WineBottler



WineBottler packages Windows-based programs like browsers, media-players, games or business appli­ca­tions snugly into Mac app-bundles. WineBottler packages Windows-based programs snugly into OS X app-bundles. No need to install emulators or operating systems - WineBottler uses the great open-source tool Wine to.

AATranslator - Translate projects from one DAW or NLE to another

Convert sessions to/from Ableton Live, Ardour, Audiofile, Audition, Auria, Cool Edit Pro, Capture, Cubase, DAR, Digital Performer, Fairlight, Final Cut Pro 7, Grass Valley, Harrison Mixbus, Hindenburg (Journalist/Pro/Educator/Broadcaster), i-Movie, Lightworks, Logic & Logic Pro (via OMF & AAF), Media Composer/Adrenaline, N-Track, Nuendo, Paris, Premiere, ProTools, Pyramix, Reaper, Sadie, Samplitude/Sequoia, SAW Studio, Sonar (via OMF), Soundscape, Soundtrack Pro, Studio One, Studio Live, Symphony, Tascam MX2424, Tascam X48, Tracktion, TripleDat, Vegas, Waveframe, Wavelab.
DAW / NLEFormat ExtNotes
ProTools 7, 8 & 9 .ptf

Import from & Export to

ProTools version 7, 8 & 9. Native PTF format (very limited import support for 'region groups')
For PT10 a 'Save Session Copy in' as PTF works well
ProTools 10 & later.ptx

Import from & Export to

Native ProTools version 10, 11, 12 or 2018 PTX format session file.
ProTools v5 .pt5
Import from & Export to
ProTools 5 and later can Export/Import .PT5 sessions which are far superior /more detailed than OMF or AAF (see here)
PT5 also supported by Pyramix, Fairlight & Soundscape.
ProTools v5-v6.ptsProTools version 5.1 to version 6.9. Native PTS format
OMF 2.omf
Import from & Export to

Avid Media Composer etc, Apple/Emagic Logic, Nuendo/Cubase, Pyramix, Samplitude/Sequoia v11 and later, Ensonic Paris, Sadie, Soundscape, Sonar, Digital Performer, Lightworks, Adobe Premiere, Audition CS, Apple Final Cut Pro (export only), Soundtrack Pro (import only). The latest versions of Avid Media Composer have no/minimal OMF capabilities, so we have prioritized MC AAF support.
OMF files from Avid Media Composer are NOT currently fully supported - AAF is the preferred format.

Ableton Live 8 & later.alsNative Live v8, v9 & v10 format
Advanced Authoring Format.aaf
Import from & Export to

Huge variations in implementation between AAF files means many NLEs/DAWs are unable to read each other's files. We are able to read AAFs from Auria, Automatic Duck, Avid Media Composer / Symphony, Nuendo, ProTools, Sam X2Pro, STP, Pyramix & Vegas

