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For example renders see http://quag.imgur.com/minecraft__blender.
If you'd like to show me renders, report problems, suggest improvements, would like builds for other platforms or to ask for help, please email me.
The http://reddit.com/r/mcobj sub-reddit been setup for showing off renders, discussing how to achieve nice effects and news about updates. Feel free to contribute and if it is quiet or empty to stir it up with some posts.
As I'd love to see renders, please email me copies of images you create.
Change Log | ||||
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2011-04-17 | 0.11 | mcobj-0.11-windows.7z | 547K |
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mcobj-0.11-linux-x86.7z | 353K | |||
mcobj-0.11-linux-x64.7z | 364K | |||
mcobj-0.11-osx.7z | 366K | |||
2011-03-17 | 0.10.2 |
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2011-03-14 | 0.10.1 |
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2011-03-13 | 0.10 |
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2011-03-06 | 0.9.2 |
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2011-03-06 | 0.9.1 |
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2011-03-05 | 0.9 |
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2011-03-05 | 0.8 |
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2011-03-05 | 0.7 |
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2011-02-19 | 0.6 |
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2011-02-17 | 0.5 |
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2011-02-17 | 0.4 |
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2011-02-14 | 0.3 |
On windows:
mcobj -cpu 4 -s 20 -o world1.obj %AppData%\.minecraft\saves\World1
Flags:
-cpu 4 | How many cores to use while processing. Defaults to 1. Set to the number of cpu's in the machine. |
-o a.obj | Name for the obj file to write to. Defaults to a.obj |
-h | Help |
-prt | Output a PRT file instead of OBJ |
Chunk Selection:
-cx 10 -cz -23 | Center the output to chunk x=10 and z=23. Defaults to chunk 0,0. To calculate the chunk coords, divide the values given in Minecraft's F3 screen by 16 |
-s 20 | Output a sized square of chunks centered on -cx -cz. -s 20 will output 20x20 area around 0,0 |
-rx 2 -rx 8 | Output a sized rectangle of chunks centered on -cx -cz. -rx 2 -rx 8 will output a 2x8 area around 0,0 |
Limit the output:
-fk 300 | Limit the face count (in thousands of faces) |
-y 63 | Omit all blocks below this height. Use 63 for sea level |
-hb | Hide the bottom of the world |
-g | Gray; omit materials |
-bf | Don't combine adjacent faces of the same block within a column |
-sides | Output sides of chunks at the edges of selection. Sides are usually omitted |
Lots!
Only understands cube blocks (no torch meashes, door meshes and so on) No textures. Just solid colors per block Torches and lava don't emit light ... The no-mesh and no-texture limitations are delibarate. They keep the obj file size and face counts down allowing dumps of large parts of the world without blowing out Blender's memory.
Requires Blender 2.5.
Steps:
- Start Blender
- Delete the standard cube (right-click and press delete)
- Start the obj importer: (hit space, and type, "import obj" and hit return)
- Select the generated obj file and wait for it to import
- Enable Ambient Occlusion (switch to Blender's 'World' planel and click the 'Ambient Occlusion' checkbox)
- Start a render (hit F12)
C:\>mcobj -cpu 4 -s 4 -o world1.obj %AppData%\.minecraft\saves\World1
mcobj dev-7-g1591dec (cpu: 4)
1/5590 ( 0, 0) Faces: 889 Size: 0.0MB
2/5590 ( 0, -1) Faces: 880 Size: 0.1MB
3/5590 ( -1, 0) Faces: 850 Size: 0.1MB
4/5590 ( -1, -1) Faces: 849 Size: 0.1MB
5/5590 ( 0, 1) Faces: 1042 Size: 0.2MB
6/5590 ( -1, 1) Faces: 888 Size: 0.2MB
7/5590 ( 1, 0) Faces: 918 Size: 0.3MB
8/5590 ( 1, -1) Faces: 860 Size: 0.3MB
9/5590 ( 1, 1) Faces: 1678 Size: 0.4MB
10/5590 ( 0, -2) Faces: 906 Size: 0.4MB
11/5590 ( -1, -2) Faces: 850 Size: 0.4MB
12/5590 ( 1, -2) Faces: 836 Size: 0.5MB
13/5590 ( -2, 0) Faces: 863 Size: 0.5MB
14/5590 ( -2, -1) Faces: 851 Size: 0.5MB
15/5590 ( -2, 1) Faces: 909 Size: 0.6MB
16/5590 ( -2, -2) Faces: 869 Size: 0.6MB