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Tiel's Grorious Guide on how to Binvorx

Posted: Wed Jun 05, 2013 4:50 pm
by Chairman_Tiel
Hello, my name is Tiel ACH0226, and today I'll be showing you how to use binvox, a voxelization application that can be used to convert conventional 3D model files into more MC friendly .schematics. For your convenience, I have uploaded the necessary files to the site, which you can download here in zip format. Once the download has finished, drag the folder titled 'Binvoxer 5000' from inside the archive to a convenient location.

After you have done that, enter the folder and double click the file, "Ambient sound". This is a crucial step that can in no way be skipped without any repercussions.

Next, you want to acquire a 3d model file, preferably .obj. If you already have one (or if you've modeled one yourself), move it into the 'Binvoxer 5000' folder at this time. Otherwise, I recommend the google sketchup warehouse for a file to convert. Once you have one, follow the previous step.

At this point, you should have a 3D model file in your Binvoxer 5000 folder. Keep in mind Binvox only supports the .UG, .OBJ, .VRML, .OFF, .DXF, .XGL, .POV, .BREP, .PLY, and .JOT formats. Anything else will fail to process. If your file does not fall under any of those extensions, get one that does.

Now, double click the cmd.exe within the folder (it does not need to run with administrator privileges, so don't bother). It should open with the command prompt starting in the 'Binvoxer 5000' folder. If not, you're on a Mac or Linux, in which case this guide is not for you, scrub c:

Anyway, now type in 'binvox' without the apostrophes into the CMD window and hit the enter key. It should bring up a list of parameters for the binvox.exe app. If not, and you're not using a Mac or Linux OS, I've done something horribly wrong in packaging the prerequisites and you should tell me to get my crap together ASAP. If you did get a spiel of terms you probably don't understand at the moment, let me explain.

When you binvox, you type in "binvox <model name, including extension> <parameters> and off it goes. Said parameters are:

-d "specify voxel grid size" this determines how big the model will be in minecraft. Putting '-d 768' would, in most cases, give you a 768 block long ship. Never go above 1000, or you will get a corrupted .schematic and a high liklihood of your PC crashing.

-t "specify voxel file type" self-explanatory, for our purposes you'll only put -t schematic

-c, -dc, -v alternative methods of voxelization, use these only if you're unhappy with the default results. Experiment a bit.

-e "exact voxelization" self-explanatory, one would think, but this is extremely intensive and will almost always result in a corrupted schematic and drastic slowdowns/crash. Only use if you're feeling exceptionally lucky.

-bb "bounding box" alters the dimensions of the region binvox tries to voxelize. Unnecessary 99% of the time, so forget about it.

-ri "remove internal voxels" removes the blocks inside an exported model, leaving only a 1-2 block thick shell. Highly recommend using this with all conversions, as it makes interiors so much easier.

-cb "center model" self-explanatory. Moves the model to the center of the schematic; only use if the one you made/picked is waaay off center. Still, doesn't take much effort on your computer's part, so I'd recommend doing it anyway, just in case.

-rotx "rotate object counter clockwise 90 degrees around x axis"
self-explanatory. Don't bother adding this.

-rotz "rotate object 90 degrees around z axis" self-explanatory. Don't bother adding this.

-aw "also render wireframe" helps with thin parts. If you're a pansy like mackeroth and like your ships pretty and delicate, add this. Otherwise, not really important.

-fit "only write voxels in bounding box" Basically, makes it so binvox will only voxelize within the region set by the -bb parameter, so unless you're using that don't worry about this.

-bi "use block ID <id>" self-explanatory once again, and you're going to use this 100% of the time. You can't go wrong with '-bi 42', but if you have a texturepack and/or prefer a material other than iron block, replace 42 with another id listed here.

-down "downsampling" lowers voxelization fidelity. Can help with lower-end hardware, but please try it without first as it can sometimes bring undesirable results.

-dmin "gibberish" ties into downsampling, but I myself can't fathom what it does, so even if you do use -dd just ignore this unless you're feeling adventurous

So, for converting a 3d file called buttocks.obj to a schematic file of a metal posterior 500 blocks length/width/height, you would go

binvox buttocks.obj -d 500 -t schematic -ri -bi 42 -cb

For your stuff I'd keep all of that the same; only change the 3d file (in this case, buttocks.obj) to whatever (ie: cruiser.pov) and the size (500 to whatever suits your fancy, up to 1000). Remember that you can copy that command and then right click on the cmd window to paste it and then alter it directly there; add any additional parameters after -cb.

Once you modify that template to your tastes and enter it, a binvox menu will pop up for a while to indicate it's working, and after a few minutes (I'd advise alt+tabbing to another application to pass the time, especially with bigger conversions where it can take up to half an hour), it should close and you will now have a handy-dandy schematic file to put into a world using MCEdit!

Wait. What do you mean you don't have MCEdit? Bugger. Here, you can get it at their site. Come back when you're done, and face my scathing disappointment in you.

Once you've installed MCEdit, enter the 'MCEdit-schematics' folder and put the file you got from the conversion into there. Or...not, you don't have to, but it makes it so much easier when the time comes to import. So, yeah. Once that's done/not done, open up MCEdit and either create a new world or select a pre-existing one (I recommend Flatlands in both scenarios, remember the -d parameter sets height as well).

