import GoogleMaps into Minecraft?OUTDATED?partially, checkout revised Tutorial soon
0:00 intro
1:48 getting 3D-Models of Maps
3:24 import to Blender to convert to GLB
4:53 voxelizing
7:45 remove "shadow" blocks
8:11 alternate Voxelizer
9:56 Bigger Maps (that have to be stitched together & then parted equally)
-VIDEO No. 2 COMING SOON WITH MY REFINED WORKFLOW (continuing the addendum there and closing this one here also bc of length limit). Three Big New Insights:
1 It is better to buy the "Lily capture merger"-Addon for Blender to stitch the map tiles. https://eliemichel.gumroad.com/l/KSvXuu by Elie Michel, the same programmer who also brought us MapsModelImprorter so it is very apt for it. It makes it so much easier than merging dozens of tiles manually. Note that it requires the original RDC files of Rendedoc. So my former intermediate step of turning them to GLBs was useless now!
2 i managed to run the newest version of OBJtoSchematic(.com) offline (crazy: it allows 2000 Blocks or so! While the webversion - which is still a gift - does less and seems a bit slower.). That wonderful tool started as a Program, later a Website. One can nonetheless clone their newest Git from Github ( https://github.com/LucasDower/ObjToSchematic/releases ) and compile it (Darren-Lim-Boston tells how: https://github.com/darren-lim-boston/ObjToSchematic After compiling one can start it by entering one's own internal local IP following by ":8080" port in a browser.
3 I dont put it on equal sized squares anymore to prevent my divided city-tiles from going off-scale . It is easier to chose height as a constraint axis for that cause. Therefore I add a flat mesh layer as "ceiling" - a lid so to say - over the city and one layer under the city to define lowest and highest point, then divide it. Fixed height also makes placing the .schem in Amulet (wherein Z-coords are measured from the middle of the height) easier.
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-when vertices and edges play mad after a certain step then it serves to "Apply Rotation and Scale" in Blender (by in pressing Ctrl+A in Object Mode)
-if you use MapsAreaCaptureTool (for maps with multiple captures) then that tool will untick "GlobeMode" (=3D) each time when opening a new map section. So if you'd forget to tick it again always then you'd end up with empty captures because the map view was only 2D.
- For the voxelization step: Theres another method I did not mention: Using the "Blockblender"-Addon for Blender. But I did not try it so much.
- Drububu did not work for my model because of the colours being strange.
- Magicavoxel can open your model as a VOX. One has to convert it beforehand with meshtovox exe. Magicavoxel somehow automatically splits the OBJ into segments, which might serve you, but the segments are rather small. Magicavoxel has a bug in the newer version, the older version allows the export: https://github.com/ephtracy/ephtracy.github.io/issues/264
-cheat to turn off minecraft mobs (they can destroy structures): "/gamerule doMobSpawning false" and "kill @e" to remove the existing ones (oneself, too, but only for short)
-in Amulet when importing parts please untick "insert air" or it could destroy parts you already placed
-exporting to .schem (sponge schematic) looked better for me than .schematic (allows bigger variety of blocks I think)
CHROME START OPTIONS
(depending on your chrome's install path, you might have to remove "(x86)":
C:\Windows\System32\cmd.exe /c "SET RENDERDOC_HOOK_EGL=0 && START "" ^"C:\Program Files (x86)\Google\Chrome\Application\chrome.exe^" --disable-gpu-sandbox --gpu-startup-dialog"
RENDERDOC
https://renderdoc.org/builds
MAPSMODELIMPORTER
https://github.com/eliemichel/MapsMod...
PYTHON SCRIPT FOR SPLITTING
https://www.youtube.com/watch?v=eB8ZwcShhxU
VOXELIZER
objtoschematic.com
drububu.com
MESHTOVOX
https://github.com/Zarbuz/FileToVox/releases
MAPSAREACAPTURETOOL
https://github.com/Seank23/MapsAreaCaptureTool
MAGICAVOXEL
https://ephtracy.github.io/
AMULET EDITOR
https://www.amuletmc.com/
FPV DRONE MOD (fly acrobatic drone in Minecraft)
https://minecraftfpv.com/
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