Minecraft tilemaker download






















Since glass now has a tinted type, when filling areas with glass for 3D print export, set the data value properly to 0 to avoid problems. Output lights first for USD export. This makes them easier to find and modify. Fixed azaleas in pots to display properly and have the right material name. Fix incorrect identification of double-height flowers when the top is cut off by the height slider. Better labels for various file selection dialogs; tiny spacing cleanups on export dialog box.

Internal cleanups, handling empty chunks more carefully and cleanly. Show different colors for azalea, flowering or not. Note in the Color Scheme editor that entries and are unused.

Version 1. Sadly, Coterie and Doku look to be abandoned, with no 1. Fix documentation for 3D printing instructions about filling in doors and windows thanks to Cadage for asking about this feature. Other minor documentation improvements. Minecraft 1. This version of Mineways will read in older worlds, but uses the latest naming conventions, e.

New textures used, of course. Chunk maximum "filled" height is now tracked on load. This speeds up model export, as well as providing faster map updates when the display mode is changed. The "Give more export memory! When turned on, chunks that are loaded are reduced in storage size, eliminating the blank air storage at the top of each. This storage reduction can result in considerably slower map load times about 3 times as long.

But, overall memory use dropped from 2. The increase in height for the 1. Fix tall seagrass so that it extends one pixel higher thanks to Raihan for reporting this problem. Have TileMaker v. ChannelMixer v. This should make it easier to identify which textures are in a resource pack that have non-standard naming.

UsdPreviewSurface had "asset inputs:wrapS", fixed to "token inputs:wrapS". UsdPreviewSurface now negates the inputs:scale and inputs:bias values to be Fix "Glass" to be transparent and not a cutout. Change "Export tiles to textures" to "Export separate textures", which I think is clearer. Tiny space optimization: cut back on the "standard" set of normals output, as possible. Other little fixes to names for blocks, cleanups for 3D colored prints, etc.

Updated Coterie Craft to 1. Biome fix, focus view dialog, other small fixes. Re-fix the biome system - I fixed a biome bug in 8. Thanks to Evgenii for reporting this major bug. Add "Focus View" option, under the View menu. Lets you center the view at a given location. Fix issue 82 , add base color to banners exported from worlds from Minecraft 1. Change doors to all possibly have cutouts. While vanilla Minecraft doors do not, some resource packs add cutouts. Really, I should test all textures for alpha cutouts, but that can be costly and it's simpler to just note doors can have semi-transparency.

Change UsdPreviewSurface to output the opacity threshold and use the diffuse texture alpha only if the texture has semitransparency or is a cutout. USDA cleanups. This is much tidier, though it means the custom materials need to be recompiled for every model, not per directory, and the texture library directory doesn't get shared for good or ill. Also removed unneeded parameters from the Minecraft. Fix USDA instancing: don't shift instances from origin, move all scaling to scale transformation, get rid of non-graphical data values such as the age of the fire , check for piston as a full block, note double slabs are waterloggable but don't actually output water for their locations, and much other trivia too painful to describe.

Added a video for using Mineways with the free Houdini Apprentice program. Map chunk mode, USD instancing, many little fixes. For USD export, allow export of individual blocks, created as instances. The "Export individual blocks" option creates separate block and material USD files. Not every block type will export nicely, due to limitations in Mineways' data structures, but it gets pretty close.

The excitement here is that it means simulations or other manipulations are now possible for USD scenes. Also, map file and chunk numbers are now always shown in the status display in the lower left.

One of those "I should have added this a decade ago" features, as it also helps me debug. Note if block is waterlogged in status display but only if it isn't always waterlogged, i.

Add waterlogged status to some [Block Test World] blocks; also fix this world in a number of places. Updated color schemes to include all block types, using my internal block type numbering scheme for blocks from 1.

Fix walls: increase height by one, and become solid and remove the post if not at a junction if there is an object above the post. Note that the new 1. It will take major rework of the data values system e. Thanks to Joefy for reporting this bug. Fix fences: glass blocks now properly connect to fences. All the tiles are listed by their column and row positions, e. The single image file also guarantees that there is some tile image available for every Minecraft block face.

For example, if a resource pack does not have a replacement for a sea lantern, then the terrain file will use the default Minecraft sea lantern tile. Making Terrain Files Making your own terrain file for Mineways takes only a few steps. You do have to know how to use the command line , but that's not hard. Knowing how to create a batch file is also useful and easy enough. A batch file can store and rerun your commands to Mineways' tools. One is to use just TileMaker. You put all the block textures you want into some directory, e.

The program depends on terrainBase. To use TileMaker, you need to copy the terrainExt. Alternately and more simply , you can put "-i.. If you would rather not have to hand-copy images, or are using physically-based textures i. Unzip your resource pack into a directory, e. Read over any warnings and decide how you want to fix them. For example, if ChannelMixer says it's not using a texture you think it should, you may need to rename your version so that the program will find it.

What follows are more detailed instructions, in case these didn't make sense or didn't work for you. The general flow is: Download and unzip a resource pack to some directory.

Point the ChannelMixer program at this resource-pack directory for input, and some other directory for output we'll call this the "block-and-chest directory".

ChannelMixer copies over the relevant files to the output directory. Point the TileMaker program at the newly-filled block-and-chest directory and give a name for the terrain file to be created. Put your terrainExt image file wherever mineways. You can even make it the default terrain you always use when starting up Mineways, as explained here. Why two separate processes? Because resource pack makers do all sorts of things, so along the way you may need to modify their input textures. ChannelMixer copies the textures Mineways cares about into a directory and a "chests" subdirectory.

