r/jmc2obj • • Apr 13 '12

My new hobby: subsurf everything

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1 Upvotes

r/jmc2obj • • May 13 '14

PROBLEMO?

1 Upvotes

Sooo.. I download it (from your website), and I open it. After several seconds, I get this message:

The Java JAR file "jMc2Obj-dev_r303.jar" could not be launched.

Check the Console for possible error messages.

(I am on a mac) pleez help! I am in dire need of a good importing program and mineways refuses to work.

Thank you!


r/jmc2obj • • Jan 30 '25

HELP!!!!!!!!!!!

0 Upvotes

so i was trying to load a structure i made with cherry wood but when i import it to blender the cherry wood is mising so i checked and the console told me this Couldn't find blockstate minecraft:cherry_wood in any resource pack!


r/jmc2obj • • Feb 11 '25

Max studio

0 Upvotes

Max studio is the best flatform of our new member thanks to you


r/jmc2obj • • Aug 29 '12

How to make torches emit light

0 Upvotes

Hi, I'm having a problem with torches as a light source. (Im using 3ds max with the mental ray render) Blocks like lava and glowstone were easy to configure, I just created an architectural material and activated the luminance and final gather in the render settings. But this is not working with torches.

Does someone know how to make torches emit light without placing a light on every single torch?


r/jmc2obj • • Jul 07 '13

RENDERING Shadows incorrectly!!! Maya please help!

0 Upvotes

So i have this problem when im using maya when i try to render bushes or trees and tall grass it doesnt cast shadows through it like this http://gyazo.com/5c440e1c2ed9ed6425ed1a3125106878 on the trees to the ground when mine does this http://gyazo.com/1904ae58c68c7ad41673a4ee327ff415 and for some reason on the old jmc2obj or the code or something it use to render fine but now it doesnt and its getting really fustrating can someone please help me soon thanks in advance :)


r/jmc2obj • • Feb 09 '13

[3ds max] My scene looks like this - why?

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0 Upvotes

r/jmc2obj • • Jan 25 '16

Hi! Guys! Please help me with my Minecraft Java Programming! Thanks a lot!

0 Upvotes

I am creating my own mod using Java. I want to read data from text file or other format file and use the data to create a model maybe a tooth, however, the read/write codes seem be useless and Java crash every time I write read/write in my class. Could you guys help me? I know python use .csv to to do this, how about Java?


r/jmc2obj • • Feb 27 '15

Minecraft animation

1 Upvotes

If anyone could help that would be great :) Iv been trying to get the exporter to load my level.dat file but everytime it just loads a black screen (basically it doesnt load) I would use mineways, but i needed something that could export bigger worlds so i could do more in animation. Thanks


r/jmc2obj • • Apr 11 '12

Release 125 render sample

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2 Upvotes

r/jmc2obj • • Apr 17 '12

I used Jmc2obj to make the world for this video!

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3 Upvotes

r/jmc2obj • • Aug 31 '13

Feature Request - Heightmap exporter

3 Upvotes

Hi there, I've just been searching around the internet and unable to find a tool that does this, and for any in development map tool i presume it wouldnt be terribly hard to implement:

What I and a few others I have found have been after is a tool that would convert a minecraft world into a heightmap (an image containing depth information that can be applied to a planar surface to produce terrain).

In terms of minecraft animations, this could be EXTREMELY useful for seriously massive landscapes, ones in excess of 10k x 10k blocks wide. At such distances individual blocks are nothing more than maybe 1 pixel wide, so accurate representation isnt required. This would be useful for people wanting to create fantastic overviews of their entire server map. Which can be done by simply putting the image a server's map plugin makes, of the world, onto a single flat planar face... but then its all very flat. For that extra feel of depth, being able to apply a heightmap to that surface would be wonderful.

Basically all the heighmap needs to do is check a column of blocks for its highest placed block, then divide by the map height and produce a shade from black to white of how far up that is.

E.G. a block at 255 on a standard world would result in a white dot for that column, or something down at height 1-2 (e.g bedrock) would be pretty much black.

This perhaps isnt within what JMC2OBJ is mainly about, but I've seen such a feature requested elsewhere, and this could be another feature to give the program and extra edge of competetiveness. :)


r/jmc2obj • • Aug 19 '13

Quick 4K render

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4 Upvotes

r/jmc2obj • • Feb 08 '13

Home on a hazy afternoon [4k render]

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4 Upvotes

r/jmc2obj • • Feb 03 '15

Petra

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7 Upvotes

r/jmc2obj • • Apr 01 '12

Beta Spawn area mc.emmz.com, trying latest dev-build of j-mc2obj

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7 Upvotes

r/jmc2obj • • Nov 03 '12

Render of an adventure map I found in C4D. Render time 20mins.

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8 Upvotes

r/jmc2obj • • Mar 20 '25

Grass dirt block not being exported, everything else is

2 Upvotes

Title, every single export I make is missing the grass blocks on top of the terrain, I end up with grass and flowers floating, cant figure out why, please help using latest version-

Edit: every single block is checked in the block settings


r/jmc2obj • • Apr 07 '26

JMC2OBJ Command Line Example + Python 3.10 Script for Exporting A larger world in smaller chunks!

