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j-mc-2-obj's Introduction

jMc2Obj

j-mc-2-obj Maven build

This is the new github repository for the jMC2Obj project - a Java based converter of Minecraft maps to the OBJ format, used to render them in software like Blender, 3D Studio Max, Maya or Cinema 3D, just like shown below:

By thepixelartist

This render was brought to you by http://www.reddit.com/user/thepixelartist

Links

This repository is still very much a work in progress. For now, you can find more information under these links:

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j-mc-2-obj's Issues

Exporting terrain as seperate chunks

It would be great, to have an option to export minecraft saves into 3d meshes, 
but in seperate objects (chunks), so I can hide some of the scene to have a 
better FPS rate when editing it in program like Maya (it's s***load of polygons 
when exporting bigger parts of map).
I would be very happy if you could add this option in the program ;)

Original issue reported on code.google.com by [email protected] on 12 May 2012 at 6:52

Feature Request - File Naming

It would be nice to be able to choose the name of the .obj that we are 
exporting, this use to be in the old version but for some reason was instead 
changed into just selecting a folder. Makes things difficult if we are saving 
into the same folder.

Also is it possible to tell the program to just use one .mtl? I don't know why 
it needs to generate a .mtl every time if you haven't changed any of the 
texture settings. Possibly generate new .mtl or use this.mtl.
Or maybe the folder you are saving the .obj to it just uses the .mtl in that 
folder? 






Original issue reported on code.google.com by [email protected] on 7 Apr 2012 at 11:31

running through commandline results in incomplete file

* What steps will reproduce the problem?

1. java -jar jMc2Obj-dev_r240.jar /data/world

* What is the expected output? What do you see instead?

output looks normal

Loaded 131 block definitions.
Reading entities configuration file...
Entity Minecart has no materials. Using default.
Entity Boat has no materials. Using default.
Entity Painting has no materials. Using default.
Loaded 4 entity definitions.
Saved materials to /home/minecraft/out/xx/minecraft.mtl
Processing chunks...
[..............................................................................]
Saved model to /home/minecraft/out/xx/minecraft.obj
Sorting OBJ file...
[..............................................................................]
Done!


* What version of the product are you using? On what operating system?

2.40 on Linux.

* Please describe your error as detailed as possible.

It works great in the GUI, but commandline doesn't output a valid file. Its 
just a 22 byte .obj file with "mtllib minecraft.mtl" in it. Sometimes it will 
output some data, but it will be 200K when the map is very large, so I know it 
didn't work.

* Please provide any additional information below.


Please provide the map if possible.

I tried this on several maps, I don't think its the map. The same map works in 
GUI mode, and outputs a usable .obj file.

Original issue reported on code.google.com by [email protected] on 9 Jun 2012 at 10:54

Log improvements

Add a JSplitPane to allow resizing of the log and also make the log use a more 
readable font.

Original issue reported on code.google.com by [email protected] on 6 Mar 2012 at 8:33

Code review request

I made a significant change in the exported OBj file format in r108.

I tested it under Blender where it works fine.

Can you test it in another program (3dsmax) just to make sure it still works as 
intended?

The reason for this change is it greatly simplifies the export process.


Original issue reported on code.google.com by [email protected] on 7 Apr 2012 at 2:51

Enhancement: select the "level" of model creation

Hello!

At first, I would like to notice you that English is not my first language, so 
please excuse me for my mistakes.

Is it possible to add an option to allow your program to generate the map from 
a level different than 0?
By "level, I mean the height of the map (where 0 is the level where you can 
find bedrock, and 255 the top level).

It could be very useful to generate large maps.

Thanks for your work!


Original issue reported on code.google.com by [email protected] on 26 Jun 2012 at 6:01

Nothing happens

(sry, for my bad english)

What steps will reproduce the problem?
1. Doubleclicking "jMc2Obj-dev_r163.jar"

What is the expected output? What do you see instead?
Nothing

What version of the product are you using? On what operating system?
dev v163

Please describe your error as detailed as possible.
After I doubleclick "jMc2Obj-dev_r163.jar", nothing happens!
"java.exe" is starting in the processes of taskmanager, and my CPU goes from 0% 
to 23%, but that's all.