AES31.adlNuendo, Wavelab, Pyramix, AMS Audiofile, Fairlight DR2, Waveframe, DAR, N-Track, Sadie, WaveFrame 7 & Netia Radio-Assist 8
Ardour v2 .ardour
Import from & Export to
Native xml format. Understood by Ardour, Harrison Mixbus & Xdubber - runs under Linux & OSx
Ardour v3 .ardourNative xml format. Understood by Ardour, Harrison Mixbus & Xdubber - runs under Linux & OSx - AAT reads v3, writes v2 format & writes v3 (MixBus v4)
Audacity .aup
Import from
Native session format. Understood by AATranslator
Audition CS & CC.sesxImport and export Audition CS5.5, CS6, CC and later session files
Audition v3 .xml
Import from & Export to
Native session format. Understood by Audition v3 & AATranslator (limited import into Audition CS5.5 & later)
Auria .prjNative session format. Understood by Auria & AATranslator
CMX.edl
Import from
CMX/EDL - The mother of all EDL formats, Avid, Media Composer, Adobe Premier, Final Cut Pro.
Supported formats include CMX3600, 340, 3400, Grass Valley GVG4/GVG_7 & Sony 5000
Cool Edit/Audition .sesImport/read Cool Edit Pro v1.2 to v2.1 and versions 1 to 3 of Audition session files (ses) and export to AA1.5 session format
Final Cut Pro.xml
Import from & Export to
Import & export format for Final Cut Pro v1-7, SoundTrack Pro, Fairlight DR2 & Audition and export from Logic Pro & Media100
Hindenburg.nhsxImport from Hindenburg Journalist/Pro/Educator/Broadcaster
Open TL.tl
Import from & Export to
Tascam, Apple (& Emagic) Logic, Nuendo, Studio One, WaveFrame 7
Premiere Pro.prprojNative Premiere Pro format
Presonus.capture
Import from & Export to
Import & export format for PreSonus Studio One and Studio Live/Capture.
Presonus.songImport & export format for PreSonus Studio One.
Pyramix.xml
Import from & Export to
Import an xml exported from Pyramix or create one suitable for importing into Pyramix.
Reaper .rppReaper native session format. Most aspects of this format can be converted if the destination format has sufficient capability
Samplitude .edl
Import from & Export to
Samplitude/Sequoia & Magix Video Pro, Reaper, N-Track
Samplitude .vipSamplitude native binary format
SAW Studio .edl
Import from & Export to
SAW Studio native binary format (old 'SAW 32' EDLs can be converted to SAW Studio EDLs using the SAW Studio demo)
SAW Plus32 .edl SAW Plus32 native binary format
SAW Pro .edl
Import from
SAW Pro native binary format
StarTrack .datdira! StarTrack multitrack session files
Tascam .bu
Import from
Tascam native format as used by MMR-8, MMR-16, MX-2424
Tascam X48 .ndrTascam X48 native binary format
Track Archive .xml
Import from & Export to
Nuendo, Cubase, PreSonus Studio One
Tracktion.tracktionNative binary project file combined with .trkedit (xml) files. Understood by Tracktion & AATranslator
TripleDat .arg
Import from
Native text project file combined with cut (txt) files. The native TDM & TDS files converted to wav.
Understood by CreamWare's TripleDat & AATranslator
Vegas .vegVegas native format. Currently read Version 8 and later
Vegas EDL .txt
Import from & Export to
Vegas, Reaper
Vegas Script .xmlVegas Script (.xml) format offers a far more “data rich” conversion compared to that of the Vegas EDL (.TXT) format

To get a good understanding of what all the various formats we support can do, download 'Conversion Guide.xls'
It's in the form of an Excel spreadsheet. The version included with the install also includes loads of extra help files.


AATranslator was originally developed to take advantage of Adobe Audition's excellent editing capability where the result was to be mixed in a ProTools equipped facility.
Since then we have continually improved AATranslator to the point where it now converts more formats (including PTF, PTX, OMF & AAF) than any other session conversion program.
So if you have either a commercial or practical reason that makes it necessary to move a session from one DAW to another then AATranslator is probably your best solution.
AATranslator is being constantly developed with additional formats and revisions to accomodate the latest versions of formats we already support.

* Current version 6.4.0 released on 23/12/2020 *
(Latest beta
version
available on request to registered users)

* Bulk convert Audition & CEP binary ses files to the new Audition CS5.5, CS6 & CC sesx format using the new Ses2Sesx application *

* Details on how to purchase AATranslator can be found at the bottom of this page*

Does AATranslator convert everything?
The short answer is no.
DAW/NLE capabilities vary so enormously that a complete conversion between every session format is impossible.
We do convert far more detail than any session conversion program has offered so far but we do not convert either plugins/fx or midi.
Our focus is audio plus one or more video tracks (download our conversion guide for more detail).
While we do extract audio from many video files if your session consists of mainly video files then it's advisable to contact us as to suitability.
W
e will happily convert a test session for you, answer any of your questions and possibly add additional functionality.
* Check out Raymond Radet's tutorial on converting a Premiere CS6 session to Reaper using AATranslator *

To check if AATranslator suits your needs we are happy to run a test conversion before you buy
.

AATranslator is a PC program but is known to run very well under emulators like Wine, WineBotteler, Crossover, etc for Mac & Linux users (winebottler)
Mac users can contact us for detailed installation instructions as well as a discount code for CrossOver by Codeweavers
CrossOver is required if you are running Catalina

Winebottler for mac

We are happy to convert a test session before you purchase

Enhanced Version
$199USD

'Enhanced' version splits all poly channel media (except stereo) when exporting to ProTools

Standard Version
$59USD

'Standard' version DOES NOT support OMF, AAF, Premiere .prproj or any version of ProTools
If your conversions involve these formats then you will need to purchase the 'enhanced' version