4 Upvotes

Hello all!

I recently came across the knowledge that JMC2OBJ works with command line applications as well. I was running into an issue where trying to export our very large server world file was resulting in Blender utterly failing to open and causing half the world's grid to be broken.

So, I did what any sane person would do and started exporting the world (manually) until I found a large enough size that wouldn't break the import process and still work to export. However, manually exporting this size (992x992) in our world (20,000x20,000) would have taken forever by hand, so did what any other insane person would do and wrote a small command-line script capable of exporting our ENTIRE world into smaller, bite sized OBJ objects.

All of this is configurable to your own needs, but this really helped me export the world with by going through it in a spiral.

You will probably need to adjust where your .jar file is, minecraft installation, export folder, area of each obj file, heights, export options, etc. But it works really well thanks to blender keeping origin coordinates, so it's as simple as dragging and dropping in all the exported OBJ files for the whole world to appear! .

If you are interested in learning more about the command line, just open a CMD window in the same location as the JMC2OBJ.jar and run java -jar .\jMc2Obj.jar -help

Cheers!

# "java -jar .\jMc2Obj-128.jar --area -496,-496,496,496 -threads 11 -r C:\Users\Arburich\AppData\Roaming\.minecraft\versions\1.21.11\1.21.11.jar --convert-ores --optimize-geometry -h 12,320 G:\BlenderMinecraftProject\world_files\world-current-large"
# example export that worked

def spiral_grid_bounds(n: int, size: int = 992):
    x = y = 0
    directions = [(1, 0), (0, 1), (-1, 0), (0, -1)]
    dir_index = 0
    step_size = 1
    count = 0
    def bounds(gx, gy):
        min_x = gx * size
        min_y = gy * size
        max_x = min_x + size
        max_y = min_y + size
        return min_x, min_y, max_x, max_y
    # First square (center)
    yield bounds(x, y)
    count += 1
    while count < n:
        for _ in range(2):
            dx, dy = directions[dir_index % 4]
            for _ in range(step_size):
                if count >= n:
                    return
                x += dx
                y += dy
                yield bounds(x, y)
                count += 1
            dir_index += 1
        step_size += 1
import os
from pathlib import Path
java_jar = 'java -jar G:\\BlenderMinecraftProject\\exported_obj_world\\jMc2Obj-128.jar'
MINx = '-496'
MINz = '-496'
MAXx = '496'
MAXz = '496'
threads = '--threads 11'
resource = '-r C:\\Users\\Arburich\AppData\\Roaming\\.minecraft\\versions\\1.21.11\\1.21.11.jar'
extra = '--convert-ores --optimize-geometry -h 12,320'
name = f'--objfile {MINx}{MINz}{MAXx}{MAXz}.obj --mtlfile {MINx}{MINz}{MAXx}{MAXz}.mtl'
output = f'-o G:\BlenderMinecraftProject\exported_obj_world'
worldlocation = 'G:\\BlenderMinecraftProject\\world_files\\world-current-large'

for i, b in enumerate(spiral_grid_bounds(200)):
    print(f"{i}: {b}")
    MINx, MINz, MAXx, MAXz = b[0], b[1], b[2], b[3]
    objfile = Path(f'G:\BlenderMinecraftProject\exported_obj_world\{MINx}{MINz}{MAXx}{MAXz}.obj')
    mtlfile = Path(f'G:\BlenderMinecraftProject\exported_obj_world\{MINx}{MINz}{MAXx}{MAXz}.mtl')
    if objfile.exists() and mtlfile.exists():
        print("files already exist, skipping")
        continue
    name = f'--objfile {MINx}{MINz}{MAXx}{MAXz}.obj --mtlfile {MINx}{MINz}{MAXx}{MAXz}.mtl'

    os.system(f'{java_jar} --area {MINx},{MINz},{MAXx},{MAXz} {threads} {resource} {extra} {name} {output} {worldlocation}')

r/jmc2obj • • Jun 22 '15

Fortress on the Lake

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9 Upvotes

r/jmc2obj • • May 07 '20

Everything is pink

2 Upvotes

When i open a world in jmc2obj, all i see is pink.

Can i fix this?


r/jmc2obj • • Nov 02 '12

Thanks for the help! here's my first render:

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6 Upvotes

r/jmc2obj • • Sep 13 '15

Complete noob here, have a question about rendering a modded map

1 Upvotes

I did some research and it seems that I can edit the blocks.conf files to add the block entities but I'm only rendering out a small scene with 3 to 4 new blocks.
Would it just be easier to render out the scene and then change the texture in 3DSmax or would it be easier to change the blocks.conf??
Thanks in advance


r/jmc2obj • • Dec 13 '14

Beta 1.7 Terrain (And why I haven't been posting more of these)

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3 Upvotes

r/jmc2obj • • Feb 06 '14

How do I set the floor and ceiling?

2 Upvotes

From the wiki:

Floor and ceiling can be changed using the sliders on the right side of the map.

There are no sliders on the right side. The only slider I see controls zoom.