adjusted. // Deleted Windows8 executable; see the installation notes if you think you need it. You should just install the VC redistributables described there.
  • Version 5.00, 6/10/2016 – exe, source
    • Moved to Windows 10 redistributables. If you get an error about MSVCR120.DLL being missing, you'll need to install the Microsoft Visual C++ 2013 Redistributable Package for your system. Select vcredist_x64.exe for your 64-bit system, vcredist_x86.exe if your system is 32 bits. To find out if your computer is running a 32-bit or 64-bit version of Windows, follow the instructions here, which come down to "hold down the Windows key and then click the Pause|Break key, then look for System type".
    • Added scripting support. This is a huge deal if you're a serious user.
    • Added quick reference page.
    • Added a separate G3D viewer download, explained here, with special controls to maintain Minecraft's blocky look.
    • Added material per type or per block as an option for individual block export.
    • Fixed rendering output to be 1 meter per block. If you want it back the old way, change "Make each block" back to 100 mm from 1000. You can even use scripting at startup to do this automatically.
    • Changed torch shear to rotate the torch instead, to match torches in 1.8 and newer.
    • Made signs thinner to match Minecraft's.
    • Changed hotkey to close app from Ctrl-W to Ctrl-Q (quit), to get it further away from other keys.
    • Removed "B" hotkey – je don't even recall its intent.
    • Fixed export scale radio button control (fix tab order).
    • Fixed bug introduced in 4.17 where single-material export failed.
    • Generalized "Import Settings" code to be more flexible and forgiving: it will now read in the world, terrain file, and color scheme from a previously-exported model file, as possible (4.18 files always set all three of these).
    • Made names of blocks exactly match those at the Minecraft wiki, so they can be used in scripts.
    • Fixed lesser blocks case of water on top of an upper slab, so that top of slab gets removed.
    • Cleaned up step export for 3D printing, when using the "lesser blocks" mode. A few less faces are now exported when adjoining stair blocks match exactly, which may help some 3D printer slicers get it right.
    • Lots of other little changes, hopefully for the better.
  • Version 5.01, 7/5/2016 – exe, Mac 32-bit only, source.

    See this model for a runthrough of the improvements made to rendering export.

    • Added 1.10 blocks.
    • Full 1.9 support, leaving 1.8 truly behind: isolated iron bars and glass panes are now simple posts, redstone wire and overlay textures used, water overlay used.
    • Added block face offset for rendering: instead of composite tiles, where a new texture is created for say a ladder on a wall, the ladder face is rendered offset by 1/16th. If you encounter z-fighting problems, turn "Create composite overlay faces" on.
    • Torches simplified and improved: less polygons, work better with Sketchfab, Sphax, etc.
    • Chests and ender chests now are properly created and fully recorded in TerrainExt.png.
    • Redstone wires are now shown with their proper on or off state.
    • Autocorrect for the level on initial selection now ignores semitransparent blocks by default, so including the bottom of lakes, etc. It also looks one block outside the border, so that cliffs are properly shown.
    • Space bar now corrects the bottom height, ignoring transparent blocks, which is useful when adjusting the selection area. Holding shift with the space bar does the same, but pays attention to transparent blocks (better for 3D printing, where we don't care about the bottoms of lakes and oceans).
    • Added "V" mode for script command "Select minimum height", see the docs.
    • Water tile is now left as-is, no longer modified by the alpha set in the color scheme.
    • The enchantment table now is the proper size (no book, though).
    • Pumpkin and melon stems fully rendered at maturity, and rotated to proper position. Color's still not quite right for each… next version.
    • Glass panes and iron bars properly sized and top and bottom edges rendered.
    • Tripwire hooks (but not tripwires) added. Giant time suck, but now all blocks have a real rendering, not a stand-in decal.
    • Flower pots emptied if version is 1.9 or higher (now that we can finally check the map version). I'll fix this fully someday. (thanks to JMY1000 for the report)
    • Sunflower rotation angle fixed.
    • Tiles stretched better for full block 3D printing export.
    • Glowstone now does not chop redstone wire going over an edge.
    • If a tile is not a power of two in width, TileMaker now flags an error and exits.
    • Export full path to terrain file, for easier use when using Import Settings.
    • Fixed chunk edge error when using "Create block faces at the borders".
    • Reduced face loop storage size by about 30%.
    • Removed default composite tiles, since the system generates these and there is now plenty of space for composites.
    • Forced some pop-up messages to be topmost, since they're important and sometimes get lost.
    • Added status information when script is run, showing file currently being exported.
    • Plugged some small memory leaks.
    • Removed tiles.h from TileMaker area, directly use the Mineways/Win version, to avoid file duplication.
    • Documentation streamlined, putting more useful stuff first and consolidating troubleshooting.
    • Moved Windows 32 version of Mineways to separate directory, included msvcr120.dll's for both versions.
    • New icon! (thanks to JMY1000 for the idea)
  • Version 5.02, 8/4/2016 – exe, Mac 32-bit only, source.

