compatibility nodes for MC schematics [mccompat]

Sokomine
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compatibility nodes for MC schematics [mccompat]

by Sokomine » 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.
Last edited by Sokomine on Fri Nov 20, 2015 05:21, edited 3 times in total.
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Minetestforfun
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Re: compatibility nodes for MC schematics [mccompat]

by Minetestforfun » Mon Jul 20, 2015 23:25

Interresting work, keep up your work ! :)
 

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Re: compatibility nodes for MC schematics [mccompat]

by Sokomine » Wed Jul 22, 2015 23:24

The mod now depends on xconnected. Most nodes are translated to a degree, although some are still missing.
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Re: compatibility nodes for MC schematics [mccompat]

by Sokomine » Sat Jul 25, 2015 19:17

Now supports most nodes. Unless someone finds any bugs or is willing to add better representations of the remaining untranslated nodes (pistons, piston heads, chests of diffrent types, sign standing, sign wall, lever, cake, repeaters, end portals, tripwire stuff, skull, comparator, hopper, barrier, banner, torches), I consider it to be finished. Most of the missing nodes seem to be related to redstone anyway - and thus won't do anything. The goal of this mod is to be able to see buildings the way they where built - not to emulate MC.
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Re: compatibility nodes for MC schematics [mccompat]

by wilkgr76 » Tue Nov 17, 2015 07:18

Wow. Just wow. This is amazing!
I do not care.
 

captpete
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Re: compatibility nodes for MC schematics [mccompat]

by captpete » Thu Dec 22, 2016 16:25

OK, I'm at a loss - I've tried unzipping a MineCraft texture pack to a subdirectory of the mccompat mod called textures (directory not included by the mod - shame on you). Images are not recognized and dummy images are created - not what I want or you promised. Here is the directory structure of the texture pack:

|assets
----|minecraft
--------|blockstates
--------|mcpatcher
------------|(bunch of subdirs)
--------|textures
------------|blocks
------------|colormap
------------|entity
------------|(a whole bunch more)

Tried moveing "minecraft" to "mods\mccompat\textures" and then the contents of the "textures" dir to "mods\mccompat\textures" - no dice, still dummy images created. Any help?
 

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Re: compatibility nodes for MC schematics [mccompat]

by Sokomine » Mon Dec 26, 2016 05:38

captpete wrote:OK, I'm at a loss - I've tried unzipping a MineCraft texture pack to a subdirectory of the mccompat mod called textures (directory not included by the mod - shame on you).

Hm, you're right, I might have added a folder for the textures. It's just that such a folder doesn't exist on my drive either - at least not as a normal folder. It's just a symlink (=symbolic link) to where the textures are stored. That way it can easily be changed to a texture pack if needed.

captpete wrote:|assets
----|minecraft
--------|blockstates
--------|mcpatcher
------------|(bunch of subdirs)
--------|textures
------------|blocks

That's the one you're looking for :-) Copy all the textures from assets/minecraft/textures/blocks/ to mccompat/textures/

captpete wrote:Tried moveing "minecraft" to "mods\mccompat\textures" and then the contents of the "textures" dir to "mods\mccompat\textures" - no dice, still dummy images created. Any help?

You'll need the textures from the blocks/-Folder. If you ever want to install another MC texture pack and don't know where the textures are, keep searching for files ending with .png (i.e. gravel.png) and put them in the mccompat/textures/ folder.
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Re: compatibility nodes for MC schematics [mccompat]

by captpete » Sun Jan 08, 2017 15:50

Thanks, works now.
 

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Re: compatibility nodes for MC schematics [mccompat]

by captpete » Thu Jan 12, 2017 23:45

Small problem: planks_spruce is not registered - all the other wood planks register OK and there is a planks_spruce.png in the textures directory. Spruce stairs and slabs are also OK. Weird. I really don't want to use the moretrees spruce as I'm running 64x64 texture packs and moretrees looks blocky and wrong-colored with them.

I'll include the block of lines referencing mccompat in debug.txt.

