Share Your WorldEdit Files!

Loadable maps as opposed to OldCoder's zoomable maps
User avatar
Esteban
Member
 
Posts: 872
Joined: Sun Sep 08, 2013 13:26
GitHub: Esteban-
IRC: Esteban
In-game: Esteban

Share Your WorldEdit Files!

by Esteban » Wed Sep 25, 2013 20:33

Share your creations (.we) here!

Name: wood_cabin
size: 387 nodes
mods:
-crafting(crafting table)
-beds
-indoor furniture
-paintings (gelmade)

download: http://sfan5.duckdns.org/upload/data/wood_cabin.we

screenshots:[spoiler]ImageImageImageImage[/spoiler]
Last edited by Esteban on Wed Sep 25, 2013 20:34, edited 1 time in total.
 

User avatar
sfan5
Member
 
Posts: 3636
Joined: Wed Aug 24, 2011 09:44
GitHub: sfan5
IRC: sfan5

by sfan5 » Thu Sep 26, 2013 06:24

Name: tower
size: 480 nodes

download: https://raw.github.com/Novatux/mg/master/schems/tower.we

screenshot: [spoiler]Image[/spoiler]
Mods: Mesecons | WorldEdit | Nuke
Minetest builds for Windows (32-bit & 64-bit)
 

User avatar
Dan Duncombe
Member
 
Posts: 904
Joined: Thu May 09, 2013 21:11

by Dan Duncombe » Wed Oct 23, 2013 15:44

Name: Small Galleon

Size: Dunno, not big really

[spoiler=Screenshots]
Image
Image
[/spoiler]
Attachments
ship.we
(321.32 KiB) Downloaded 389 times
Last edited by Dan Duncombe on Wed Oct 23, 2013 15:54, edited 1 time in total.
Some Mods: Castles Prefab Camouflage
My Games: Nostalgia Realtest Revamped
Servers: See above games.
 

User avatar
kaeza
Member
 
Posts: 2141
Joined: Thu Oct 18, 2012 05:00
GitHub: kaeza
IRC: kaeza diemartin blaaaaargh
In-game: kaeza

by kaeza » Wed Oct 23, 2013 17:23

Okay, so I made this in like 30 mins, based off a video someone showed me a while ago.

It's a simple "secret door"; when the switch is off, it closes shut, and from the outside it appears like a regular wall. When the switch is on, the pistons retract, and the way is shown.

It's not very big, and very basic, but may be useful to someone, dunno.

Anyway, take note of putting the "origin" 3m underground. Most of the mechanics are hidden from outside viewers; only 4 pistons (2 at each side) and the switch is visible.

Enjoy :)

Edit: Obviously requires Mesecons.

[spoiler=Screenshots]
https://dl.dropboxusercontent.com/u/100008207/sekrit_door_closed.jpg
https://dl.dropboxusercontent.com/u/100008207/sekrit_door_open.jpg
[/spoiler]

P.S: The screenshots show a lever; I changed my mind and changed to a switch to compress a bit the schem.
Attachments
sekrit_door.we
(67.29 KiB) Downloaded 330 times
Last edited by kaeza on Wed Oct 23, 2013 17:34, edited 1 time in total.
Your signature is not the place for a blog post. Please keep it as concise as possible. Thank you!

Check out my stuff! | Donations greatly appreciated! PayPal | BTC: 1DFZAa5VtNG7Levux4oP6BuUzr1e83pJK2
 

User avatar
Dan Duncombe
Member
 
Posts: 904
Joined: Thu May 09, 2013 21:11

by Dan Duncombe » Thu Oct 24, 2013 11:20

Name: Big Galleon

Size: 6042 Nodes

Dependencies: All default

Description: A basic shell for a galleon.Has some cannons, floors, and stairs. Other than that, no decoration. Basic rigging. All burnable except for cannons. No glass in rear portholes.

[spoiler=Screenshots]
Image
Image[/spoiler]

Download:
Attachments
galleon.we
(918.56 KiB) Downloaded 439 times
Last edited by Dan Duncombe on Thu Oct 24, 2013 11:21, edited 1 time in total.
Some Mods: Castles Prefab Camouflage
My Games: Nostalgia Realtest Revamped
Servers: See above games.
 

rcthomas93
Member
 
Posts: 22
Joined: Mon Apr 22, 2013 03:09

by rcthomas93 » Thu Nov 14, 2013 23:57

Two float islands made using world edit.

I have a problem when loading the .we of parts of the islands loading into the wrong place, but I'm not sure if this is a world edit problem or a problem with my own system. Enjoy!

[spoiler]
Image
[/spoiler]
Attachments
float_island.we
(2.09 MiB) Downloaded 336 times
Last edited by rcthomas93 on Thu Nov 14, 2013 23:59, edited 1 time in total.
 