    • Critical bug fix: properly find minimum height when selection is performed.
    • Critical bug fix: schematic file export broken due to filtering out smaller blocks.
    • Bug fix: Import Settings now will properly read in STL ".txt" information files, so work can be resumed.
    • Bug fix: scripting export of schematic files now properly saves as a schematic.
    • Bug fix: when a new world is loaded, properly display reset slider depths.
    • Bug fix: ignore case when comparing most strings in scripting system.
    • Improvement (I hope): "Custom printer" material added and used by STL export, set to PLA characteristics by default.
      • Costs for volume, handling, etc., currency, and minimum wall size can be set by using script commands.
    • Hardened clay (#159) changed to stained clay; tinted clay (#172) changed to hardened clay.
  • Version 5.03, 8/22/2016 – exe, Mac 32-bit only, source.

    • Serious bug fix: stairs improperly causing full faces to disappear, due to the data value of the stairs being cleared when output. That's what I get for trying to tidy up.
    • The "Open…" command now reads in a schematic as a map, for ease of exporting.
      • For schematics, only, Control-A will select the whole schematic model.
      • If you save or rename your schematic file to have the world "repeat" in it, e.g. rename "eiffel.schematic" to "eiffelRepeat.schematic", the schematic will load and be repeated across the map, with a minimum one block gap between each model. This can be useful if you want to create a single 3D print file that has multiple copies of the model.
      • FWIW, I've added to Planet Minecraft a schematic of the Block Test World that comes built-in to Mineways.
    • The seal off entrances checkbox now automatically attempts to fill in small window and door openings in houses and fill the interiors, without having to place torches, etc.
    • Bug fix: properly select the correct color scheme when adding or deleting color schemes.
    • Bug fix: properly mark The End as on when chosen from the menu.
    • CyclesMineways scripts updated.
  • Version 5.04, 10/7/2016 – exe, Mac 32-bit only, source.