Upgrade from Standard to Enhanced Version
$140USD

You will need to provide your current AATranslator registration number

Make a Donation

AATranslator is NOT 'donationware'
These donations are meant to show appreciation for additional services provided
Shortly after purchase you will receive an email containing registration and download details

*All trademarks and trade namesare the property of their respectiveholders


'So as a mixer you are going to receive a ptf. It is a deep feeling of loneliness but AATranslator comes and gives you a big hug saying 'here is your rpp, kid'.' Mim - France
'It worked without a hitch. A great piece of software and worth every cent.' 'Bite the bullet and buy AATranslator. It's worth every cent' Joe Engineer - London, Ontario, Canada
'If you do audio-post on anything..buy it' Daryl Pierce - Canada
'AATranslator saved my life, money well spent. Top notch people, top notch customer service, best converter software ever' François-Eudes Chanfrault - France
'Just a quick thank you. AATranslator is really a life saver for me. Your team makes a wonderful product and I couldn't be happier with it.' Sam Damask - MA, USA
'Wow. I can't say much else. That is truly amazing! It worked flawlessly... I am SO impressed! Thank you so much!' DJ Kruzer, KSD Studios, North Ridgeville, Ohio, USA
'Your product saved our bacon for our 3D feature film. Thank you for the continued support, updates and all your hard work' Manny Parmar, Inner Karma Films Ltd
'After converting a few PT sessions with AAT I never even thought about installing my copy of PT again. It's miles easier than even loading a song into PT and stemming' Lawrence The Audio Cave
'Thank you so much for making an AMAZING product - and one that I use all the time! You are a boon to the sound community!!!' Cory Choy Silver Sound Online
“Got it all working and just translated a feature length film from Final Cut Pro X directly into Reaper. Translated everything in 20 minutes. Fantastic job, guys!” Keller Dungon Beach Studios
'A really great product by some really great guys'. Charles CDM Studios
'I threw this ridiculous 12 hour Protools session with a gazillion edits and audio files in a bunch of folders at it and it just worked. It (AAT) was a bargain :)' James Newhouser (mac user) - WI, USA
'IT WORKS!!!! You're good!!! .. it just works! And it works great!' Renaud blimp
'YOUHOUOOOOOOO! It works!!! I've converted my OMF and boom! Everything is in place in Ableton. No need to open Pro Tools for the rest of my life, ahah.' Tijany Lighthouse
'Excellent support to ensure it worked flawlessly on my Mac.' Murray Milestone Studios
'You're a genius. 🙌 :-). It works perfectly ! Thank you so much for the quick and efficient support ! It also imported flawlessly in Mixbus 3 !'. Jonathan Vanneste - Belgium
'I have just finished working on a short film with 2 guys on the other side of the planet, and working on different platforms to me. This production involved various workflows including:
* me receiving audio edits of location sync sound which had been cut in Adobe Premiere, sent to Adobe Audition, and then exported to OMF or AAF for transfer to me (I'm working in Reaper).
* me receiving ProTools session files, of some of the sound design, which also needed to be imported into Reaper.
Mick Rooney's amazing efforts with AATranslator meant that within mere minutes, I was able to extract an OMF into a new folder, and have access to all the individual .wav files which were used in the original session formats, but have them in a .rpp (Reaper) format. Without a word of exaggeration, without AAT, this collaborative effort involving 3 geographically-separated, and software-independent teams) simply would not have been possible. Thanks heaps AAT!' Bruce Williams (audio2u)
'Hey-- I just exported an AES31 ADL with media from Sadie 6.1.1 on W7 64, converted to RPP for Reaper in AAT (W7 32), and opened it in Reaper on OS10.11.
All good! Thanks dudes! You rock!' Philip Perkins - Albany USA
'Just a quick note to say that I had to convert a Pro Tools 12 ptx session to Cubase XML today, and everything worked flawlessly - audio, panning, markers, etc all opened correctly in Cubase 8.5. Thanks for the great product' Murray Anderson - Milestone Studios
'This program is awesome, and the only one of it's kind. We couldn't do without it and we are very thankful to the developers' - Zen Duder Studios
'As a freelance editor and sound designer who uses different DAWs for different projects, I rely on your program all the time since the day I purchased it. The software has made me more professional by the fact I can make it easy on my clients when I never have a problem getting their export opened.' - kfilms
'Love this software. so glad I jumped on purchasing it!! It's been a huge missing link for me.' - West Thordson PA USA
'Wow incredible software, you just saved my life' - Vlooper, Quebec Canada
'just a quick note to say THANK YOU. I've been using your amazing (and always retro-looking! ;) application for over 4 years now as a composer. I use it every week in my Music-For-Episodic-Television workflow. Always robust, always reliable, always works. Keep on rockin. ' - Tim Rideout Montreal, Canada