Please provide any additional information below.
I use Java 6 Update 31 (JDK) & Java Development Kit 6 Update 31 (SDK)

Original issue reported on code.google.com by [email protected] on 30 Apr 2012 at 8:53

Custom Export Advanced

Hey just a question and a possible request. For objects that have multiple 
states (ie. fences) if I wanted to use a custom model it would be very handy 
and nice to have if we could model multiple states in the master object.OBJ 
file like for our fences example if the fence has no other fence posts beside 
it use #thismodel if it has a fence attached to it use #thismodel.  Or even for 
rails if the rail is turning right use this model, if it's turning left use 
this model, ect. 

obviously it would be a bit more advanced then that, but this would give a lot 
of power to custom models and I don't mind the more advanced setup needed 
(modeling for certain states) but really it isn't that complicated to model 
multiple states, some of the states for certain models would just be a state of 
rotating a certain model to fit the proper orientation.

also would be fun if this is implemented I would be able to line up vertices 
and delete faces so that when the model is built and I import it as separate 
objects, it's just a simple matter of selecting the object, selecting all 
vertices and hitting weld to clean up the mesh

anyways let me know if this is possible, 

Original issue reported on code.google.com by [email protected] on 4 May 2012 at 10:08

Selection resizing gets confused in certain situations

(logging this as a bug so I don't forget)

If the selection rectangle was drawn by dragging from bottom to top and/or 
right to left, the resizing gets confused.

Fix: normalize the way the selection rectangle is stored so that the resizing 
code (and any other code) doesn't need to worry about back-to-front rectangles.

Original issue reported on code.google.com by [email protected] on 6 Apr 2012 at 4:18

Bug with water

What steps will reproduce the problem?
1. Trying to export an obj with 2 blocks height

The output:
java.lang.ArrayIndexOutOfBoundsException: -126
    at org.jmc.ChunkDataBuffer.getBlockID(ChunkDataBuffer.java:92)
    at org.jmc.models.Liquid.addModel(Liquid.java:66)
    at org.jmc.OBJOutputFile.addChunkBuffer(OBJOutputFile.java:378)
    at org.jmc.ObjExporter.export(ObjExporter.java:140)
    at org.jmc.gui.OBJExportPanel$2$1.run(OBJExportPanel.java:200)
    at java.lang.Thread.run(Unknown Source)

I use the r84 on Windows7

Sorry for the possible bad english i'm a young french ;)

Original issue reported on code.google.com by [email protected] on 20 May 2012 at 12:05

Exported selection not centered.

What steps will reproduce the problem?
1.Select and export a chunk or two away from the spawn.
2.Import it into Cinema 4d (Don't know if the same with other softwares)

What is the expected output? What do you see instead?
I would expect the selection I exported be centered in 3d space. But it is not. 
It is placed like it would have rendered all the chunks and placed it where the 
selection would have been.

What version of the product are you using? On what operating system?
I am using r125 on Windows Vista x64

Please describe your error as detailed as possible.
The exported selection is not centered in 3d space.

http://gyazo.com/0bbc829d1092d25d0162a6de27409bdf.png?1334173900
Screen shot.

Original issue reported on code.google.com by [email protected] on 11 Apr 2012 at 7:57

Icons and logos

We need icons and logos for our applications.

Just putting it here not to forget?

Maybe something rendered?

Here is a list of size requirements for windows: 
http://msdn.microsoft.com/en-us/library/windows/desktop/aa511280.aspx#size


Original issue reported on code.google.com by [email protected] on 25 May 2012 at 8:50

Texture editor

It would be useful to have an editor for assigning textures to block ids as 
they change in subsequent versions.

The tool would automatically extract textures from the game and assign them to 
a set of IDs and possibly sides of the meshes.

It would be configurable, so new IDs can be added.

It would allow the use of texturepacks of varying resolutions.

