ClassiCube
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MCLevel (indev) importing issues
- Sun/shadow colour should be approximated based on
SkyBrightness
field - Should conversion for block IDs > Obsidian be done?
- Need to test if any further adjustments are required for surrounding ground/water block type
- Should conversion for block IDs > Obsidian be done?
A: Yes.
- Some blocks have exact analogues in CPE on different IDs
- Texture map in http://www.classicube.net/static/default.zip has a couple of reasonable mappings if Custom blocks are created.
- Several of the single blocks have a four bit variant flag, these should be mapped to different custom blocks.
- I currently ignore the brightness nibble.
- The only awkward block seems to be torches stuck to walls, I've translated these as flat (1/16 thick) plates with the Lamp texture. -- looks good.
- terrain 1.4.7 seems to have all the necessary tiles so slicing it up for a new generated texture should be fine. (I don't do this, just leave distinct blocks with inadequate textures)
A: No
- I've only ever found two of these maps; most 'indev' labeled ones have been "upgraded" already... Have you found more?
- Some blocks may be pointless (eg: the different heights of the "crops" block are just a timer) and unlikely to be used for visual effect.
- I've only ever found two of these maps; most 'indev' labeled ones have been "upgraded" already... Have you found more?
Not sure what difference there is between upgraded and non-upgraded indev levels
I'm mostly referring to planetminecraft where maps tagged "indev" are usually zip files containing the dat
and mca
files of later versions.
I've just been saving test .mclevel files using Minecraft Indev itself