You normally need your Minecraft world to be saved on your computer, running Minecraft: Java Edition on Windows, Mac, or Linux (or converting from the Bedrock Edition). You interactively select a model from your world map, which creates a 3D print or rendering file. See the step-by-step guide below or the first minute of this video for the basic process. Preview the output model with a 3D file viewer; I recommend G3D for OBJ files, MeshLab for STL or VRML files.

At this point you can upload your model for free to share, or make pictures of it with a rendering package, or have it 3D printed. For this last option, use your own 3D printer or upload the zip file Mineways produces to a 3D printing service. Prices of 3D prints range from $5 to $500, depending on size - my mantra is 'smaller is cheaper, cuter, and cooler', such as this castle or house. See the gallery for some 3D printed models others have made.

How to set up and run Mineways:

1) Unzip mineways*.zip, the whole thing, to some directory. On Windows you can run mineways.exe from the zip file, though I don't recommend this.

2) Double-click the Mineways.exe program to run. If things don't start up correctly, see this guide.

3) Best subcompact crossover. Use 'File | Open World' to select a world. Use 'File | Open..' to open a schematic file.

4) Use the left mouse button to drag the map around, use the mouse wheel to zoom. 'F3' takes you to the player's location. (More about keys and mouse.)

5) Drag with the right mouse button to select an area on the map and to adjust this rectangle.

6) Optionally click with the middle mouse button or set the 'Lower depth' slider to select a depth for the volume to export.

7) Export the model for rendering by 'File | Export for Rendering'. Export for 3D printing by 'File | Export for 3D Printing' - just hit 'OK' on the Options dialog. To upload directly to the web is slightly more involved, see these directions.

8) Optional: if you want to see the result, view the .OBJ with G3D, the .WRL with MeshLab, or use some other 3D model viewer.

Not clear? Read over the quick reference page or watch the first minute of this quick introduction to see what's what, then this and this for advanced tips. You can find more tutorials on the video playlist.

Problems? Look below for platform-specific problems on Windows, Mac, and Linux, then see the Troubleshooting Guide that follows if those don't help.

3D Printing: To preview your exported model to see if it's what you want, open the .wrl/.obj/.stl file with MeshLab or other model viewer. If you want to 3D print your model and don't have a 3D printer (or want a multicolored model), create a free Shapeways account and upload the .zip file. Once the model is processed by Shapeways (a few minutes), you can order it - make sure to select 'Sandstone' and 'Full Color' for the material.

As an example, here's my non-profit store. Note that no part of this process will cost you anything, unless you order something. Sculpteo is another 3D print service worth considering (see my sample store). It's generally more expensive but often delivers more rapidly (even shipping from France!). There are other 3D print services such as 3D Hubs; see a list here.

Rendering: see this section for how to import your model into various rendering and animation systems.

What to try next: work through the documentation page to learn more about other export options. The information is roughly in order of importance. In particular, for 3D printing, check out the 'Export lesser blocks' option, which lets you get more detail. This feature is not on by default because it has some risks, so read about them there.

Windows

The Chrome browser may not let you download Mineways at all (you click and nothing happens). Try another browser.

Chrome and other browsers may give you 'minewaysVxxx.zip is not commonly downloaded and may be dangerous' with a 'Discard' button next to it. Hit the '^' to the right of that and choose 'Keep.' Alternately, download the Mineways minimal version, which shouldn't give the warning. Everything else in the large zip is for adding new resource packs, automating processes, etc. Mineways.exe is all you need most of the time. Me, I'm trustworthy. The Mineways code is open source. That said, do make sure you're downloading Mineways from this site, mineways.com (which renames to http://www.realtimerendering.com/erich/minecraft/public/mineways/, because I'm a cheapskate).

If you get 'Windows protected your PC' when running Mineways, click on 'More info' and then 'Run anyway'. I'm trustworthy, but feel free to run the mineways.exe executable through VirusTotal to feel safe. Note that this site sometimes reports that VBA32 will find BScope.Backdoor.IRCBot on the Mineways ZIP itself - looking at individual files, mineways32.exe appears to be the one causing this warning. Note that VBA32 is just 1 of 71 antivirus packages run on the code, so I believe this is a false positive, since the other 70 packages clear it. Read about false positives here. I've written the VBA32 people about this problem; no response. If you are still concerned, download the Mineways minimal version, which shouldn't give the warning.