    • Stand-ins are in place for the Minecraft 1.11 beta observer and shulker boxes. The new textures for these are not yet integrated into Mineways, as I don't like to integrate blocks and their texture names until the release is official. For now you'll get something approximating these new blocks.
    • Material subtypes can be output: for example, Stone has seven types. Normally only one material, "Stone", is output, but you can have "Stone", "Stone__1", "Stone__5" for each type used, by its data value.
    • Command line option added: you can specify the folder where your Minecraft world save folders are stored, if you want to use another directory location. The format is -s directory. (Thanks to this redditor for this suggestion.)
    • The selection box now shows against empty or missing blocks. (Thanks again to this redditor for this suggestion.)
    • Flower pots are fully supported for rendering, as block entities are now read in. Reading in block entities was pretty involved…
    • Mob heads are properly scaled and positioned, but are still rendered as pumpkins. Adding the real heads is on the TODO list, but involves using unwrapped textures; the dragon head in particular is quite elaborate. Note that with Material subtypes feature the different heads will be identified by their material.
    • Efficiency/bug fix: 3D print OBJ models were exporting with separate materials and groups. These are unnecessary, as is the alpha channel texture output. However, if exported using a single material, the alpha textures were getting used. Fixed.
    • Import of models exported from the Nether and The End using Import Settings now switch to these world types on import. Only models exported from this or later versions will contain the "View Nether" and "View The End" header information needed for this to work.
    • Automatic height adjustment when using Hide obscured (usually on in the Nether) now takes this feature into account, to give a better bottom starting height.
    • Monster eggs now output mossy, cracked, and chiseled stone brick versions, a 1.7.2 change I finally noticed.
    • End portal frames now show the eye of ender if present, and also are rotated (though not 100% compliant, as I don't want to mess with adding a bunch of rotation flags).
    • Pumpkins and Jack O' Lanterns now show the faceless varieties (data value 4).
    • Centering the model around the origin now maintains coordinates. That is, if you use color schemes to select various blocks for export and centering is on, each export will use the same centered coordinates. Prior to this fix, each export would be centered around whatever blocks were actually output, meaning that different exports of the same volume would not align. Some renderers such as RenderMan need all transparent faces. This improvement lets you export water or other transparent objects so that they generate all faces, not just those faces that border air, though you have to perform two exports to do so. I might add yet another checkbox for having transparent surfaces always generate faces…
    • Bug fix: A block with vines hanging on all 4 sides and with the bottom covered could potentially crash Mineways. Array sizes increased.
    • Bug fix: If lesser block export is turned off for rendering, composite overlay must also be off, as the whole "small object" subsystem is not used. This bug caused a crash. (Thanks to this redditor for reporting this bug.)
    • Bug fix: Anvil top blocks were output twice, causing the top of the anvil to not show correctly.
    • Bug fix: Acacia and jungle saplings were getting turned into oak and spruce saplings, due to masking out the two high data value bits.
    • Bug fixes: The export options for OBJ were getting trashed when VRML or STL export was done first. Also, some options that were supposed to be unchangeable could be changed. I think I fixed this system now…
    • Bug fix: Areas with X or Z coordinates outside of the -1,000,000 to 1,000,000 range would give an out of memory error, due to some lazy bounds testing I put in. Changed 999999 to INT_MAX, -999999 to INT_MIN throughout the code. (Thanks to David Ng for reporting this bug.)
  • Version 5.05, 11/2/2016 – exe, source.

    • Fix the command line options: these were getting entirely ignored due to some dumb code I added in a previous release.
    • Serious bug-proofing: avoid hanging if a bad level.dat file is encountered. Instead, ignore the world and warn the user. (Thanks to AttackPlayz for helping me track this down.)
    • Fix highlight selection so that empty block locations (holes to infinity) are highlighted when selected, in keeping with 5.04's new highlighting display.
    • Now that the G3D viewer doesn't need it, don't double the Ke material attribute values in OBJ output when the G3D material is used.
    • Make transparent materials in OBJ output with a tiny bit of Ks reflectivity by default, which looks nicer in G3D.
  • Version 5.06, 1/19/2017 – exe, source.

    • Fix the test for player location so that purely server-side worlds can be loaded. (Thanks to Shannon Vaughn for help in finding this bug.)
    • Give a better warning if an Education Edition world is detected, explaining how to proceed.
  • Version 5.07, 6/4/2017 – exe, source.

    • Properly cull unneeded geometry for inverted stairs. (Thanks to Vervez for reporting this bug.)
    • Properly make stairs and other complex blocks have tops and bottoms output if at border when "create block faces at the borders" is on.
  • Version 5.08, 6/5/2017 – exe, source.

