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MCLevel (indev) importing issues

Open UnknownShadow200 opened this issue 1 year ago • 4 comments

  • 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

UnknownShadow200 avatar Jun 18 '23 01:06 UnknownShadow200

  • 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.

rdebath avatar Jun 22 '23 09:06 rdebath

  • 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

UnknownShadow200 avatar Jun 22 '23 14:06 UnknownShadow200

I'm mostly referring to planetminecraft where maps tagged "indev" are usually zip files containing the dat and mca files of later versions.

rdebath avatar Jun 23 '23 09:06 rdebath

I've just been saving test .mclevel files using Minecraft Indev itself

UnknownShadow200 avatar Jun 23 '23 14:06 UnknownShadow200