If you get 'Error writing to export file' when you try to save an export, it's likely that antivirus software (such as Avast) is blocking Mineways. You need to give Mineways permission to write documents. See the item above if you want to test Mineways for viruses. You should only download Mineways from this site, http://mineways.com, which renames to http://www.realtimerendering.com/erich/minecraft/public/mineways/ because I'm a cheapskate. (Thanks to Repty for figuring out this problem and the solution.)

If you get an error about MSVCR140.DLL being missing or 'VCRUNTIME140_1.dll was not found' or 'api-ms-win-runtime-l1-1-0-.dll' not found or similar, install the Microsoft Visual C++ Redistributable for Visual Studio 2015, 2017 and 2019 for your system. Select vc_redist.x64.exe if you have a 64-bit system, vc_redist.x86.exe for a 32-bit system. You may also need to reboot. (Not sure what system type you have? Press the Windows key+I, select 'System', select 'About' at the bottom, and look at 'System type' under 'Device specifications'). Sorry for this annoyance, but Microsoft does not make this easy, and the problem even has a name. Microsoft will misleadingly say 'Reinstalling the program may fix this problem' - it won't. Installing the redistributable will. Still having weird problems on startup? Try looking for system corruption, advice from this post. Note: For Mineways 5.10 and earlier, you may get an error about MSVCR120.DLL being missing; install the Visual Studio 2013 (VC++ 12.0) redistributable.

Mineways understands only worlds created in the Minecraft: Java (aka Classic) Edition. If it doesn't find your worlds, you may be using the Bedrock Edition on Windows 10. If your level.dat files are located in a directory with the path ..'AppDataLocalPackagesMicrosoft.Minecraft'.. in it, or have weird directory names like 'ZAD1Xfl9AAA=', that's a Bedrock Edition save. You can easily convert worlds from the Bedrock to the Java Edition so that Mineways can read them.

If Mineways doesn't run for you, make sure you've got the latest version, downloaded the whole .zip file (it should be about 24 megabytes), that you have unzipped the file to some directory, and that you're running mineways.exe. Read on for more things to try.

If Mineways gives you an error on startup or gets stuck mid-export, try Mineways32.If that doesn't work any better, double-click (i.e., run) the file mineways_min_debug.bat (you might not see the '.bat' on your system). This will start up without loading the list of worlds, and create a file mineways_exec.log while running Mineways. After Mineways crashes or doesn't start or fails, etc., take a look at this file. Whatever is happening at the end of it may give you a hint. If not, send it on to me for analysis. You might also try mineways_debug_log.bat, which starts up normally (loads your list of worlds), unlike mineways_min_debug.bat, but still creates a debug log file.

Is your first language not English? Mineways can have problems with accented characters. If, after checking into antivirus blockers, it fails to run or save, try unpacking Mineways into a directory with a short name such as C:temp and try running it and saving there.

If a particular world is not loading, note that Mineways is unlikely to work on modded worlds. Mineways assumes certain things about how blocks can connect, and if those rules are modified, all bets are off.

If you find you scroll the map and the program crashes, or you crash when exporting, it's likely you're out of memory. Ideas: close down all other applications you have running; use Mineways32.exe instead of Mineways.exe, which limits map memory usage to about 2 gigabytes; under 'Help' select 'Give more export memory!'

If you are still using Windows XP, the last version that will work for you is 4.17.

One user had a problem where the left mouse did not drag the map. He found unzipping the zip again fixed it - strange. Me, I'd also try rebooting.

Still stuck? See the General Troubleshooting section below for other common problems.

Feel free to write me if you still have problems. The more you describe what you've tried, what happened or didn't happen, and what type of computer you're on (Windows 10, Mac, etc.), the more chance I have of helping you.

Mac

To use Mineways on the Mac, use PlayOnMac, which is free. A Mineways user verified this worked for them. That should be all you need, but just in case there's a problem with it on your machine, I'll list other options, listed from cheapest to most expensive.

Other options that may work include VMware Fusion, which is free to students and home users (i.e., you), and Parallels, which has a free trial.