    • Subtract a bug, add another: fix gaps when an elevated slab is next to a normal step. (Thanks to Vervez for reporting this bug.)
  • Version 5.09, 6/9/2017 – exe, source.

    • Added observer and shulker box texture support, along with 1.12 beta glazed terracotta, concrete, and concrete powder textures.
  • Version 5.10, 8/10/2017 – exe, Mac 32-bit only, source.

    • Limited world list to 50 entries, as there seems to be a problem checking files if there are too many worlds in the "saves" directory.
    • Provide more detailed and explicit instructions and information about errors when opening files.
    • Use the backslash everywhere in the path for opening files, just in case that's a problem on some systems.
    • Properly truncated world's name for Sketchfab title.
  • Version 6.00, 8/1/2018 – exe, source.

    Moved to Visual Studio 2017, Windows SDK 10.0.17134.12. Added 1.13 translation – note that schematic export from 1.13 is iffy, since schematic does not support the new blocks. Added brown and red mushroom blocks "all cap" and "all stem" modes. Podzol with snow on it now properly turns snowy on its sides. Properly show bin direction for activated hoppers. Placed the active comparator output torch down two pixels to proper position. Fixed missing polygon bug of cobblestone walls connecting to fences. Connected fences together, even if of different types (this fixes one error, introduces another; nether fences should not join with wood, for example). Proper icons for the "structure block" block type is now shown. Fixed bad placement of mob head facing west (but, no, I have not added heads, it's still the pumpkin). Biome names updated, and a few temperatures updated.
    On the TODO list: The Windows 32 version crashes on startup; need to fix that so the Mac version can be made. The custom terrain packs are not updated in this version. Le "[Block Test World]" is not updated with 1.13 content, nor are Color Schemes. On export, Waterlogging is not fully supported, and 3D prints should translate waterlogged plants to be water. Chests next to each other, not allowed in 1.12.2, will cause odd, faulty exports. Bed colors are ignored. Biomes 40-50 rainfall values are not known. Sea pickles do not have their tendril when in water. Flattened coral fans don't appear to composite correctly. Turtle eggs and sea pickles don't have the exact patterns seen, nor are quite the right sizes and textures. Conduit does not have the exact textures used. The nether portal should not fill the block. Basic scripting works, but block editing is not tested (and 1.13 blocks need to be documented). These problems are all fixable, but each will take some time and effort.
  • Version 6.01, 8/6/2018 – exe, source.

    Fixed dead bush bug; grass was getting converted to dead bushes, due to a data value error in nbt.cpp (thanks to Ebrahim Hamama for reporting this).
  • Version 6.02, 9/14/2018 – exe, source.

    Fixed critical tiny model bug: models with torches were scaled down to a tiny size. Added Sketchfab scripting (thanks, Aur&3acute;lien!), moved to zlib 1.2.11 (sadly, doing so does not fix the 32 bit version's crash on startup in this library).
  • Version 6.03, 9/24/2018 – exe, source.

    Worked around critical export bug: strange memory corruption from GetSaveFileName() that makes 3D print export not work correctly. "Fixed" by saving value before and restoring it after these calls. Ugh. Brightened grass and leaf color export to more closely match Minecraft; old code multiplied the tile's average green by its grayscale texture, when the brightest green should have been used. If too bright for you, use a color scheme to make the leaf color darker. Fixed furnace, dispenser, dropper, and observer tiles so that their tops perfectly match Minecraft's orientation.
  • Version 6.04, 10/10/2018 – exe, source.

    Critical fix for 1.13 content: potted cactus and dragon head models were not treated properly, causing bad data interpretation. Fix [Block Test World] to show 1.13 content properly, along with other data fixes in it. Make sea pickle model sealed on the top and add the "tendrils" when in water. Update documentation about how to run under Mac and Linux. Updated custom texture packs and included bed part names in Tilemaker, which has a new minor release, 2.07. 32-bit versions removed entirely.
  • Version 6.05, 1/27/2019 – exe, source.