User avatar
AMMOnym
Member
 
Posts: 682
Joined: Tue Sep 10, 2013 14:18
IRC: AMMOnym
In-game: AMMOnym

by AMMOnym » Sun Dec 08, 2013 18:25

Last edited by AMMOnym on Sun Dec 08, 2013 18:27, edited 1 time in total.
 

User avatar
AMMOnym
Member
 
Posts: 682
Joined: Tue Sep 10, 2013 14:18
IRC: AMMOnym
In-game: AMMOnym

by AMMOnym » Sun Dec 08, 2013 18:57

Imagedownload: http://www.mediafire.com/download/ev1ulge0ly01xfd/coloseum.weThx for moved my posts. that two we. was made by converting minecraft map to minetest
Last edited by AMMOnym on Mon Dec 09, 2013 15:00, edited 1 time in total.
 

CWz
Member
 
Posts: 185
Joined: Tue Dec 24, 2013 17:01

by CWz » Wed Jan 15, 2014 18:33

Name: ChainLynx's MineCraft Series House.

Size: I forgot to look probably less then 300 nodes

Dependencies: default, moreblocks, PilzAdam beds.

Description: Was bored the other day so I recreated ChainLynx minecraft house in MineTest

[spoiler]Image[/spoiler]
Attachments
ChainLynxMineCraftHouse.we
(35.29 KiB) Downloaded 293 times
Last edited by CWz on Wed Jan 15, 2014 18:36, edited 1 time in total.
I am CWz on the following servers: Bluelobster, turtletango, VanessaE's servers, linuxgaming, redcrab, Silvercrab, ChainLynx, lord of the test server. If you see CWz on server other then those then chances are it's a Fake. you can contact me on irc.freenode.net or by PM if you are not sure
 

gsmanners
Member
 
Posts: 159
Joined: Fri Jan 10, 2014 21:37

by gsmanners » Wed Jan 29, 2014 00:06

I'm working on a small series of useful starter buildings. Here's a six unit apartment building:

[spoiler]
Image
Image
[/spoiler]

Includes furnished kitchens, dining rooms, living/bed rooms, and bathrooms. There's also an attached balcony, stairway, ladders, and more. See the instructions included in the attached zip file.
Attachments
apartments.zip
(15.74 KiB) Downloaded 427 times
 

twoelk
Member
 
Posts: 1092
Joined: Fri Apr 19, 2013 16:19

by twoelk » Wed Jan 29, 2014 02:39

thats a lot of mods involved for a starter building
 

User avatar
Inocudom
Member
 
Posts: 2889
Joined: Sat Sep 29, 2012 01:14
IRC: Inocudom
In-game: Inocudom

by Inocudom » Wed Jan 29, 2014 03:01

twoelk wrote:thats a lot of mods involved for a starter building

Ahh, but homedecor is such a wonderful and useful mod. Its refrigerators can store many items, its ovens and microwaves can cook items, and its lights can brighten dark places.
Last edited by Inocudom on Wed Jan 29, 2014 03:02, edited 1 time in total.
 

gsmanners
Member
 
Posts: 159
Joined: Fri Jan 10, 2014 21:37

by gsmanners » Wed Jan 29, 2014 05:20

Next... A water tower. This one just requires pipeworks.

[spoiler]Image[/spoiler]

This uses a 7 by 13 block area and uses pipeworks for the fountain.

Honestly, these mods I'm using are pretty awesome. It's hard to imagine starting without homedecor or pipeworks.
Attachments
watertower.zip
(3.44 KiB) Downloaded 299 times
 

Sokomine
Member
 
Posts: 2980
Joined: Sun Sep 09, 2012 17:31

by Sokomine » Wed Jan 29, 2014 16:38

twoelk wrote:thats a lot of mods involved for a starter building

That's true. It also looks like a good building, far better than the usual cobble constructions.

gsmanners wrote:Next... A water tower. This one just requires pipeworks.

And here it would be far nicer if the tower would have been made out of diffrent materials. Perhaps steel blocks for the water reservoir on top, bricks or fences for the tower itshelf. With some mods added, scaffolding might also work quite well for the tower.

It might be that we all got spoiled a bit by the availability of such nice mods as homedecor, moreblocks/stairsplus and many others. Yet when only a handful of blocks where available in Minecraft classic, people did create amazing constructions. Those creations just had to be enlarged by a larger factor than houses using the above mentioned mods.

This thread ought to become a source for some mods that spawn buildings. Few mods used might be an advantage, but it ought to look good as well.
A list of my mods can be found here.
 

gsmanners
Member
 
Posts: 159
Joined: Fri Jan 10, 2014 21:37

by gsmanners » Thu Jan 30, 2014 12:09

I've tried a number of different materials for water towers, and they just don't capture the right feel, in my opinion. Cobble actually works the best, I think. If you're going with the steel look, it really needs to have four legs and a center, and that's almost impossible to make look good.