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Code: Select all
2017-01-12 18:54:41: WARNING[Main]: Undeclared global variable "RAIL" accessed at ...minetest-0.4.15-win64\bin\..\mods\mccompat/blocklist.lua:383
2017-01-12 18:54:41: WARNING[Main]: Undeclared global variable "RAIL" accessed at ...minetest-0.4.15-win64\bin\..\mods\mccompat/blocklist.lua:385
2017-01-12 18:54:41: WARNING[Main]: Undeclared global variable "RAIL" accessed at ...minetest-0.4.15-win64\bin\..\mods\mccompat/blocklist.lua:522
2017-01-12 18:54:41: WARNING[Main]: Undeclared global variable "RAIL" accessed at ...minetest-0.4.15-win64\bin\..\mods\mccompat/blocklist.lua:777
2017-01-12 18:54:41: WARNING[Main]: Node 'light_source' value exceeds maximum, limiting to maximum: mccompat:lit_redstone_lamp
2017-01-12 18:54:41: WARNING[Main]: Undeclared global variable "RAIL" accessed at ...minetest-0.4.15-win64\bin\..\mods\mccompat/blocklist.lua:1120
2017-01-12 18:54:41: WARNING[Main]: mccompat registered door "mccompat:door_jungle_door" using deprecated API method "doors.register_door()" but did not provide the "tiles" parameter. A fallback tiledef will be used instead.
2017-01-12 18:54:41: WARNING[Main]: mccompat registered door "mccompat:door_spruce_door" using deprecated API method "doors.register_door()" but did not provide the "tiles" parameter. A fallback tiledef will be used instead.
2017-01-12 18:54:41: WARNING[Main]: Node 'light_source' value exceeds maximum, limiting to maximum: mccompat:sea_lantern
2017-01-12 18:54:41: WARNING[Main]: mccompat registered door "mccompat:door_dark_oak_door" using deprecated API method "doors.register_door()" but did not provide the "tiles" parameter. A fallback tiledef will be used instead.
2017-01-12 18:54:41: WARNING[Main]: mccompat registered door "mccompat:door_acacia_door" using deprecated API method "doors.register_door()" but did not provide the "tiles" parameter. A fallback tiledef will be used instead.
2017-01-12 18:54:41: WARNING[Main]: mccompat registered door "mccompat:door_birch_door" using deprecated API method "doors.register_door()" but did not provide the "tiles" parameter. A fallback tiledef will be used instead.
2017-01-12 18:54:41: WARNING[Main]: mccompat registered door "mccompat:door_iron_door" using deprecated API method "doors.register_door()" but did not provide the "tiles" parameter. A fallback tiledef will be used instead.
2017-01-12 18:54:41: WARNING[Main]: mccompat registered door "mccompat:door_wooden_door" using deprecated API method "doors.register_door()" but did not provide the "tiles" parameter. A fallback tiledef will be used instead.
2017-01-12 18:54:41: WARNING[Main]: Node 'light_source' value exceeds maximum, limiting to maximum: mccompat:lit_pumpkin
2017-01-12 18:54:41: WARNING[Main]: Node 'light_source' value exceeds maximum, limiting to maximum: mccompat:lit_redstone_ore
2017-01-12 18:54:41: WARNING[Main]: Node 'light_source' value exceeds maximum, limiting to maximum: mccompat:glowstone
 

captpete
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Re: compatibility nodes for MC schematics [mccompat]

by captpete » Fri Jan 13, 2017 02:40

Even stranger: When I throw the spruce fence and look at it in debug[F5] it registers as mccompat:planks_spruce instead of mccompat:spruce_fence as all the other fences do. Therein somewhere lies the error in the code though if it's in mccompat or in whatever creates fences I don't know.
 

