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objtoschematic's Issues

Load big meshes

[Importer]: Failed: - Something unexpectedly went wrong.

Currently it is unable to load a large mesh file. I am trying to re-create a Venator Class Star Destroyer, and thought this tool would be perfect as it brings the color of the object into the blocks without me having to do any work. Well I can not get the file to load at all.

Files linked are what I tried.
First has n-gongs, second (suffixed -n) has none.

(Too big for github so posted them in my discord server for download link)
https://cdn.discordapp.com/attachments/347566125527072769/1054213374700949576/Obj_Models.zip

Add width and length sliders

I am making my college campus (over 2 miles long) in Minecraft and this tool has saved me a TON of time! Thank you so much for making it!
In my project, I have 42 obj files with known width, length, and height. However, just putting the height in for this tool does not accurately capture the width and length, causing the completed litematic files to mismatch more than would be expected from the rounding I have to do on the height to make it a full meter measurement. Could you add sliders for the width and length in addition to the height? That would be very helpful!
Thanks again for this amazing tool!

Binvox-like material parsing with material names

Having the ability to control the blocks with material names (like Binvox's material parsing) would allow us to have a higher level of control over the final output before exporting to an obj.

(Example: Geometry with a material named "material_glass" would be turned into "minecraft:glass", "material_white_stained_glass" into "minecraft:white_stained_glass", etc.)

Failed to load mesh

Every OBJ I try to load fails, on other 3D software and sites the objects can load fine
failed to load

Add headless script (FR from MichelArts)

Allow meshes to be voxelised via a script without invoking the UI. The groundwork for supporting this is already in place, the script just needs to be written.

Parameter for automatic / percentual voxel size from max height/width/depth

It would be nice if the program would get an option to define i.e. the max height of the model and calculate the voxel size based on that.

I am currently facing an issue where the program kind of just hangs for hours (my model is 14382mm in depth) and the voxel size i calculated gives me wrong results in the program - if it ever finishes to process.

Additionally, a % parameter instead of a static size would also be neat.

Object loading error

Tried loading your example object( skull ), which results in an error. Same for other models, just different 'v' value.

image

C:\Users\Vasily\Desktop\ObjToSchem\ObjToSchematic>npm start

[email protected] start
npm run build && electron ./dist/src/main.js --enable-logging


[email protected] build
npm run lint && tsc

 [email protected] lint
eslint --fix ./src/**/*.ts && eslint --fix ./tools/**/*.ts


[21096:0331/161044.906:INFO:CONSOLE(416)] "disabling Simplify", source: C:\Users\Vasily\Desktop\ObjToSchem\ObjToSchematic\dist\src\ui\layout.js (416)
[21096:0331/161044.907:INFO:CONSOLE(416)] "disabling Build", source: C:\Users\Vasily\Desktop\ObjToSchem\ObjToSchematic\dist\src\ui\layout.js (416)
[21096:0331/161044.909:INFO:CONSOLE(416)] "disabling Palette", source: C:\Users\Vasily\Desktop\ObjToSchem\ObjToSchematic\dist\src\ui\layout.js (416)
[21096:0331/161044.909:INFO:CONSOLE(416)] "disabling Export", source: C:\Users\Vasily\Desktop\ObjToSchem\ObjToSchematic\dist\src\ui\layout.js (416)
[21096:0331/161044.909:INFO:CONSOLE(39)] "[BROADCAST] onGridEnabledChanged true", source: C:\Users\Vasily\Desktop\ObjToSchem\ObjToSchematic\dist\src\event.js (39)
[21096:0331/161044.994:INFO:CONSOLE(113)] "%cElectron Security Warning (Insecure Content-Security-Policy) font-weight: bold; This renderer process has either no Content Security
    Policy set or a policy with "unsafe-eval" enabled. This exposes users of
    this app to unnecessary security risks.

For more information and help, consult
https://electronjs.org/docs/tutorial/security.
This warning will not show up
once the app is packaged.", source: electron/js2c/renderer_init.js (113)
[21096:0331/161053.009:INFO:CONSOLE(13)] "(electron) The remote module is deprecated. Use https://github.com/electron/remote instead.", source: electron/js2c/renderer_init.js (13)
[21096:0331/161106.329:INFO:CONSOLE(416)] "disabling Simplify", source: C:\Users\Vasily\Desktop\ObjToSchem\ObjToSchematic\dist\src\ui\layout.js (416)
[21096:0331/161106.329:INFO:CONSOLE(416)] "disabling Build", source: C:\Users\Vasily\Desktop\ObjToSchem\ObjToSchematic\dist\src\ui\layout.js (416)
[21096:0331/161106.331:INFO:CONSOLE(416)] "disabling Palette", source: C:\Users\Vasily\Desktop\ObjToSchem\ObjToSchematic\dist\src\ui\layout.js (416)
[21096:0331/161106.332:INFO:CONSOLE(416)] "disabling Export", source: C:\Users\Vasily\Desktop\ObjToSchem\ObjToSchematic\dist\src\ui\layout.js (416)
[21096:0331/161106.334:INFO:CONSOLE(92)] "Doing 0", source: C:\Users\Vasily\Desktop\ObjToSchem\ObjToSchematic\dist\src\app_context.js (92)
[21096:0331/161106.335:INFO:CONSOLE(318)] "Caching input", source: C:\Users\Vasily\Desktop\ObjToSchem\ObjToSchematic\dist\src\ui\layout.js (318)
</b>", source: C:\Users\Vasily\Desktop\ObjToSchem\ObjToSchematic\dist\src\app_context.js (99)674844741821289e+000 9.2430496215820312e+000 9.8690280914306641e+000 0.337255 0.282353 0.152941