    New control: Holding the control key while using the mouse wheel changes the lower height; holding the shift key while using the mouse wheel changes the max. height (this latter mode can be slow and laggy, since the map is regenerated on each click). TileMaker 2.08: work with 8×8 tiles properly, give more information about how to continue when a tile is not a power of two, and avoid crashing when given extremely large tiles. (Thanks to Bear Bear, Raoul, and Felix Brekelmans for reporting these problems and suggesting new features.)
  • Version 6.06, 2/17/2019 – exe, source.

    Coal ore in 1.13 was getting exported as iron ore, due to a "5" that should have been a "6". Bone blocks imported from 1.13 were not getting an axis direction, due to a missing AXIS_PROP flag. The new schematic format introduced by FAWE crashed Mineways. No support for this new (and quite different than the previous) schematic format, but such files will generate a warning when read. A warning is now generated if 1.13 data is present when exporting a schematic (to the standard, old schematic file format). Properly tiled top of double chests so that level one mipmap looks better (i.e., for distant chests). Made many cppcheck cleanups to code; pass by value changed to pass by reference in world read and map display functions, which should be a bit faster.
    (Thanks to Maker26 and Hubert Theodore for reporting some of these problems.)
  • Version 6.07, 3/8/2019 – exe, source.

    Modify reader to handle (pre) 1.14 file format change, namely, that there are now up to 18 horizontal sections and these can have -1 or 16 (out of bounds normally) for the Y value. Now Mineways can properly read pre-1.14 worlds with towers up to the maximum height without crashing.
    Turn off warning that a directory in the world saves directory is not a world, since some users intermingle world and non-world directories.
    (Thanks to Justis for reporting the "bad world directory" problem, and Brian Jia for the 1.14 crash repro files.)
  • Version 6.08, 5/3/2019 – exe, source.

    For power users, especially if you use large texture tiles: added "Texture output" checkboxes to dialog that suppresses the output textures being generated. //
    Fixed the long-standing bug that OBJ exports for older versions of Cinema 4D would import with the textures applied radially. The problem was that Sketchfab set the OBJ export for rendering to be relative, not absolute, coordinates. For some reason, older versions of Cinema 4D would fail to read these; version R18.057 does not. Fixed by separating Sketchfab export values from the normal rendering export values. //
    Improved user experience by having autocorrection of the bottom height be off by default for schematics or whenever the user has set the lower depth to 0.
    Updated LodePNG and modified it to use wide character strings, to fix a crash when terrainExt.png files with extremely large block textures, e.g., 512×512, were read in.
    Change default for exporting models for Sculpteo to be millimeters, as their default has changed to this from centimeters.
    Make TileMaker a bit more robust, giving an error if a non-power-of-two or other erroneous tile is found, but skipping the tile instead of aborting.
    (Thanks to Kevin Niestrat for showing how TileMaker mysteriously fails, to SolarPH for helping solve the Cinema 4D problem and for pointing out the flaw with autocorrection and schematics, and another user for reporting the large-tile problem.)
  • Future Version 6.+, ?/?/20** – possible future features:

    • Export texture to individual tiles.
    • Zoom further out, allowing a wider view of the world. The main problems with this idea are that Mineways does not read blocks quickly (it really should multithread block reading like the newer version of Minutor does) and that selection becomes a bit imprecise.
    • Improve the error reporting system to give more information, etc. The negative return values in nbt.cpp are not really well handled, or even unique.
    • Go to location dialog, where you give a location and the view is centered on it.
    • Export all exported model elements to a Mineways script file, so that they can be modified by scripts or text editors and reloaded.
    • Undo/redo for selected area, Control-Z and Control-Y. Is this overkill? Probablement.
    • Use an installer for Mineways, such as INNO, so that vcredist.exe is properly installed. One more level of complication, though.