TileMaker then puts all these tiles into a single terrain file or a set of terrain files, if physically based materials are supported by the resource pack. Each program may issue warnings or errors when run, which is where you come in. You can blithely ignore these messages, or you can look them over and take corrective actions, such as renaming, resizing, or otherwise modifying the resource pack's textures. I recommend the free paint.

What TileMaker does by default is simple: it reads in the terrainBase. The "chest" subdirectory normally has three chest tiles, as available - ender. You can find resource packs on such sites as this , this , this and also this search there , and this. Or google around for way too many more. Best ones? Here's what PC Gamer thinks. Want to make your own PBR resource pack? This post gives some tools and steps for making normal maps, etc. Go to the release page and look at the latest release listed.

It will say "Assets" underneath. Click that to open the list, then download the zip: Unzip the jg-rtx I'm using the 0. The second line is insanely long, I know. The first part you'll have to modify - you're pointing at wherever your copy of ChannelMixer. Much easier is to just copy everything in this directory - ChannelMixer. You might take a look at "not recognized" files, as these are ones Mineways' tools will ignore and not use. If you see something you'd like to use, you'll have to find that file and rename it to a standard name.

That code file I link to gives one or two standard names for each block tile, e. All other variants are ignored. That said, you can ignore "not recognized" unless you feel like digging in. A duplicate file name warning is likely of more interest to you.

What this means is that two tile images have been found that are for a specific block face. This happens for any number of reasons. Typically, as in this case, the creator has a number of variations of the same Minecraft block, and they save these all. It's up to you to decide which one you want. It will then give a "not recognized" warning, but the duplicate warning is then gone. There is a defective duplicate file you can do this to in 0.

I've reported it here. This is yet another file name for "grass", and these alternate names are put in yet another part of the Mineways code as I encounter them. This particular file is defective, in that it is missing an alpha channel. The "grass-tuft.

Pro tip: if you use the up-arrow in the CMD window, you will bring up previous lines you've typed, so you can run them again. That's what the two command-line arguments did for you: -i "jg-rtx TileMaker Once you have a directory full of the textures you want to turn into a terrain file, the next step is to run TileMaker: TileMaker. It will also process chest images, turning them into admittedly old-school tiles.

It will also attempt to make any missing tiles, either by copying tiles that do exist or manufacturing them such as shulker boxes. TileMaker is warning you that a few input textures are not a standard powers-of-two size, such as 16x16 or x In Mineways, all tiles it uses are the same size, and are powers of two 2 raised to some power: 2, 4, 8, 16, etc.

If you want to make these textures get used in Mineways, you need to resize them to be a power of two, such as x Note that all errors are repeated at the end of the run, in a group, as these are usually important to work on. The warnings note that a few files appear to have no effect, so have been ignored. This is fairly common for physically based textures such as heightfields, where the creator made a heightfield texture but didn't modify it and add bumps.

The command line options mean the following: -d "jg-rtx-channelmixer" This is the input directory of textures created by ChannelMixer. The double apostrophes are needed if there are spaces in the directory's name, so are not critical here but don't hurt. This is an important option for high resolution textures, and you'll get a warning if you don't set it. TileMaker looks at all the incoming textures and finds the largest.

A large input texture will cause all textures to be increased to that size. This can be a serious problem, as the resulting terrain PNG file will become so large that it will be unusable by programs such as Blender, or may simply crash TileMaker itself. The "-t " option says to force this resolution. If you truly want to use larger textures, you can try to do so fingers crossed. Also, if you are exporting individual tiles from Mineways, each texture is put separately into a directory, so you can manually copy these larger resolution textures there.

With TileMaker you can also do time-saving tricks such as setting "-t 64" or "-t 32", making a much smaller terrain PNG texture that will look fine for previews. Using a smaller terrain file makes for much faster Mineways exports.

One last trick: you can use TileMaker to read multiple directories block-and-chest or original resource pack, if you're daring and soak up all the textures it finds for terrain file creation. So, for example, you might like the Fancy pack, but if Fancy is missing something, then you might be happy with VanillaPBR instead. This looks something like "TileMaker. By importing both directories in the order of preference, TileMaker will pull in whatever it finds for Fancy, then fill in and will not warn you of duplicates with VanillaPBR.

There are other options for ChannelMixer and TileMaker, but these are the major ones. See the reference section at the end for all command-line options for each.

Physically Based Textures "PBR" stands for "physically based rendering", a term meaning that the program rendering the image attempts to adhere to physical principles for materials.

There's even a free Oscar-winning book on the subject. These additional terrain files contain physically based material information. If you look at these additional terrain file textures, you'll usually see just a few spots filled in. These represent the textures found in the resource pack.

Think of the jack o' lantern, for example: you may want to have light come from only the eye and mouth holes. White means yes, black no, and grays can be thought of as rusty metal. Usually light-bluish overall, as a flat surface would have a color of ,, , meaning a normal of 0,0,1. White means entirely rough, black means mirrorlike. These are the suffixes of files that TileMaker produces and that Mineways uses. Sadly, this isn't terribly useful for Wavefront OBJ.

For example, only a very few applications support having normal maps applied in an OBJ material file, as it's a non-standard extension of the ancient OBJ format. See this documentation for more information. However, normal maps are useful for USDA export, as explained in the next section.

In addition to normals, the emissive, metallic, and roughness terrain files are also used when exporting using USDA. Applying these textures can give marvelous results, as shown earlier.



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