Original issue reported on code.google.com by [email protected] on 29 Feb 2012 at 5:43

Stair UVs and Mesh Issues

Stair UVs are exporting improperly.  This issue seems to show up when exporting 
using separate objects.  Sort OBJ is also enabled in the export settings.

Also Suggesting new mesh for stairs that is more optimized for working with.

http://imgur.com/a/dXDey

Original issue reported on code.google.com by [email protected] on 20 Apr 2012 at 8:17

Add option to pre-scale textures on export

To make textures look better by default on 3d software that has texture 
filtering turned on, we can add an option to upscale the textures on export.

The best size will have to be determined by some testing.

Original issue reported on code.google.com by [email protected] on 12 Apr 2012 at 8:35

Using Custom Objects

I'm not sure how to do custom objects, but I wrote a new OBJ over top of the 
object.obj file and attempted to export and this is the error message I got

java.lang.NullPointerException
    at org.jmc.OBJFileBase$Face.compareTo(OBJFileBase.java:35)
    at org.jmc.OBJFileBase$Face.compareTo(OBJFileBase.java:1)
    at java.util.ComparableTimSort.binarySort(Unknown Source)
    at java.util.ComparableTimSort.sort(Unknown Source)
    at java.util.ComparableTimSort.sort(Unknown Source)
    at java.util.Arrays.sort(Unknown Source)
    at java.util.Collections.sort(Unknown Source)
    at org.jmc.OBJOutputFile.appendFaces(OBJOutputFile.java:201)
    at org.jmc.OBJExportPanel.run(OBJExportPanel.java:386)
    at java.lang.Thread.run(Unknown Source)

is there a specific way I should be exporting the OBJ? and can I use my own 
named OBJ? I tried setting the <mesh></mesh> to a different name.obj and it 
just plain didn't export the object at all

Original issue reported on code.google.com by [email protected] on 30 Apr 2012 at 4:04

  • Merged into: #36

Top Stairs Face not Generating

you guys are gonna hate me lol

When a stair case is facing a block for some reason it's not generating a face 
on the top block

http://imgur.com/EkeC5

Original issue reported on code.google.com by [email protected] on 22 Apr 2012 at 11:47

Texture Alphas

The .Mtl is not applying the texture alphas to the textures, instead it is 
applying the diffuse texture into the opacity pass instead of the alpha texture.


Original issue reported on code.google.com by [email protected] on 8 Apr 2012 at 12:47

Not Loading? Error?

When I open the latest build of the program and select a map and click load, 
nothing happens. The screen stays blank except for the green and red x's. Are 
the two bars on the bottom loading bars? The one on the left increases until it 
is 100% then jumps down to around 50 and starts again while the right one 
doesn't change at all.

Also when I open it up it says "error checking configuration files
Cannot create directory: conf!" then "Error reading configuration file:
Cannot open configuration file conf/default.mtl"

I have also tried the previous build and the same thing happens.

Original issue reported on code.google.com by [email protected] on 15 Apr 2012 at 4:49

Importing into C4D

Basically, when I import the 3D object it imports but without textures, I have 
manually select textures for the objects, is there anyway to avoid this 
problem? and just import the obj?

Original issue reported on code.google.com by [email protected] on 4 Jun 2012 at 1:25

Difficulties with mods with custom block IDs

What steps will reproduce the problem?

1. Convert a world which has custom block IDs assigned by a Forge mod.

What is the expected output? What do you see instead?

I see bright purple cubes wherever a non-vanilla block is placed.

What version of the product are you using? On what operating system?

r146

Please provide any additional information below.

I use Industrialcraft and Redpower, which assign new blocks with new IDs. The 
texture pack exported can't find the textures because they are supplied in 
separate files. Nor can I edit any properties. mcobj has an editable .json 
files which I can assign properties for the mods' blocks in ... but I can't do 
that with jmc2obj.

Keep up the great work though!

Original issue reported on code.google.com by [email protected] on 21 Apr 2012 at 10:42

Command line mode

Add the possibility to export from the command line, like mcobj & mc2obj.

First step to this will be decoupling the export code from the UI code.