Wish List

This is the wish list, in order of personal interest and bang for the buck; if you have a good idea, let me know. Most of these are frankly a ton of work to do for minor benefits, but I might as well keep track. Si vous vraiment want a feature and I can't do it, add it yourself! The code is open source on github, so I'm happy to take pull requests.

  • Analyze name of file given on command line. If it's a world level.dat file (or single world directory), load that world.
  • Waterlogged stairs and slabs. When these are underwater, I do not properly pay attention to keeping them "wet", I believe.
  • TileMaker should handle non-power-of-two tiles, such as found in the BPN–FLOWS texture pack.
  • Go to location. Pops up a little dialog for X and Z location you want to go to on the map. Beats scrolling. There's a super-indirect way to do this right now: select an area, export, in the export dialog give the location you want to go, hit OK, then hit F4 to go to that location (or you could write a script: select a block location, then jump to that location).
  • Individual texture export: I export to a single texture for a few reasons. First, it's compact – just a few versions of a single texture, vs. hundreds of tiles. Second, I pense 3D printers prefer it (but should check…). Third, it's easier to import into Cinema 4D and Blender (now that there's a Blender and Cycles to Mineways script). But, individual textures would make mipmapping work and let people change textures easily after an export. It would also open the door to having a TIN post-process, where flat surfaces could be merged into larger triangles, making for less data to read and render.
  • Head, sign, and banner support (among others). Realistically, probably just head support, since the others would be a lot of work to emulate and would soak up tons of texture memory.
  • Add Pocket Edition/Education Edition support. Right now MCEdit properly reads such files. This turns out to be a bit of work, as the file format (Google's LevelDB) is entirely different than the NBT format used in the Java version of Minecraft. See this page for details. Note that pymclevel, though it's in Python, may help in decoding the Pocket Edition format.
  • Make a version of Tilemaker that runs as a Windows program, both for ease of use and so that it can run on the Mac.
  • Biome support: get biome color and use it to change terrain's output color. Currently only the biome at the center of the export is used to set the color of all blocks in the export. The hard part is blending (and saving all the resulting textures, a potentially large number) at biome margins.
  • Various blocks could use more support, e.g. pumpkin and melon stems color, farmland wetness. This will use up more texture tiles, but that might be acceptable.
  • Zoom out: Some people use Mineways for mapping. Being able to zoom out further has been requested. The downside: more map chunks to read so it might be slow, I'd have to mess with code I don't know well, selection could be funky. My advice is to use Minutor, which has parallelized map chunk reading and is optimized for mapping.
  • JSON support. Version 1.8 of Minecraft supports JSON descriptions of block models. Supporting this would make adding new blocks fairly easy, as well as letting users make their own custom block descriptions. That said, it's a lot of work to add this.
  • Full "lesser" block merging for 3D printing: right now smaller blocks such as fences are not merged properly with surrounding blocks to make a manifold, watertight mesh. This is done a bit for slabs and stairs and some other cases, by not generating a face if it's fully covered. However, for the most part I'm leaving it up to the 3D printer's software to properly merge these blocks together; I recommend using netfabb's free cloud solution for basic single-color-model cleanup. Some software does poorly with the current geometry, e.g., Sculpteo drops blocks. Adding a robust triangulator and the ability for a block to query its neighbor's face loops would begin to fix this problem. Insanely hard problem, so this is definitely in the "wish" category.
  • Work on Mac and Linux: my code is very much a Windows beast. Currently, Mineways works on Linux under Wine on Linux and the Mac. If someone wanted to make a Qt version of this code, great. The MinewaysMap subdirectory shouldn't need much work, it's just the Win subdirectory that is platform-specific.
  • Better color selection: this is a weakness with the original minutor. Yes, you have to put in hexadecimal numbers for the color.
  • Vines really should work better for 3D printing. When they hang down without anything next to them, they have to be blocks, but when they're adjacent to trunks, etc., they should go flat. That said, this doesn't look quite right: a vine on a trunk will be flat, but then if it hangs in the air it will fill the "outside" block. I think the answer is to shift the vine inwards from whatever block it's in to the one it's touching, but intervening properly is tricky.
  • Shulker boxes would be nice to process, as we do with chests.
  • Connected textures would give more continuous results for surfaces such as glass and bookshelves. One problem with this idea is that these are custom tiles, so this feature could be added for the default texture set, but not the various other texture packs.
  • Integration with Shapeways' API and i.materialise API: Mineways could save each user a few minutes by directly uploading the resulting model files to Shapeways or i.materialise. While manually zipping and uploading is not a big deal, it's a bit of a pain to set the default material, add "Minecraft" as a keyword, etc. These APIs would set all this information for the user, as is done by MineToys, 3DTin, and TinkerCAD. That said, this option is at the bottom of the list because I think it's the wrong workflow. Normally you want to export from Mineways and then use MeshLab or other program to preview the model to make sure it looks right, then you want to upload. Not checking the model before uploading seems over-optimistic to me in most situations.

