paramat wrote:You can actually stop caves removing particular nodes (in MGV6 and MGV7) by adding:
is _ground_content = false
to the node definition (meaning 'this node is not part of the ground so shouldn't be removed by cavegen)
- They're in her homedecor modpacktwoelk wrote:hehe, search dreambuilder for cobwebs
chunksize = 5
mg_biome_np_heat = {
flags = defaults
lacunarity = 2
octaves = 3
offset = 50
persistence = 0.5
scale = 50
seed = 5349
spread = (500,500,500)
}
mg_biome_np_humidity = {
flags = defaults
lacunarity = 2
octaves = 3
offset = 50
persistence = 0.5
scale = 50
seed = 842
spread = (500,500,500)
}
mg_flags = trees, caves, nodungeons, flat, light
mg_name = singlenode
seed = 8272917064822957149
water_level = 1
[end_of_params]
nimap, ct = content.read_content(["MORETREES", "NETHER", "QUARTZ", "MCBLOCKS"])
# name_id_mapping = ["air"]
name_id_mapping = ["mcblock:unknown"]
diff --git a/serialize.py b/serialize.py
index de6e37f..a992c9c 100644
--- a/serialize.py
+++ b/serialize.py
@@ -1,3 +1,6 @@
+
+import binascii
+
def writeU8(os, u8):
os.write(bytes((u8&0xff,)))
@@ -22,7 +25,4 @@ def writeLongString(os, s):
os.write(b)
def bytesToInt(b):
- s = 0
- for x in b:
- s = (s<<8)+x
- return s
+ int(binascii.hexlify(b), 16) if len(b) > 0 else 0
Traceback (most recent call last):
File "mcimport.py", line 9, in <module>
mtmap.save()
File "/home/sofar/git/mcimport-dgm3333/block.py", line 366, in save
for block in self.blocks:
File "/home/sofar/git/mcimport-dgm3333/block.py", line 350, in fromMCMapBlocksIterator
for mcblock in mcmap.getBlocksIterator():
File "/home/sofar/git/mcimport-dgm3333/block.py", line 44, in getBlocksIterator
blocks = self.getChunk(chkx, chkz).blocks
File "/home/sofar/git/mcimport-dgm3333/block.py", line 40, in getChunk
return MCChunk(chkx, chkz, self.world_path, self.ext)
File "/home/sofar/git/mcimport-dgm3333/block.py", line 56, in __init__
offset = bytesToInt(f.read(3)) << 12
TypeError: unsupported operand type(s) for <<: 'NoneType' and 'int'
Schmeldric wrote:- Is there any software to convert Minetest map to Minecraft map?
Schmeldric wrote:Besides, is there any "specs" "notice" "api" "datasheet" (I don't know the english word for that) that describes how Minetest maps are stored. I know it's by 80x80x80 chunks, but where can I find the details? (and is it a good idea?)
The idea would be to create the map accordingly to my datas with an extern project (compiled in C for my case), which would avoid parsing huge data files in lua while running the game.
Since you made a mincraft to minetest converter, I guess this information is also available for minecraft. Do you have references?
Schmeldric wrote:Besides, is there any "specs" "notice" "api" "datasheet" (I don't know the english word for that) that describes how Minetest maps are stored. I know it's by 80x80x80 chunks, but where can I find the details? (and is it a good idea?)
Schmeldric wrote:The idea would be to create the map accordingly to my datas with an extern project (compiled in C for my case), which would avoid parsing huge data files in lua while running the game.
What kind of data do you have available?
load_mod_biome_lib = true
load_mod_bushes_classic = true
load_mod_ferns = true
load_mod_flowers_plus = true
load_mod_homedecor = true
load_mod_junglegrass = true
load_mod_mesecons = true
load_mod_mesecons_button = true
load_mod_mesecons_commandblock = true
load_mod_mesecons_delayer = true
load_mod_mesecons_doors = true
load_mod_mesecons_lamp = true
load_mod_mesecons_lightstone = true
load_mod_mesecons_materials = true
load_mod_mesecons_mvps = true
load_mod_mesecons_noteblock = true
load_mod_mesecons_pistons = true
load_mod_mesecons_pressureplates = true
load_mod_mesecons_receiver = true
load_mod_mesecons_solarpanel = true
load_mod_mesecons_switch = true
load_mod_mesecons_torch = true
load_mod_mesecons_walllever = true
load_mod_moreblocks = true
load_mod_moretrees = true
load_mod_nether = true
load_mod_poisonivy = true
load_mod_quartz = true
load_mod_vines = true
load_mod_signs = true
load_mod_signs_lib = true
sofar wrote:I've been updating mcimport.py in a github fork and eliminating missing blocks, and generally making it really friendly.
Sokomine wrote:sofar wrote:I've been updating mcimport.py in a github fork and eliminating missing blocks, and generally making it really friendly.
Hm. I've got some old MC Classic files. Importing those and making them available in a single MT world would be intresting (and also easier as there are mostly solid blocks there).
TheReaperKing wrote:sofar thank you so much for your version!! I was able to convert my brother's minecraft map for him when the initial mod in this thread wasn't working, something about not being able to open a database. I can post the exact message if it is actually interesting to someone. One thing I had to change though was making it python vs python3 for the command line code. I also used absolute paths to make life easier. I also skipped using any of those mods you had listed and it seems to come out pretty well but I'm glad to know what ones I'd need to do a more complete replica. Have a great night :)
-Mike
Users browsing this forum: No registered users and 35 guests