Another free, more involved option is to useinstall WINE first and use it to run the program. This route is a bit of work to get going and not for the faint of heart. You need to do only steps one and two of the directions (and expect to type your password in a lot), then jump to step 4 and simply type 'wine mineways.exe' in the directory where your mineways.exe is located. I am told that the TileMaker program can also be run on Mac, also by using WINE. Simply run 'wine TileMaker.exe'. And, that said, it looks like Catalina and WINE don't get along. Perhaps these steps will help. No promises! And I'm sorry Mineways doesn't work on Mac easily, but multi-platform development of a hobby project is more fun than I want to have.

Another option is to use Crossover, which costs money, but does have a free 14-day trial (and the promo code 'CX64BIT' gives you a 25% discount). I've briefly tried this out, and it's a bit confusing to set up, but does work. You don't 'install' Mineways, the program just runs. What I did was 'create a new bottle,' (lower left corner of main window) then 'Run Command..' and pick mineways32.exe - this worked. Crossover does not appear to work on the 64-bit version of Mineways.

Yet another way is to use Boot Camp, which lets you boot your Mac as a Windows 10 machine. This is a pretty serious commitment, but will certainly work.

By default, Mineways now uses its own tile textures that are stored in the program itself. Other 'terrainExt.png' can be used - a number of these come with the program. Use 'File | Set Terrain File' and select the terrainExt.png in /users/<your name>/Downloads/MinewaysMac or wherever you put Mineways. You might need to search for these files, just use Spotlight and search on 'terrainExt.png'. The other terrainExt*.png files will be found in this directory.

When you save, go to the directory /Users/<your name>/Documents to save. Note that the 32-bit version of Mineways cannot export huge areas that the 64-bit version can. This normally doesn't matter for 3D printing, since you want to keep the models small. If you do find you're out of memory, try the 'Give more export memory!' option under Help, which clears out the map cache before trying to export the area you've selected.

Otherwise the Mac version is the same as the PC version, and Mac users can similarly use MeshLab or GLC Player for viewing exported 3D models. See the main documentation page for (way) more help on using Mineways in general.

Troubleshooting for the Mac

If you get the warning 'Mineways' can't be opened because the identity of the developer cannot be confirmed.' take steps similar to those explained here. The short version: right-click and select 'Open,' then verify that you want to run the program. Yes, I'm trustworthy.

If when opening a world it says that the file name cannot contain the characters '/ : < > or |', change your world's folder name so that it doesn't contain these characters. Mineways is a Windows program masquerading as a Mac program, and Windows does not allow any of these characters in file names.

If you get the message 'Couldn't find your Minecraft world saves directory..' you'll need to guide Mineways to wherever your world files are saved on your computer. Follow these instructions. If you are using a Mac with a language that is not English, Mineways may still have problems with the path to your files. One solution is to copy your world files to C:TEMP or some other short, English folder name - this avoids the path problems. Another solution may be to temporarily change the language to English.

If you get 'Error creating export file; no file output' or 'PNG error: failed to open file for writing,' try saving to a simple directory name. Mineways is a Windows application underneath it all, so elaborate directory paths with special characters can confuse it. Making a simple directory name and saving to it fixes this problem.

WineBottler

If you can't see the Application Support/minecraft folder, see this page for how to use the terminal utility to make it visible - old article, but one of those is bound to work. Short version (which should still work): search for 'terminal' in Spotlight, copy and paste this line into the terminal:

and then hit Enter. Then type or paste this line:

to restart the finder. You can find your saves folder by opening Finder -> Go -> Go To Folder -> type ~/Library/Application Support/minecraft/saves. For future reference, it's best to make an alias for this folder and copy it to your desktop.

Selection is done with right-click; if you are using a trackpad or your mouse cannot right-click, hold down the Control key and left-click, or see this page for more options.

Still stuck? See the General Troubleshooting section below.

Winebottler quit unexpectedly

Feel free to write me if you have problems. The more you describe what you've tried, what happened or didn't happen, and what type of computer you're on (Windows 10, Mac, etc.), the more chance I have of helping you.

Winebottler.kronenberg.org

I once supported a Mac version using WineBottler, it worked on only the 32-bit version of Mineways. However, now WineBottler doesn't even work on this, it gives an error about '__wine_spec_unimplemented_stub+0x3f() in api-ms-win-crt-runtime-l1-1-0'. If you're an expert, let me know if you have ideas for a fix. The last working version of Mineways that is 'self-contained,' that doesn't need WINE or Crossover or Boot Camp, is version 5.10, 32-bit only. This version is ancient - it does not let you read 1.13 or newer worlds, for example.