Original issue reported on code.google.com by [email protected] on 6 Apr 2012 at 4:22

Greatly improved map rendering speed (patch)

Hi,

The speed of the map window redrawing when zooming and panning was bugging me, 
so I went looking for a way to make it faster.

The attached patch hugely improves redrawing performance. For example, drawing 
my survival map at maximum zoom-out went from 1m45s of CPU time to 12s. 
Interactive performance when zooming and panning is similarly improved.

It turns out the method PreviewPanel.redraw (witch throws away the image and 
redraws all chunks from scratch) was being called once for each loaded chunk. 
The patch creates a special purpose redrawChunk method that draws only one 
chunk and leaves the rest of the image unchanged.

Original issue reported on code.google.com by [email protected] on 27 Mar 2012 at 4:23

Attachments:

Lava color

Should be more red and sinister looking.

Original issue reported on code.google.com by [email protected] on 29 Feb 2012 at 4:45

(patch)

What steps will reproduce the problem?
1.
2.
3.

What is the expected output? What do you see instead?


What version of the product are you using? On what operating system?


Please describe your error as detailed as possible.


Please provide any additional information below.


Please provide the map if possible.


Original issue reported on code.google.com by [email protected] on 27 Mar 2012 at 11:35

Crash on OSX

What steps will reproduce the problem?
1. Load map on OSX 
2. Select area to export
3. Click export (centering, but I don't think this is an issue)

What is the expected output? What do you see instead?
error: Array index out of bounds.

Full error:
java.lang.ArrayIndexOutOfBoundsException: 1
    at org.jmc.models.Liquid.addModel(Liquid.java:178)
    at org.jmc.OBJOutputFile.addChunkBuffer(OBJOutputFile.java:372)
    at org.jmc.ObjExporter.export(ObjExporter.java:140)
    at org.jmc.gui.OBJExportPanel$2$1.run(OBJExportPanel.java:200)
    at java.lang.Thread.run(Thread.java:680)

What version of the product are you using? On what operating system?
r174 on Mac OSX. Although the bug is present in all version from when flowing 
water was introduced.


Please provide any additional information below.
Using World Downloader to obtain the map.


Please provide the map if possible.

Original issue reported on code.google.com by [email protected] on 8 May 2012 at 3:39

Torch doesnt have a Polygon on the top

Hey there, before I come to this issue I just wanted to say that realy 
appreciate your work and your helping me and others a lot :D

So there is a problem that the torches dont seam to have polygon on the top, 
which looks a little stupid in a close up shot (I dont know if this is just 
with Cinema 4D, I dont know a lot about how .obj are saved). I have attached a 
file to this issue to show what I mean.

Additonally I whant to ask if its possible to add the torch as a Proper 
3D-Moddel (like fences) instead of a # set up of polygons which you have to map 
with alpha channel Textures, which causes a lot of problems in Cinema 4D when 
enabeling ambient occlusion (what you realy need to make it look fancy) which I 
was not able to fix up until now (and  know some other ytubers that have the 
same problem). I have also attached a file showing the issue.

Thanks so much

RagingBlock


Original issue reported on code.google.com by [email protected] on 12 Jun 2012 at 6:49

Attachments:

Support for stairs

I tried exporting a world and immediately noticed something: my house's roof 
was gone. I realized that it was made of stairs.

Until we get custom geometry, can we at least get a solid stair block?

Original issue reported on code.google.com by [email protected] on 12 Mar 2012 at 4:22

Program Won't Run

I open the JAR, and all I get is a console error message that displays for half 
a second.
I'm using the latest version of the program, on Windows 7 Home Premium. It 
could be an issue with my Java version, but I'm pretty sure I am well updated.
Any help with this issue would be greatly appreciated. Thanks!

Original issue reported on code.google.com by [email protected] on 25 Jun 2012 at 6:02

Biome colors in textures

Could you add a option to export the grass textures for the different Bioms, so 
that the textured 3d moddels dont look like Minecraft Alpha.