Liens

Some links I commonly use.

  • Subscribe to Mineways Google Group for new version announcements; no spam.
  • Download the latest Windows version of Mineways. The following texture pack terrain PNG files are included for use with Mineways ("File | Set terrainExt.png for export"), by permission of their creators (thanks!) – go here to see previews:
  • Download the latest for Mac OSX. Ported to the Mac OS X platform by using WINE. See the Mac guide.
  • Other platforms: Mineways works on Linux and the Mac under Wine – see link below (and I suspect it also works on the Mac using a virtual machine like VirtualBox – let me know).
  • Download the source code (C/C++) – on github, free for just about any use; code contributions welcome!
  • Minecraft forum thread – this is where I announce important update information, so subscribe to the thread if you're a serious user.
  • Subreddit for Mineways – a place to show off your work and tutorials.
  • Video Playlist – where in the first two minutes I install Mineways, export a model from our Minecraft world, preview the result, and then upload it to Shapeways. Tutorials:
  • Mineways Flickr group. Best photo so far: this one (not made in Mineways, but it could have been). Note: logging into Flickr appears to allow you to see more images in this group, due to their account review policy. If you submit images, I recommend submitting 5 or more (do some close ups) to avoid their limitations – less than 5 and your photos can only be seen by people signed into Flickr (goofy, I know).
  • Search Shapeways for models tagged with "Minecraft" or "Mineways". You can also search via Google Images.
  • My modest (non-profit) Shapeways shop shows some buildings I've exported and purchased, mostly for friends. You can look at photos, check prices, and download the models themselves.
  • My even more modest Sculpteo shop shows a few test models. I'm extremely impressed by Sculpteo's website and technologies. Prices are a bit higher than Shapeways, but they work with the "Export lesser blocks" option extremely well.
  • It's also possible to host models on Sketchfab, as I have done here.
  • If you're using 3D printing and Minecraft in the classroom, one place to look for support is the Minecraft teachers Google Group.
  • You can download some slidesets I've used in talks and workshops on 3D printing and Minecraft. Feel free to reuse them in reasonable, Fair Use ways.
  • There's also a directory with introductory videos for download. Again, go ahead and reuse these for educational Fair Use.
  • Things made at the Cambridge Science Festival and by Parts & Crafts workshop participants are here on the Shapeways site.
  • Our world's homepage

The Mineways program is open source and is based on the (great) mapping program minutor written by Sean Kasun – his work gave me a huge head start. Mineways is a superset of his mapper, with a model exporter and other features added, though with slower map loading than his much-evolved version. I wrote this program just for fun, I'm not associated with Shapeways or Mojang; more about me here. There are other print services besides Shapeways that work with Mineways, such as Sculpteo, i.materialise and Ponoko, as well as home 3D printers.


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