Sphax texture pack 1.3.1 mac
From Minecraft Wiki. Jump to: navigation , search. This article is about the mechanism used to customize the appearance of game elements prior to Java Edition Java Edition 1. For asset customization in current versions of Minecraft, see Resource pack. For other uses, see Texture pack disambiguation. Hidden category: Unknown version history. Navigation menu Namespaces Page Talk.
Views View Edit History. This page was last edited on 26 June , at Minecraft content and materials are trademarks and copyrights of Mojang and its licensors. All rights reserved. This site is a part of Wikia, Inc. Help appreciated! 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.
Added units selection for output. Added automatic ZIP creation for export. Separated cutouts from transparent blocks. Added "frosted detail" physical material. If a warning was flagged, a ZIP file is not created; changed so that the zip file is always created. Added fire billboard your terrain. Added dead bush and fern billboards.
All STL now defaults to mm units, as this seems to be a common choice. Fixed terrain. 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. I also made "true spec" output absolute indices, for those readers that can't handle relative ones.
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.
Loading a different world will recenter at spawn and unzoom the view. 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. Redstone torches were always flattened, now they appear properly in rendering output. Flames are now exported to be at the edge of blocks.
Dokucraft, The Saga Continues
When exporting Magics STL without colors the header is made simpler, so the object does not preview as black. 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. Statistics about the print's cost are now optionally displayed at the end of export. 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. Add Show size in inches and centimeters in printout dialog. Fixed dragon egg tile location. Replaced terrain. Added other terrain. Removed alpha cleanup for print export, as it's unnecessary. Hats off to Sean Kasun and some anonymous githubber, who did the heavy lifting in the conversion to Anvil. Old North is now East. Fixes: now uses a little less memory in a few places, to help large exports.
What used to be East is now North the sun changed where it rose some time ago. Wool now doesn't lose its color above height , for example. Fix: swap spruce and birch saplings. Misa textures updated to 1.
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. Vines are still a little funky for printing, but you'll never notice.
All Texture Packs
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 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.
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. 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. 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. Memory use has been considerably reduced, half or less of previous typical use. Options for tailoring OBJ export, and improved documentation on exporting to renderers. Support sideways logs and upside-down levers in 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.
Mineways will mostly work with MC 1. Major rework is needed to fix this mismatch; the default texture pack will work fine for everything but Emerald blocks. Thanks to Jonah Shafer for reporting this bug. Changed Mineways to export in millimeters by default, rewrote the documentation for Shapeways export. Thanks to Sterling Babcock for reporting this bug. 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. Fixed color schemes so that old color schemes will autoupdate 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 Ender Chest, but only for default terrain. Thanks to Sterling Babcock for bug reports and the Ender Chest texture addition. Also, in version 2. I've turned this memory improvement back on in this version as it doesn't seem to matter for the crash. If you want to try out the 2. 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. 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.
- wacom cte-440 driver mac os x lion!
- say that you love me fleetwood mac midi!
- Minecraft texture pack sphax download 1.3.1.
- Minecraft 1.4 2 Zombie Survival Map!
- Texture pack.
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. 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. 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.
Sphax PureBDCraft Resource Pack for Minecraft 1.13.1/1.12.2
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.
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. Fixed, I believe Added "copy" for color schemes, and "OK" buttons. Added blocks up through 1.
Fixed "affects water level" property for some blocks. Fixed up direction stats format. This release no longer uses terrain. Due to rules and format changes, an older version may serve you better: for 1. This can be handy for making a nice background color for railroad maps, for example. For example, some billboarded objects e.
Various bug fixes: proper export of "connect all edges", proper export of solid-color renderings, fixed some error messages to properly display. 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.
This is useful for when you export to both Shapeways and Sculpteo, for example. 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. Some software does poorly - Shapeways messes up textures, 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.
Headache is getting zlib and libpng static libraries linking probably. 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. Big headache. Not sure I can really do this for a Windows program Really, using Qt would probably allow better color selection.
It would be nicer if the schematic file could just be read in directly and selected for export. When they hang down without anything next to them, they have to be blocks, but when they're adjacent to trunks, etc. 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. 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. If you are using Minecraft 1. Corn up to Minecraft 1. 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. You can look at photos, check prices, and download the models themselves.
I'm extremely impressed by Sculpteo's website and technologies. You signed in with another tab or window. Reload to refresh your session. You signed out in another tab or window. Normally you can just hit "OK" on the export dialog and things will work fine. For me it starts with determining whether the model is printable at all: if it has elements that are floating in the air, then I either don't print it, or will add blocks to hold these elements up in the air when printed.