When loading another file it outputs the error

[24968:0331/190034.255:INFO:CONSOLE(99)] "Error: Failed to parse essential token for <b>v -9.736512E-05 0.1256737 0.09343636</b>", source: C:\Users\Vasily\Desktop\ObjToSchem\ObjToSchematic\dist\src\app_context.js (99)

Feat: Constraint Multiple Axis At Once

I'm attempting to put an object exported from Magicavoxel into Minecraft, and using this would be helpful. As it stands, you can constrain only one axis at one time, it gets really close to getting all three values correct but it hasn't yet. Just wondering if this would be possible?

This mesh is 110x69x61 (Shown Top Right)
Example
The Voxelizer has swapped the Length and Height after I clamped width to the correct value of 110.
Example2

Basically, I'm trying to get 1:1 Magicavoxel Voxelization so one in voxel in Magicavoxel is one voxel in this program, Thanks!

Camera rotates slower with devtools open

For some reason the camera rotates slower if you have the devtools tab open (Ctrl + Shift + I). This bug was introduced in commit d3b2f9d (prev commit dd571dc). I have tried tackling this bug numerous times and I haven't been able to fix it. The fix is definitely trivial but is so small I can't find it.

Giving not a valid .schematic at the output

Hi, I made it before but was 2 error this one is the strangest one when i try to export every project it gave me an archive and when i open it its just a file with a file typed unkown and then nothing i can't do with this file trying to upload it i can't nothing at all

(I can't extract it)

immagine
immagine

Feat: Measuring distance in blocks

Would be super nice, to click two blocks, have them hightlighted, and see the distance in blocks between them. Data wise, this should be rather simple from what I see, however no idea about how to render this :D

setting size

Great software, it would be nice if could setting the size, because I don't know the exact size

Ability to fill voxelized models

I've been using ObjToSchematic in my mapmaking workflow to export models from blender and place them in the world using Amulet.
But it causes problems when freely scaling/rotating the schematic in the editor or ingame using worldedit: since the schematic is hollow, it creates holes in the model.

It would be great to be able to export filled schematics, to avoid this issue.
Thanks a lot for this incredible tool !

Image of the issue with free rotation in Amulet:
image

Export is giving an error

[8952:0408/224105.700694:INFO:CONSOLE(400)] "Uncaught TypeError: Cannot read property 'elements' of undefined", source: /home/purpletwo/ObjToSchematic/dist/src/ui/layout.js (400)

Im using v16.14.2 node version with v8.50 of npm

on ending and exporting it create a file that is not a schematic and plus is giving this error

Way to remove wrongly added voxels

Hey,

I am testing this tool for a project I am doing. On the step voxelize, there are actually voxels added which don't need to be there.
Is there a way to disable this behavior? If you wish to have some pictures, contact me at Discord. MichelArts#3677 (since its a private project)

Waiting for response.

No support for entire .obj face formats

Loading .objs with faces in the format f v1 v2 v3 .... are not loaded correctly, only faces in f v1/vt1/vn1 v2/vt2/vn2 v3/vt3/vn3 ... format is supported. Also n-gon faces are not supported.

Grass-like blocks are used when solid blocks are above

Grass-like blocks such as Nylium and Mycelium will turn into Netherrack and Dirt respectively when an opaque block is placed above them. A check should be put in place to ensure a non-opaque block is above grass-like blocks before assigning them to a voxel.

Incorrect texture mapping in voxelization (branches main and 0.7)

0.7-localise doesnt seem impacted.
I am not a specialist of that matter so I am making an issue report. I have found a weird bug which might come from a very recent commit since I did not have it before. Here is the model loaded on ObjToSchematic:

image

As you can see the textures are correctly loaded. But when I voxelize it:

image

Some areas seem to not have the right textures... Had the same problem with all other files i tested on main and 0.7 Here is one in example:

https://filetransfer.io/data-package/kpK2XQSI#link

Custom blockstate support

I have a texturepack where i have a different texture for each noteblock blockstate, is it possible to add atlas support for that (or if there already is support for that how do i use it)?

ps: awesome project

Render thread blocking with larger schematics

Attempting to render larger voxelizations often causes the program to hang and crash, especially if Ambient Occlusion isn't disabled.
image

Sometimes it's just the rendering that crashes and you can still try and apply blocks to the model, but nothing will export past that point so you can't actually get the litematic.

Here's the file I'm attempting to use. Extremely small height sizes can often work but anything sizeable seems to cause the issue.
Large Obj Test.zip

Mesh export not possible for objects > 10k voxels

There appears to be a limit on the number of voxels that can be exported. Attempting a conversion of a large mesh with 50k+ voxels, export will fail until taking the desired height down to 10. This makes the export unusable for larger models / structures.

How to choose a specific set of blocks for the exported schematic?

Hello!

First time trying to use your tool, i imported a couple of .obj but cant see any option to specify what blocks should be picked by the converter when doing the process of converting to schematic.

I see a block pallete option in assign blocks, but it doesn't have options like use only wool, stained clay or concrete "palletes".

I'm doing something wrong of unfortunately this isn't a feature supported by the tool?

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