If you're feeling extremely lucky, here are my old Winebottler instructions to make mineways32.exe into a Mac app. Like I say above, THESE NO LONGER WORK, but maybe someday they'll work again. Instructions: Start WineBottler up and click on 'Advanced', the rightmost icon at the top of the application. Here's a screenshot of the settings I use; I've renamed mineways32.exe to be Mineways.exe for this example (and deleted the original mineways.exe from the set of files, since it's not needed). Click 'Install', save to the 'Documents' directory, and 'Save As: Mineways'. Wait a while, and then you can run (and redistribute) the Mineways.app produced. Note: do not save to the original Mineways directory where the mineways32.exe file is located, as this will cause a loop and the program will never finish. Note to self: download the original to the desktop. Output to Documents. Zip it up. Upload the zip, that's what gets distributed. Test by copying zip to Applications and double-clicking - should just run. However, nowadays the Mineways zip file produced fails on startup.

Linux

For Linux, download the Windows version and then use WINE to emulate Windows while running the 32-bit mineways32.exe version. The 64-bit version, mineways.exe, may also work, according to this FAQ. Note: this also works on the Mac; the Mac version is merely the Windows version plus the WINE executables wrapped around it. That said, some Ubuntu Linux users have had problems (that I haven't figured out yet - something about GetMessage..) with version 5.00 and on. Linux is not 'supported' by Mineways; I don't have Linux on any machine, I've never tried Mineways on Linux, I've been told it sometimes works. Crossover for Linux may work for you (see my Mac instructions above) - let me know. One other bit of advice: try starting up with 'mineways -s none' if you get a warning about the worlds directory not being found.

General Troubleshooting Guide

If something goes wrong, here's the checklist I go through with people:

  • Did you download the latest version? Mineways has undergone many bug fixes.
  • Did you read any warnings from the program carefully?
  • Reboot your computer and try the program one more time, just to be sure. Sometimes starting fresh clears out some box inadvertently checked, or untangles some hidden operating system bug.
  • Run through the platform-specific problems for Windows, Mac, and Linux.
  • Try starting from the command line, e.g., 'mineways -s none'.

Here are some common problems:

  • 'I double-click on Mineways, it seems to run but doesn't appear' - This is often due to some (still mysterious to me) path problem with where your worlds are located. Instead of double-clicking on Mineways.exe, double-click on the file 'mineways_without_worlds' (you might see it end in '.bat'). You'll have to open your worlds manually by finding the right directory. You can easily do this by using File | Open.. and then pasting in this for the file name: %appdata%.minecraftsaves - choose a world directory and select the level.dat file there to open it.
  • 'I chose the map fine, but the screen is all gray' - first, try hitting F2 (jump to spawn) and F3 (jump to player) and see if that helps get you to the right spot on your map. Next, you have the latest version of Mineways, right? The latest version is needed to support the newest version of Minecraft, and beta versions of Minecraft can cause problems.
  • 'I use the insert-name-here mod and Mineways doesn't work with it' - Sorry, Mineways likely never will, see this explanation for why mod support is hard.
  • 'I don't like your torches/flames/etc.' - you can remove any block from export by using a color scheme, then put your own models in place. You can use color schemes for all sorts of tricks, e.g., export your model a few times, with different options for the blocks you want to export. To change the textures on a block, use 'Export tiles for textures' and edit the individual texture output. You might also look into MCprep if you use Blender.
  • 'I read the OBJ file Mineways made into Blender and objects like grass and flowers are surrounded in black.' Read the Blender import documentation, especially step 9.
  • 'I selected a color scheme and the program locked up and died!' - my advice is to delete all your color schemes and remake them. Sorry about that! I thought I had licked this bug, but it might still be there under some circumstances.
  • 'I uploaded to Shapeways, but they say my model could not be processed' - read their email carefully. Sometimes, however, they'll have no additional hints. First, you uploaded the .ZIP file, right? It should have a .wrl and .png file inside of it. Second thing to try: upload the .ZIP file again - I've sometimes had a model rejected which I then upload again and it's fine. Third thing: try exporting with the option 'Weld all shared edges' checked. This may affect how your model looks, so preview it, but it does give a more robust (and stronger) model that Shapeways likes. Do not normally bother with trying STL instead of VRML; STL will not print at Shapeways with color.
  • 'I uploaded to Shapeways, but on the model page it says the model is tiny' - on the Shapeways upload page where it says 'Unit of Measure' and 'Choose', the default is millimeters (though Shapeways has changed this in the past). Make sure the 'Model's units' on the export dialog says 'Millimeters'.
  • 'It (still) doesn't work' - write me if you still have problems. The more you describe what you've tried, what happened or didn't happen, and what type of computer you're on (Windows 10, Mac, etc.), the more chance I have of helping you.
  • 'I get a long error message about Mineways not finding my worlds directory, then nothing else shows up.' I'm not sure the cause of this one, but it's been seen when running on Linux. Starting Mineways by doing 'mineways -s none' has been known to get around this problem.

