Nice job, Brandonhare. Looks like you’ll lifetime obc. Supposing that is legit of course, and works properly
Next challenge, make a roblox to .obj converter?
Nice job, Brandonhare. Looks like you’ll lifetime obc. Supposing that is legit of course, and works properly
Next challenge, make a roblox to .obj converter?
Rather than working through the lua layer, our MC importer writes to the terrain data structure directly.
There are about 50 different MC blocks and only 16 terrain materials to map them to, so mapping things like fences etc isn’t necessary.
The best tool would let users control the mapping, but really I think the make use case here is going to be allowing people to use the MC terrain generator to create ROBLOX levels, so as long as this works fairly well people might use it.
You must be reading my mind dude
Part of the reason it’s hard to use terrain effectively is that it’s really limited from an aesthetic standpoint. Hopefully the devs have plans to help correct this.
This is quite tempting, but I’m fairly sure that Brandon will be getting this, unless a pure Lua version also can win.
However, I got a lot of problems trying to do this, namely the fact that decompressing GZip files in Lua is a pain without Lua rocks or C side code.
I think I’ll have to earn my OBC someplace else.
Alrighty! I finally have something that works. Converting a 20x20-chunk area generates a ~200MB Lua file. Right now, my primary concern is reducing to the time it takes to generate the file, which currently takes a couple of minutes. After that, I’m going to work on turning it into an executable, as well as making it command-line friendly. At that point I’ll throw it up on github for anyone to do whatever they want with.
I’m not really going to look into optimizing the generated output unless it involved writing directly to whatever format ROBLOX uses to store terrain. If anyone could provide some documentation on the terrain format, that would be very helpful.
In the meantime, here are some screenshots:
Taiga biome (no snow because lolmaterials). 320x320-block area.
A lovely river.
A lovely bunch of caves.
As you can tell, more materials are definitely needed.
Version 1.0 complete!
Source code: https://github.com/Sir-Tiffy/MinecraftToRoblox
Download: http://www.mediafire.com/download/i9743u9p5zmgzwh/MinecraftToRoblox.zip
One of my 60mb minecraft worlds produced a 66mb roblox file in about 10 seconds, which then built the terrain for about 2 minutes to give a 30mb file.
GUI:
(this may or may not have been my first experience with win32)
World:
On my to-do list is to allow configuration, use parts to represent misc blocks (eg. doors) or ones without an appropriate material, allow opening of files not in the normal save dir, make the roblox script more efficient, and fix inevitable bugs. However, I’m happy enough with it for now to claim the prize. :cheer:
Lol they look better in Minecraft… More terrain pls.
Rather than working through the lua layer, our MC importer writes to the terrain data structure directly.[/quote]
Ah, like that. Thanks for clearing it up.
DARNIT. My Java version converts Minecraft terrain into a text format (int x:int y:int z:RBXEnum BlockType) right now, but I’m working on reading/writing directly to Terrain data. Still figuring out how it works.
Looks like Brandonhare and Anaminus both completed the contest. Pretty cool, I wish I had the technical ability to do this.
Very awesome brandon + Anaminus, now… what applications do we have?
Anaminus - cool screenshots, are you going to be able to release your tool soon?
Brandon - this is great work!
[quote] Nice job, Brandonhare. Looks like you’ll lifetime obc. Supposing that is legit of course, and works properly
Next challenge, make a roblox to .obj converter? [/quote]
Some guy was actually making that and uploaded a demo to YouTube. He used Crossroads as an example then loaded the place as a .obj in Blender. I lost the video link sadly though.
Used Brandonhare’s converter, small example pic, + giant’s house in spoilers.
Lol I really need to edit the minecraft worlds before using the converter (example, chopping off the cave layer + surrounding useless areas) I suppose I can do that with another 3rd party thing.
[/spoiler]
Great work guys.
Also I would be surprised if new textures aren’t on their way
[quote] Great work guys.
Also I would be surprised if new textures aren’t on their way [/quote]
There is a lot of support internally for upgrading the look of voxels.
Anaminus actually posted on twitter about him working on one.
[quote] Great work guys.
Also I would be surprised if new textures aren’t on their way [/quote]
There is a lot of support internally for upgrading the look of voxels.[/quote]
That’s great news John. One of the main barriers for a lot of people adopting them is due to limited textures etc it’s very hard to make them fit in with existing building styles. Kuunan and Ravenshield are the only people I have seen who pulled the combined look off.
This is a very interesting thread. Good job Anaminus and Brandon!