[Mod] Meshport (Minetest Mesh Exporter) [meshport]
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[Mod] Meshport (Minetest Mesh Exporter) [meshport]
Meshport is a mod which allows easy exporting of scenes from Minetest to .obj files, complete with materials and textures. These models can be imported directly into Blender or another 3D program for rendering and animation. Meshport supports many common node types and features, so manual modeling is kept to a minimum.
This mod is still in the beta phase; certain texturing features and node drawtypes are not yet supported.
Details about usage, supported features, etc. can be found at the GitHub repository.
Changelog
0.1.0 Initial release.
0.1.1 Fixed a wrongly named variable.
0.2.0 Added support for a number of drawtypes, improved area selection.
Dependencies: None!
License: LGPL v3.0 for code, CC BY for textures.
GitHub: https://github.com/random-geek/meshport
ContentDB: https://content.minetest.net/packages/r ... /meshport/
Download ZIP: https://github.com/random-geek/meshport ... master.zip
Last edited by random_geek on Wed Jul 14, 2021 22:15, edited 1 time in total.
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Re: [Mod] Meshport (Minetest Mesh Exporter) [meshport]
Nice, I usually just build everything in Blender when I want to recreate something from Minetest, this could save me a considerable amount of time.
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- MCL
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Re: [Mod] Meshport (Minetest Mesh Exporter) [meshport]
Don't fences use the fencelike drawtype? Your drawtype list doesn't have fencelike in it
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Re: [Mod] Meshport (Minetest Mesh Exporter) [meshport]
Fences use connected nodeboxes. The fencelike drawtype is much more primitive and really shouldn't be used anymore.migdyn wrote:Don't fences use the fencelike drawtype? Your drawtype list doesn't have fencelike in it
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Re: [Mod] Meshport (Minetest Mesh Exporter) [meshport]
That this even reads nodeboxes is worthy.
How optimized are the meshes that are created? I see you mention about using the highest priority face, do you also optimize vectors and and normals?
How optimized are the meshes that are created? I see you mention about using the highest priority face, do you also optimize vectors and and normals?
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Re: [Mod] Meshport (Minetest Mesh Exporter) [meshport]
The meshes are not optimized much, if you mean reduction of geometry. Cubic nodes share corner vertices and unnecessary interior faces are ignored; however, for the sake of simplicity, adjacent co-planar faces are not combined in any way. Beyond cubic nodes, everything is basically "as-is".ShadMOrdre wrote:How optimized are the meshes that are created? I see you mention about using the highest priority face, do you also optimize vectors and and normals?
Hope this answers your question.
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Re: [Mod] Meshport (Minetest Mesh Exporter) [meshport]
Update! I've released version 0.2.0, adding support for liquid, flowing liquid, plantlike, rooted plantlike, and framed glasslike nodes. Area selection is now easier, too, with an additional tool for setting corner positions and markers to visualize the selected area. More details can be found on the GitHub releases page.
Re: [Mod] Meshport (Minetest Mesh Exporter) [meshport]
Works really well thank you!
Is there going to be a option to import obj?
Is there going to be a option to import obj?
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Re: [Mod] Meshport (Minetest Mesh Exporter) [meshport]
Thanks! I won't be adding an option to import an OBJ back into Minetest as too much information is lost in conversion, but you can use another mod like WorldEdit to export and re-import the same region.
Re: [Mod] Meshport (Minetest Mesh Exporter) [meshport]
Ok was just curious i use worldedit but no obj import/export options only .we, versus just using lua scripts to load .obj. Also .obj to .vox to load into mtseditor then export .mts into world is the other option.random_geek wrote: ↑Thu Nov 23, 2023 16:44Thanks! I won't be adding an option to import an OBJ back into Minetest as too much information is lost in conversion, but you can use another mod like WorldEdit to export and re-import the same region.
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Re: [Mod] Meshport (Minetest Mesh Exporter) [meshport]
Not sure I understand. I haven't used mtsedit, but from the readme it appears you can import .mts files (exported from the mtsedit mod) as well as .we files (exported from Worldedit) into mtsedit. Would one of those options work?
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