You'll then click the import button. If you don't know where that is, hover over each button on the bar at the bottom of the screen until a tooltip indicates one of them is Import. You'll hit that, load up your schematic file, and either Roll/Flip/Mirror your model until it's in the orientation you desire, and then confirm the import. Now, you want to CTRL+S, and then open up Minecraft and look at your glorious creation.

"But Tiel!" You're probably asking, "these are premade models, how do I make my own so I can have totally 1337 hull shapes!?"

To which I shrug, and point to these two programs - Wings3D and Google Sketchup (Google Sketchup requires an obj exporter to work with binvox. There is another program that goes by just 'Sketchup' located here that does not require this plugin). Both are completely free modelling programs that have documentation on them and are relatively easy to pick up (as opposed to Blender *shudder*). You should be able to pick up enough experience with them to swiftly make basic models of your desired hulls; remember your goal is not to make an industry-quality 3d models of your dream ships, but rather basic outlines to add detail to later on in Minecraft (with Worldedit, of course). However, some techniques can be used to make your job later on that much easier by making your beginning converted schematic more aesthetically appealing from the getgo. I'll let Targareyan elaborate on that, for he's been doing a lot of that lately.

So, happy Binvorxing!

Re: Tiel's Grorious Guide on how to Binvorx

Posted: Wed Jun 05, 2013 5:04 pm
by Luna
OMG THANKYOU

Re: Tiel's Grorious Guide on how to Binvorx

Posted: Wed Jun 05, 2013 6:46 pm
by Vinyl
Tiel, I don't know how to thank you for this, so... thank you.

Re: Tiel's Grorious Guide on how to Binvorx

Posted: Wed Jun 05, 2013 7:46 pm
by blockman42
Thank the binvox gods!

Re: Tiel's Grorious Guide on how to Binvorx

Posted: Thu Jun 06, 2013 5:43 am
by Dr. Mackeroth
You called me a pansy.

Let's see how "pansy" I am when my ships with superior technology and tactics park on your mansion's green-space to negotiate the terms of your surrender.

Re: Tiel's Grorious Guide on how to Binvorx

Posted: Thu Jun 06, 2013 6:19 am
by Laserbilly
Tiel, I don't have the time to read this just yet, but judging from the other replies, I'm going to just assume you did a great job explaining how to use binvox, which, last time I checked, was an comprehensible mess. Thank you Tiel, and I'll read this when I eventually jump on the 3d bandwagon!

Dr. Mackeroth wrote:You called me a pansy.

Let's see how "pansy" I am when my ships with superior technology and tactics park on your mansion's green-space to negotiate the terms of your surrender.
Once again, I haven't read it yet, but what the heck are you talking about?

Re: Tiel's Grorious Guide on how to Binvorx

Posted: Thu Jun 06, 2013 8:44 am
by Chairman_Tiel
Laserbilly wrote:
Dr. Mackeroth wrote:You called me a pansy.

Let's see how "pansy" I am when my ships with superior technology and tactics park on your mansion's green-space to negotiate the terms of your surrender.
Once again, I haven't read it yet, but what the heck are you talking about?
Tiel wrote: -aw "also render wireframe" helps with thin parts. If you're a pansy like mackeroth and like your ships pretty and delicate, add this. Otherwise, not really important.
Don't ever belittle an Australian's masculinity.

Re: Tiel's Grorious Guide on how to Binvorx

Posted: Thu Jun 06, 2013 9:12 am
by Prototype
Tiel wrote: Don't ever belittle an Australian's masculinity.
Or insult his Vegemite, or barbecue skills

*note* this was said by a real live Australia *note*

Re: Tiel's Grorious Guide on how to Binvorx

Posted: Thu Jun 06, 2013 10:49 am
by Chairman_Tiel
Crap, I goofed. You can't actually use Sketchup to export to any of the binvox supported formats without paying for a pro license. You can use a converter to turn the .dae format the free version exports into a .obj file, which can then be binvoxed.

Re: Tiel's Grorious Guide on how to Binvorx

Posted: Thu Jun 06, 2013 10:55 am
by MrTargareyan
Tiel wrote:Crap, I goofed. You can't actually use Sketchup to export to any of the binvox supported formats without paying for a pro license. You can use a converter to turn the .dae format the free version exports into a .obj file, which can then be binvoxed.
You can :) I use the free version with a .obj exporter plugin. Heres a link :) http://www.needformadness.com/developer ... .php?t=360 Thanks for the thing about wireframe btw, that being off has been causing a lot of annoying holes in my ship that I had to fill in :)

Re: Tiel's Grorious Guide on how to Binvorx

Posted: Thu Jun 06, 2013 11:21 am
by Prototype
Mine exported to .obj anyway

Re: Tiel's Grorious Guide on how to Binvorx

Posted: Thu Jun 06, 2013 11:29 am
by Chairman_Tiel
Because you either bought or pirated the pro version -_-

Re: Tiel's Grorious Guide on how to Binvorx

Posted: Thu Jun 06, 2013 11:43 am
by Prototype
Tiel wrote:Because you either bought or pirated the pro version -_-
Nope got it from the website, are you using the 2013 version?

Re: Tiel's Grorious Guide on how to Binvorx

Posted: Thu Jun 06, 2013 11:46 am
by Chairman_Tiel
Sketchup 2013 =/= Google Sketchup.

I think they sold the license or something. I'll update the link.

Re: Tiel's Grorious Guide on how to Binvorx

Posted: Thu Jun 06, 2013 11:47 am
by Prototype
Ah yes, I'm using sketchup 2013, which is exactly the same but you can export.

But I'll still call it google sketchup