Known Bugs

See the open issues for known bugs and feature requests.

How I Make a 3D Print Export

Winebottler App

I'm assuming you have basic knowledge from the quick-start guide and can find options on the output dialog. If you need more information on a process, just follow the links or search this page for the term.

For me it starts with determining whether the model is printable at all: if it has elements that are floating in the air, then I either don't print it, or will add blocks to hold these elements up in the air when printed. If there are thin columns holding up larger elements, I have to guess whether these thin columns will be able to support the weight or will break. Even trees will often break off, because their trunks are too thin to stand up to the cleaning process.

If printable, I then decide what part of a model to print. If there's construction below ground level that I want to expose, how deep do I want to go? Should the model get printed as two or more pieces, so I can see the rooms inside? If the model is symmetrical, should I print just half or a quarter of the model and show the interior that way?

Winebottler+mac

Once I've figured out what to capture, there are then a few steps I walk through:

Winebottler Run Windows Programs On Mac

  • First I do a rough selection of the volume of the model. I select an area, export, and view by double-clicking on the WRL file produced. I then adjust the bounds by grabbing the border of the selection in Mineways with the right-mouse and dragging, and use the '[' and ']' keys to adjust the bottom's height, then use Control-X to instantly re-export. I export again, then in MeshLab hit R to reload the model. Lather, rinse, repeat until I like the result I'm seeing in preview.
  • I'll check the price and see if it's affordable. If so, great. If it's too high, then I try out the ideas in this section. My mantra in all this is 'smaller is cuter is cheaper'. Complexity is free when doing 3D printing, cost is based entirely on the number and size of the blocks, not their positions. The downside of smaller block sizes is that you can't see the textures on them as well. The upside is that you get fine details that are more impressive; larger blocks look easier to make.
  • If I get the warning that there are floating pieces, I check them out in the preview (there's a special debug mode if they're not obvious) and usually just remove them by cranking up the 'Delete floating objects' number, as shown in this tutorial. This number is low by default, 16, as otherwise large pieces could be discarded without the user realizing it. 16 was chosen mostly so that floating bits of trees overlapping into the scene would be discarded. You can crank this number to 999999 and only the largest connected object will be saved.
  • Since cost is based on the model's weight (volume), my main thought is 'how can I get rid of any blocks I'll never see?' The major part of the work is then making sure unseen rooms are sealed off, so that Mineways can do its job removing them. The easiest way to do this is to add torches to the entrances of rooms and then use the 'Seal off entrances' option on the export dialog. What should then happen is that these sealed rooms get filled with glass, then the hollowing process will delete them. Note that you can play in and change your world while also running Mineways, just hit the 'R' key in Mineways to reload your world with your changes.
  • Do I want to remove glass? If I want to look inside the building and it has glass in the windows, the glass should go (it doesn't print as transparent). Using a color scheme removes the glass, as described in this video tutorial (note that if you use glass panes, you should remove those, too). The downside of removing glass is that costs usually go up, since rooms won't then get removed by hollowing.
  • Does filling in the tunnels look better? I'll try the option 'Fill in isolated tunnels in base of model' and see how things look on the outside: do I mind having these tunnels filled in? I'll also check the cost and see how much money this option saves me (the price is always lower).
  • Should I use the 'Export lesser blocks' option? If I have fine details I think would look cool and I don't think they'll break off in printing, then I turn it on.
  • Should I use another texture pack? I'm still experimenting in this area, and in practice the printing process won't pick up on many fine details (I'm guessing about 8x8 pixel resolution detail at 2 mm/block; at 3 mm/block the details show up well), but certainly the colors and contrast of a texture pack makes a difference. See this section about how to create and use terrainExt.png files.