If printable, I then decide what part of a model to print. Once I've figured out what to capture, there are then a few steps I walk through:. If something goes wrong, here's the checklist I go through with people:. Uninstall: just delete the directory.
Double-click the mineways. Here's basic map use:. Color schemes allows you to change the color for any block, and - extremely useful for 3d printing - remove any blocks you want from view. How do use a color scheme: From the menu, Add a new color scheme, then Edit it. Changing the color will affect the 3D print model's color for only the "solid material colors" and "richer color textures" export modes; "full color texture patterns" the default on the export dialog will not be affected except water, a little bit.
To create a 3D file for viewing or printing you first select a 3D box in your world. Once you make a selection, you may get a dialog as shown below. The lower depth can be changed in a number of ways, even when no area is selected.
If you export to print and upload to Shapeways, you might be surprised to find that the price is sometimes just shy of a used car. The more common problem you can hit is the blocks are not small enough. There are some solutions to the price problem:. There is a bewildering dialog that pops up on export, with a ton of options. By doing so, you'll see a line like this:. Selection location: , 72, 66 to , , By putting these numbers in the 6 coordinate boxes, you can easily continue to work on a model between Mineways sessions. The one file you may want to change is the terrainExt.
To make terrainExt. Internals: the tiles are each given a border 1 pixel wide. On the left, the basic x terrainExt. Checking this box for 3D printing is experimental and risky, but will allow you to properly export slabs, stairs, etc. Currently even extremely thin objects, such as sign posts and single fence posts, are exported. The rest of the options mostly have to do with 3D printing, which follows. Open up the WRL file in a text editor and look for this line:. Say you were printing at 0. Change that to, for example.
You may need to do. Here's a brief rundown:. By default, the model is heavily processed to clear up a number of potential 3D printing problems:. There are two sub-options:. 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. There are also two debug print options available, both shown in examples above. The "show welds" option shows what blocks were added by the various "connect parts" options. So you've worked hard to figure out exactly what piece of your world to export, you've set the myriad export settings just how you want, then you export your file.
With "Import Settings", under the File menu, you can read any Mineways output file and automatically have all your settings made to match your previous export. TileMaker is a command-line utility for making a terrainExt. You can instead use other versions of any of these images. To use these blocks in Mineways instead of the defaults, you make your own terrainExt. With terrainBase.
What TileMaker does by default is pretty simple: it reads in the terrainBase. The "-d directory" option tells TileMaker to use this directory instead of "blocks" for the images you want to overlay. Here is a rundown of the other TileMaker options and their uses. To get a reminder of these, type:. TileMaker [-i terrainBase. Default is. Useful for zooming or making a 'draft quality'. This option is good for seeing what images are.
This section covers the basics on importing Mineways files into various renderers. Here's a quick tutorial from Alexander Boden, who's just learning Blender himself, along with ideas by Milenco Mulder and my own additions; if you have anything to add, let me know. If you cannot select Wavefront from the Import dialog, you have to activate this file format first from the settings menu. If you found the right angle and perspective for your camera, you can fine tune a couple of parameters in the camera menu.
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. Optional, but extremely recommended.
Here is how to import a model and set the textures for Cinema 4D. You may wish to change the OBJ file export options in the upper right of the dialog, but the defaults are fine. To move around the scene, hold down Alt and use the three mouse buttons and scroll wheel. 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. Steps are as follows:. A problem with jmc2obj is that each material must be adjusted by hand.
To order your model, you can click on the model's name in blue. On the edit page you want to do the following:. You're done with the critical settings, the rest are optional but worthwhile:. That's it! You should then get a page showing your model has been uploaded. You now have a number of options. Note the links above these options. Here are some related free tools that are handy, collected in one spot:. Want something to try Mineways on? There are a number of sites with cool downloadable models and worlds, including:.
Mineways is not the first to offer a Minecraft model exporter, nor the best for export for rendering. They may fit your needs better than Mineways:. There are two main modes of export: for rendering and for 3D printing. Mineways does not support export of biome colors, paintings, characters, or creatures. All "full blocks" stone, dirt, wood, etc.
Pumpkin and melon stems do not darken with maturity, nor attach to fruit. When printed, area under bed is solid. Currently always a full block covered with piston textures. Stairs 53, 67, , , , , , , , , Note that Minecraft 1. Not supported properly, the chest textures are hacked into terrainExt. Connects properly; always shown as being "on". The fully matured texture is used for printing, on all sides. Also, if you use the More 3D items add-on you will get improved 3D models for stuff like axes, swords, arrows and so on. It is designed and compatible with the following minecraft versions: 1.
World War I Resource Pack 1. Recently updated!