compatibility nodes for MC schematics [mccompat]
Posted: Sun Jul 19, 2015 00:47
Screenshots: None - depends on the texture pack and schematic you use
This is an extension to my handle_schematics mod. This mod (mccompat) adds nodes to the game that use textures named the way Minecraft does - thus, you can use texture packs without having to convert them first, perserve the look of imported schematics and keep your normal Minetest textures seperate. There are no crafting receipes provided, the groups are set in a very lazy way, and the nodes are pretty passive. It really is only good for keeping the look of the building!
Features:
* almost all nodes supported to a degree - far more than in other converters
* doors work, trapdoors work
* even pressure plates go down if you step on them (they don't open doors though)
* beds are placed (almost?) correctly
* double plants are handled more or less well (the sunflower will look strange)
* handle_schematic does some flipping of .schematics so that they hopefully end up correctly
Not working (correctly):
* water and lava behave differently and can easily lead to spills
* torches are only created in one form - which is a rough approximation; their facedir value is unused
* pistons, cauldron, ... and perhaps more nodes could use some suitable nodeboxes
* banners seem to be popular in MC schematics; no idea how those look like
* signs do not carry the right texture
* redstone and rails are only approximations; the rail system in mc works diffrently
* inventory and wield images are ignored - these nodes are not for normal use!
* entities, contents of chests etc. are completely ignored
* handle_schematic needs the .schematic to be uncompressed manually before importing
Note: The goal of this mod is not to create working versions of MC nodes. If you want to play MC, do so. This here is only good if you want to take a look at .schematic files and want to view them as good as possible. Thus, improvements to the visualization are welcome!
Important: You need to add your own textures/ folder. The textures therein have to follow the naming scheme Minecraft uses. You can use any texturepack you want.
The code for the gates is taken from ethereal. The translation of the facedir values is partly taken from tomtweschem.py
Related projects/inspired by: Convert parts of Minecraft maps to Minetest WorldEdit schematics - just in this case with the handle_schematics mod instead of MCEdit.
Nores converter is for entire worlds instead of individual buildings and does not add its own nodes. There is a discussion about ideas this mod here makes use of as well.
Minecraft to Minetest Block Converter by dgm555 does even rename textures - which mccompat does not. I saw that thread too late. Anyway - mccompat does create the nodes from a table and also creates a translation table from that so that it can tell handle_schematic the nodename and param2 value.
Download: https://github.com/Sokomine/mccompat/archive/master.zip
Browse code: https://github.com/Sokomine/mccompat
Version: 0.1
Licence: GPLv3
Depends on: default, stairs, xpanes, doors (all included in minetest_game) plus xconnected
Supports: handle_schematics
If you have improvements for one or more of the nodes (i.e. suitable nodeboxes or meshes or more suitable drawtypes - whatever), please either send a pull request or send me the node definition and blockid of the node that is to be improved. Each node gets a standard node definition which can be replaced with something else if it's there.
I'm sure the biome data can be read from the .schematic file. It is currently read and ignored, but that could be changed. So, if anyone can come up with a reasonable way to handle the greenness of the world...it really does not look so well with black-and-white-leaves and grass.
This is an extension to my handle_schematics mod. This mod (mccompat) adds nodes to the game that use textures named the way Minecraft does - thus, you can use texture packs without having to convert them first, perserve the look of imported schematics and keep your normal Minetest textures seperate. There are no crafting receipes provided, the groups are set in a very lazy way, and the nodes are pretty passive. It really is only good for keeping the look of the building!
Features:
* almost all nodes supported to a degree - far more than in other converters
* doors work, trapdoors work
* even pressure plates go down if you step on them (they don't open doors though)
* beds are placed (almost?) correctly
* double plants are handled more or less well (the sunflower will look strange)
* handle_schematic does some flipping of .schematics so that they hopefully end up correctly
Not working (correctly):
* water and lava behave differently and can easily lead to spills
* torches are only created in one form - which is a rough approximation; their facedir value is unused
* pistons, cauldron, ... and perhaps more nodes could use some suitable nodeboxes
* banners seem to be popular in MC schematics; no idea how those look like
* signs do not carry the right texture
* redstone and rails are only approximations; the rail system in mc works diffrently
* inventory and wield images are ignored - these nodes are not for normal use!
* entities, contents of chests etc. are completely ignored
* handle_schematic needs the .schematic to be uncompressed manually before importing
Note: The goal of this mod is not to create working versions of MC nodes. If you want to play MC, do so. This here is only good if you want to take a look at .schematic files and want to view them as good as possible. Thus, improvements to the visualization are welcome!
Important: You need to add your own textures/ folder. The textures therein have to follow the naming scheme Minecraft uses. You can use any texturepack you want.
The code for the gates is taken from ethereal. The translation of the facedir values is partly taken from tomtweschem.py
Related projects/inspired by: Convert parts of Minecraft maps to Minetest WorldEdit schematics - just in this case with the handle_schematics mod instead of MCEdit.
Nores converter is for entire worlds instead of individual buildings and does not add its own nodes. There is a discussion about ideas this mod here makes use of as well.
Minecraft to Minetest Block Converter by dgm555 does even rename textures - which mccompat does not. I saw that thread too late. Anyway - mccompat does create the nodes from a table and also creates a translation table from that so that it can tell handle_schematic the nodename and param2 value.
Download: https://github.com/Sokomine/mccompat/archive/master.zip
Browse code: https://github.com/Sokomine/mccompat
Version: 0.1
Licence: GPLv3
Depends on: default, stairs, xpanes, doors (all included in minetest_game) plus xconnected
Supports: handle_schematics
If you have improvements for one or more of the nodes (i.e. suitable nodeboxes or meshes or more suitable drawtypes - whatever), please either send a pull request or send me the node definition and blockid of the node that is to be improved. Each node gets a standard node definition which can be replaced with something else if it's there.
I'm sure the biome data can be read from the .schematic file. It is currently read and ignored, but that could be changed. So, if anyone can come up with a reasonable way to handle the greenness of the world...it really does not look so well with black-and-white-leaves and grass.