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Re: compatibility nodes for MC schematics [mccompat]

by captpete » Sat Jan 14, 2017 17:12

I found the error in "blocklist.lua" line 924:

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Code: Select all
   [187] = {GATE,  "planks_acacia",   "planks_acacia.png"},
   [188] = {NORMAL,"mccompat:planks_spruce",   "planks_spruce.png",
      mccompat_typ_fence},
   [189] = {NORMAL,"mccompat:birch_fence",      "planks_birch.png",
      mccompat_typ_fence},


It should read:

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Code: Select all
   [187] = {GATE,  "planks_acacia",   "planks_acacia.png"},
   [188] = {NORMAL,"mccompat:spruce_fence",   "planks_spruce.png",
      mccompat_typ_fence},
   [189] = {NORMAL,"mccompat:birch_fence",      "planks_birch.png",
      mccompat_typ_fence},
 

captpete
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Re: compatibility nodes for MC schematics [mccompat]

by captpete » Tue Jan 24, 2017 18:31

Another anomaly: "stairs:stair_sandstoneupside_down" does not register. Also the default MineTest sandstone stairs registers instead of the MineCraft one ("stairs:stair_sandstone"), red_sandstoneupside_down registers as the MineCraft one. Annoying.

I'll try renaming "sandstone" to "sandstone_normal" in the blocklist.lua stair section for sandstone (ID 128) and see if that works.
 

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Re: compatibility nodes for MC schematics [mccompat]

by captpete » Tue Jan 24, 2017 19:19

Well, that worked Line 704 now reads:

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Code: Select all
   [128] = {STAIR,  "sandstone_normal",   {"sandstone_top.png","sandstone_bottom.png","sandstone_normal.png"}},


Modeled after the SLAB line for sandstone.
 

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Re: compatibility nodes for MC schematics [mccompat]

by captpete » Wed Jan 25, 2017 00:03

Still looking to fix the "upside_down" sandstone stair not registering. I did fix the normal one. Anybody know the MineCraft ID? Or is it a SELECT sub-number? Very annoying.
 

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Re: compatibility nodes for MC schematics [mccompat]

by captpete » Wed Jan 25, 2017 16:39

OK, I give up. I'll just have to remember to replace all upside_down sandstone stairs when importing MC schematics by replacing with not-otherwise-used blocks in the MC schematic and then replacing them with something crafted. Annoying.
 

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Re: compatibility nodes for MC schematics [mccompat]

by captpete » Thu Feb 09, 2017 16:29

Fixed another block: added FOLIAGE color to "vine", MCID 106, line 642:

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Code: Select all
-   [106] = {PLANT,  "mccompat:vine",      "vine.png"},
+   [106] = {PLANT,  "mccompat:vine",      "vine.png"..TEXTURE_FOILAGE},
 

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Re: compatibility nodes for MC schematics [mccompat]

by captpete » Thu Feb 16, 2017 05:00

OK, I've been playing with the blocklist.lua file again. Here's what I have now for the sandstone series:

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Code: Select all
    [24] = {SELECT,{
      [0] = {"mccompat:sandstone_normal",   {"sandstone_top.png","sandstone_bottom.png","sandstone_normal.png"}},
      [1] = {"mccompat:sandstone_carved",   {"sandstone_top.png","sandstone_bottom.png","sandstone_carved.png"}},
      [2] = {"mccompat:sandstone_smooth",   {"sandstone_top.png","sandstone_bottom.png","sandstone_smooth.png"}},
      }},

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    [43] = {SELECT,{
       [0] = {"mccompat:double_stone_slab",   {"stone_slab_top.png","stone_slab_top.png","stone_slab_side.png"}},
       [1] = {"mccompat:sandstone_carved",   {"sandstone_top.png","sandstone_bottom.png","sandstone_carved.png"}},
...
       [9] = {"mccompat:sandstone_smooth",   {"sandstone_top.png","sandstone_bottom.png","sandstone_smooth.png"}},


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Code: Select all
    [44] = {SLAB,{
       [0] = {"stone",         "stone_slab_side.png"},
       [1] = {"sandstone_carved",      {"sandstone_top.png","sandstone_bottom.png","sandstone_carved.png"}},
...
       [9] = {"sandstone_carvedupside_down",   {"sandstone_top.png","sandstone_bottom.png","sandstone_carved.png"}},

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Code: Select all
   [128] = {STAIR,  "sandstone",   {"sandstone_top.png","sandstone_bottom.png","sandstone_normal.png"}},