Would be very helpfull :)

RagingBlock

Original issue reported on code.google.com by [email protected] on 8 Jun 2012 at 6:00

Crash importing blender

What steps will reproduce the problem?
1. Export world section
2. Import .obj into blender
3. Crash

What is the expected output? What do you see instead?


What version of the product are you using? On what operating system?


Please provide any additional information below.


Original issue reported on code.google.com by [email protected] on 5 Mar 2012 at 9:23

Attachments:

Changing liquids exporting

Liquids should be exported differently because in game they can have different 
shapes. 

This causes problems in exporting because they are just squared at the moment.

Original issue reported on code.google.com by [email protected] on 29 Feb 2012 at 4:56

Configuration hash file

We need to add a file with hashes of the files in the conf directory.

This file should contain the revision number of the files in the directory and 
their hashes.

When the program is run it opens the file and checks if its revision number is 
higher than the one in the hash file. If it's not, nothing happens. Otherwise 
we go on.

The program then asks if the user wants to update it's configuration file. If 
he says yes, it first updates all the files whose hash didn't change from the 
one in the hash file. If a file's hash changed, the program asks the user if it 
wants to update a locally changed file.

Original issue reported on code.google.com by [email protected] on 8 May 2012 at 6:44

Help

Create a help system that pops up first time you run the program and is 
accessible from any window and context. It also automatically switches to 
information for the given context. It can also contain tips and tricks on how 
to use the models in different programs.


Original issue reported on code.google.com by [email protected] on 13 Apr 2012 at 8:06

Text on signs

Now that we parse entities, we can also read text written on signs. 

To do this task, we'd need to generate textures with sign text written on them 
and add them to the MTL. Quite a fun task, IMO ;)

Original issue reported on code.google.com by [email protected] on 7 May 2012 at 9:05

Error while Exporting OBJ from a World Downloader map

When I'm trying to export a map on version R128, I keep getting:

Error while exporting OBJ:
NullPointerException

Only on certain maps as well, maps created from World Downloader (plugin that 
lets you download maps from servers) I'll look further into this

any ideas?

Original issue reported on code.google.com by [email protected] on 12 Apr 2012 at 8:54

Separate material export

I'm not sure if this is the right place for it, but I was told on reddit to 
issue a ticket for separate .obj exporting. Reason being is shading simplicity 
in any rendering package. Since there is no .obj grouping, or sets of .obj 
files making up the different blocks, its a chore to shade. If every in game 
material (grass, stone, ore, water, even air blocks) could be exported as 
seperate .objs, it would allow for rapid creation of material visualization 
like graphs, easy switching of materials, deleting of materials, grouping, and 
creating render layers/passes for editing in post.

It would even be nice to add something like a batch exporter for all materials, 
or just one or two.

Another solution is to assign each ingame material its own UV space or set on 
the OBJ to allow for quick shading. This isn't as versatile as exporting 
separate .objs but its a simpler solution.


Original issue reported on code.google.com by [email protected] on 4 Apr 2012 at 9:47

blender doesnt recognise the obj file

What steps will reproduce the problem?
1. Opening blender
2. And try to import it into blender
3.

What is the expected output? What do you see instead?
I expect to see blender working correct, but what i actually see is an error 
that says that the file ccant be recognised

What version of the product are you using? On what operating system?
Im using the latest version (tuesday 13 march) on win vista 32-bit


Please describe your error as detailed as possible.
Well there isnt much more to tell.

Please provide any additional information below.


Please provide the map if possible.



Original issue reported on code.google.com by [email protected] on 13 Mar 2012 at 4:38

Attachments:

Update doesnt work!

(Sorry that I have to post again :D)

I cant get the new update function working:

I have the r236 version of jmc2obj. Now that I need the biom colors (which I 
requested in an earlyer post) i have to update jmc2obj, but every time the 
programm just closes: I can click the update button, and I can check for 
updates, but when I whant to update it, it just closes the programm. So I dont 
get an error msg or anything. 

I have selected java as default programm. 

Thanks for your help ;D

RagingBlock

Original issue reported on code.google.com by [email protected] on 14 Jun 2012 at 7:01

Attachments:

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