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Code: Select all
   [179] = {SELECT,{
      [0] = {"mccompat:red_sandstone",      {"red_sandstone_top.png","red_sandstone_bottom.png","red_sandstone_normal.png"}},
      [1] = {"mccompat:red_sandstone_carved",      {"red_sandstone_top.png","red_sandstone_bottom.png","red_sandstone_carved.png"}},
      [2] = {"mccompat:red_sandstone_smooth",      {"red_sandstone_top.png","red_sandstone_bottom.png","red_sandstone_smooth.png"}},
      }},
   [180] = {STAIR,  "red_sandstone",      {"red_sandstone_top.png","red_sandstone_bottom.png","red_sandstone_normal.png"}},
   [181] = {SELECT,{
      [0] = {"mccompat:double_red_sandstone_slab",      {"red_sandstone_top.png","red_sandstone_bottom.png","red_sandstone_normal.png"}},
      [1] = {"mccompat:double_red_sandstone_slab_smooth",   {"red_sandstone_top.png","red_sandstone_bottom.png","red_sandstone_smooth.png"}},
      }},
   [182] = {SLAB,{
      [0] = {"red_sandstone",         {"red_sandstone_top.png","red_sandstone_bottom.png","red_sandstone_normal.png"}},
      [8] = {"red_sandstoneupside_down",   {"red_sandstone_top.png","red_sandstone_bottom.png","red_sandstone_normal.png"}},
      }},


Image
screenshot_20170215_231130.png
John Smith Resource Pack
screenshot_20170215_231130.png (704.47 KiB) Viewed 3999 times


As you can see still no "sandstone_normal" or "sandstone_smooth" and no "red_sandstone_carved" or "red_sandstone_smooth" stairs or slab (if they exist in MC can someone give me the ID/param pair for them.) I'm not a Lua programmer so I haven't tackled the doors - I don't know what the old doors API looks like and the new Doors API doesn't seem to like what blocklis.lua is sending:

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Code: Select all
2017-02-15 21:48:32: WARNING[Main]: mccompat registered door "mccompat:door_jungle_door" using deprecated API method "doors.register_door()" but did not provide the "tiles" parameter. A fallback tiledef will be used instead.
2017-02-15 21:48:32: WARNING[Main]: mccompat registered door "mccompat:door_spruce_door" using deprecated API method "doors.register_door()" but did not provide the "tiles" parameter. A fallback tiledef will be used instead.
2017-02-15 21:48:32: WARNING[Main]: mccompat registered door "mccompat:door_dark_oak_door" using deprecated API method "doors.register_door()" but did not provide the "tiles" parameter. A fallback tiledef will be used instead.
2017-02-15 21:48:32: WARNING[Main]: mccompat registered door "mccompat:door_acacia_door" using deprecated API method "doors.register_door()" but did not provide the "tiles" parameter. A fallback tiledef will be used instead.
2017-02-15 21:48:32: WARNING[Main]: mccompat registered door "mccompat:door_birch_door" using deprecated API method "doors.register_door()" but did not provide the "tiles" parameter. A fallback tiledef will be used instead.
2017-02-15 21:48:32: WARNING[Main]: mccompat registered door "mccompat:door_iron_door" using deprecated API method "doors.register_door()" but did not provide the "tiles" parameter. A fallback tiledef will be used instead.
2017-02-15 21:48:32: WARNING[Main]: mccompat registered door "mccompat:door_wooden_door" using deprecated API method "doors.register_door()" but did not provide the "tiles" parameter. A fallback tiledef will be used instead.


I sure would like to use the doors in the JSRP as the images look nice but no go so far.
 

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Re: compatibility nodes for MC schematics [mccompat]

by captpete » Mon Feb 20, 2017 21:08

OK here's some more addons/corrections I've made to blocklist.lua; Most of the corrections and additional blocks were researched on http://minecraft.gamepedia.com/Data_values/. Since there are so many changes I'm adding a standard "diff" file along with some screenshots:

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Code: Select all
47c47
<
---
> local FENCE = 14;
440c440
<        [1] = {"mccompat:sandstone_carved",   {"sandstone_top.png","sandstone_bottom.png","sandstone_carved.png"}},
---
>        [1] = {"mccompat:sandstone_normal",   {"sandstone_top.png","sandstone_bottom.png","sandstone_normal.png"}},
444c444
<         [5] = {"mccompat:stonebrick",      "stonebrick.png"},
---
>         [5] = {"mccompat:stone_brick",      "stonebrick.png"},
446c446
<        [7] = {"mccompat:quartz_block",   {"quartz_block_top.png","quartz_block_top.png","quartz_block_side.png"}},
---
>        [7] = {"mccompat:quartz_block",   {"quartz_block_top.png","quartz_block_bottom.png","quartz_block_side.png"}},
448c448,449
<        [9] = {"mccompat:sandstone_smooth",   {"sandstone_top.png","sandstone_bottom.png","sandstone_smooth.png"}},
---
>        [9] = {"mccompat:double_sandstone_smooth",   "sandstone_top.png"},
>        [15] = {"mccompat:double_quartz_slab_tile",   "quartz_block_top.png"},
452,453c453,454
<        [0] = {"stone",         "stone_slab_side_TODO.png"},
<        [1] = {"sandstone_carved",      {"sandstone_top.png","sandstone_bottom.png","sandstone_carved.png"}},
---
>        [0] = {"stone",         "stone_slab_top.png"},
>        [1] = {"sandstone_normal",      "sandstone_top.png"},
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<         [5] = {"stonebrick",         "stonebrick.png"},
---
>         [5] = {"stone_brick",         "stonebrick.png"},
459,461c460,462
<        [7] = {"quartz_block",         {"quartz_block_top.png","quartz_block_top.png","quartz_block_side.png"}},
<        [8] = {"stoneupside_down",      "stone_slab_side_TODO.png"},
<        [9] = {"sandstone_carvedupside_down",   {"sandstone_top.png","sandstone_bottom.png","sandstone_carved.png"}},
---
>        [7] = {"quartz_block",         "quartz_block_top.png"},
>        [8] = {"stoneupside_down",      "stone_slab_top.png"},
>        [9] = {"sandstone_normalupside_down",   "sandstone_top.png"},
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<        [13] = {"stonebrickupside_down",   "stonebrick.png"},
---
>        [13] = {"stone_brickupside_down",   "stonebrick.png"},
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<       [15] = {"quartz_blockupside_down",   {"quartz_block_top.png","quartz_block_top.png","quartz_block_side.png"}},
---
>       [15] = {"quartz_blockupside_down",   "quartz_block_top.png"},
554,555c555
<     [85] = {NORMAL, "mccompat:fence",      "planks_oak.png",
<       mccompat_typ_fence},
---
>     [85] = {FENCE, "fence",      "planks_oak.png"},
601c601
<       [0] = {"mccompat:stonebrick",         "stonebrick.png"},
---
>       [0] = {"mccompat:stone_brick",         "stonebrick.png"},
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<    [109] = {STAIR,  "stonebrick",         "stone_brick.png"},
---
>    [109] = {STAIR,  "stone_brick",         "stone_brick.png"},
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<    [113] = {NORMAL, "mccompat:nether_brick_fence","nether_brick.png",
<       mccompat_typ_fence},
---
>    [113] = {FENCE, "nether_brick_fence","nether_brick.png"},
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<    [128] = {STAIR,  "sandstone",   {"sandstone_top.png","sandstone_bottom.png","sandstone_normal.png"}},
---
>    [128] = {STAIR,  "sandstone_normal",   {"sandstone_top.png","sandstone_bottom.png","sandstone_normal.png"}},
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<    [155] = {NORMAL, "mccompat:quartz_block",   {"quartz_block_top.png","quartz_block_top.png","quartz_block_side.png"}},
---
>    [155] = {SELECT,{
>        [0] = {"mccompat:quartz_block",   {"quartz_block_top.png","quartz_block_bottom.png","quartz_block_side.png"}},
>        [1] = {"mccompat:quartz_block_chiseled",   {"quartz_block_chiseled_top.png","quartz_block_chiseled_top.png","quartz_block_chiseled.png"}},
>        [2] = {"mccompat:quartz_pillar",   {"quartz_block_lines_top.png","quartz_block_lines_top.png","quartz_block_lines.png"}},
>        [3] = {"mccompat:quartz_pillar",   {"quartz_block_lines_top.png","quartz_block_lines_top.png","quartz_block_lines.png"}},
>        [4] = {"mccompat:quartz_pillar",   {"quartz_block_lines_top.png","quartz_block_lines_top.png","quartz_block_lines.png"}},
>        }},
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<    [179] = {"mccompat:red_sandstone",         "red_sandstone_normal.png"},
---
>    [179] = {SELECT,{
>       [0] = {"mccompat:red_sandstone",      {"red_sandstone_top.png","red_sandstone_bottom.png","red_sandstone_normal.png"}},
>       [1] = {"mccompat:red_sandstone_carved",      {"red_sandstone_top.png","red_sandstone_bottom.png","red_sandstone_carved.png"}},
>       [2] = {"mccompat:red_sandstone_smooth",      {"red_sandstone_top.png","red_sandstone_bottom.png","red_sandstone_smooth.png"}},
>       }},
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<       [0] = {"red_sandstone",         {"red_sandstone_top.png","red_sandstone_bottom.png","red_sandstone_normal.png"}},
<       [8] = {"red_sandstoneupside_down",   {"red_sandstone_top.png","red_sandstone_bottom.png","red_sandstone_normal.png"}},
---
>       [0] = {"red_sandstone",         "red_sandstone_top.png"},
>       [8] = {"red_sandstoneupside_down",   "red_sandstone_top.png"},
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<    [188] = {NORMAL,"mccompat:planks_spruce",   "planks_spruce.png",
<       mccompat_typ_fence},
<    [189] = {NORMAL,"mccompat:birch_fence",      "planks_birch.png",
<       mccompat_typ_fence},
<    [190] = {NORMAL,"mccompat:jungle_fence",   "planks_jungle.png",
<       mccompat_typ_fence},
<    [191] = {NORMAL,"mccompat:dark_oak_fence",   "planks_big_oak.png",
<       mccompat_typ_fence},
<    [192] = {NORMAL,"mccompat:acacia_fence",   "planks_acacia.png",
<       mccompat_typ_fence},
---
>    [188] = {FENCE,"spruce_fence",   "planks_spruce.png"},
>    [189] = {FENCE,"birch_fence",      "planks_birch.png"},
>    [190] = {FENCE,"jungle_fence",   "planks_jungle.png"},
>    [191] = {FENCE,"dark_oak_fence",   "planks_big_oak.png"},
>    [192] = {FENCE,"acacia_fence",   "planks_acacia.png"},
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>       elseif( typ==FENCE ) then
>          xconnected.register_fence( "mccompat:"..mc_node_name, mc_node_tiles );
>          new_list[j] = "mccompat:"..mc_node_name..'_c4';
>          
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<             "default_rail_curved.png",
<             mc_node_tiles.."^default_rail_curved.png",
---
>             "rail_normal_turned.png",
>             mc_node_tiles.."^rail_normal_turned.png",


Image
screenshot_20170220_154104.png
Full Blocks and Doubles
screenshot_20170220_154104.png (684.27 KiB) Viewed 3999 times

Image
screenshot_20170220_153743.png
Slabs and Stairs
screenshot_20170220_153743.png (647.9 KiB) Viewed 3999 times


Still a problem with Doors and Gates. Also I don't know why the Quartz_Pillar is not showing the "lines" on the sides. They should be this:Image
quartz_block_lines.png
quartz_block_lines.png
quartz_block_lines.png (9.37 KiB) Viewed 3999 times
Last edited by captpete on Tue Feb 21, 2017 22:06, edited 1 time in total.
 

captpete
Member
 
Posts: 37
Joined: Fri Nov 25, 2016 03:02

Re: compatibility nodes for MC schematics [mccompat]

by captpete » Tue Feb 21, 2017 18:56

OK, switched to another MC ResourcePack (FAITHFULL) 16bit for MC v1.9 and quartz now shows correctly.

Image
screenshot_20170221_134913.png
quartz- full and double
screenshot_20170221_134913.png (570.72 KiB) Viewed 3999 times
 


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