I agree about having a mod (ahem) spawning buildings. That would be cool.

Here's a greenhouse. It's a 14x14 building that I tossed together using homedecor's sun roof for the roof. You'll notice that it has two layers of glass. Yeah. The roof doesn't really work, otherwise. Let me know what you think.

[spoiler]Image[/spoiler]
Attachments
greenhouse.zip
(4.38 KiB) Downloaded 313 times
Last edited by gsmanners on Thu Jan 30, 2014 12:15, edited 1 time in total.
 

gsmanners
Member
 
Posts: 159
Joined: Fri Jan 10, 2014 21:37

by gsmanners » Fri Jan 31, 2014 22:04

And now for something completely different. My stab at a huge central building with conference halls and an upstairs rec room. I highly suggest creative mode for this one.

[spoiler]
Image
[/spoiler]

I think it's a bit of a toss up whether I like the lava or the fence parkour best.
Attachments
thecube.zip
(161.61 KiB) Downloaded 351 times
 

User avatar
Novacain
Member
 
Posts: 285
Joined: Sat Aug 31, 2013 01:03

by Novacain » Sat Feb 01, 2014 00:36

gsmanners wrote:I've tried a number of different materials for water towers, and they just don't capture the right feel, in my opinion. Cobble actually works the best, I think. If you're going with the steel look, it really needs to have four legs and a center, and that's almost impossible to make look good.


Have you thought about just making it bigger? real water towers are pretty massive, I think a minetest WT should be at least somewhat close in size.
EXTERMINATE!!!
My Tronrealm modpack
My tronblocks mod
 

gsmanners
Member
 
Posts: 159
Joined: Fri Jan 10, 2014 21:37

by gsmanners » Sat Feb 01, 2014 20:03

I actually tried making the water tower larger, but it looked a lot less impressive. It seems counterintuitive, but the bigger things are, the more you lose that sense of scale. You really need a context for something to look large (which is why those kind of things are only really impressive from standing on top of them).
 

dgm5555
Member
 
Posts: 244
Joined: Tue Apr 08, 2014 19:45

Re: Share Your WorldEdit Files!

by dgm5555 » Tue Apr 29, 2014 10:55

Just some thoughts:
It would be helpful if there was some guidance (preferably in the first post) for nubies with worldedit that the chat commands (https://github.com/Uberi/Minetest-WorldEdit/blob/master/Tutorial.md and https://github.com/Uberi/Minetest-WorldEdit/blob/master/Chat%20Commands.md are OK, but don't explain some bits, especially about the schema folder, and mod clashes as below)
"//p set" can be used for setting location by punching
"//pos1" and "//pos2" can be used for setting location to player location.
user must create a "schema" folder in their world folder, or worldedit will silently fail to save the file (it wont create the directory). Worldedit also seems to fail silently to load/save with certain mods (but I haven't figured out which ones).
'thecube' zip has a text file with reasonable comprehensive guidance on loading these files.
Also there isn't much consistency with setting the markers to place items in .we file eg
ship.we needs pos1/pos2 placed 4 blocks *below* the waterline
pirateship.we needs pos1/pos2 placed 27 blocks *above* the waterline
galleon.we doesn't have a water line, but needs pos1/pos2 approx 5 blocks *under* the waterline
 

dgm5555
Member
 
Posts: 244
Joined: Tue Apr 08, 2014 19:45

Re: Share Your WorldEdit Files!

by dgm5555 » Fri May 16, 2014 20:52

A couple more locations with more files:-
http://digitalaudioconcepts.com/vanessa/hobbies/minetest.html
https://github.com/cornernote/minetest-deploy_nodes/tree/master/deploy_building/buildings

None of the following are mine, but are a selection from the above links. Be aware that world edit doesn't create any nodes which are unknown - some files require particular mods and they will have to be installed before loading or nodes will be missing (the warning about CONTENT_IGNORE will appear when loading). pos1+pos2 are folating on the surface of the sea (except for the coloseum, where they are 42 nodes above):-
Image
Image
Image
Image
Image
 

User avatar
Inocudom
Member
 
Posts: 2889
Joined: Sat Sep 29, 2012 01:14
IRC: Inocudom
In-game: Inocudom

Re: Share Your WorldEdit Files!

by Inocudom » Wed Jun 18, 2014 22:27

Inocudom wrote:I built this in a Lord Of The Test world:
Image

Below is the schematic of the structure shown above. In addition to the game type Lord Of The Test, you will need the following mods:
bakedclay, beds, farming_plus, gloopblocks, hardenedclay, homedecor_modpack, itemframes, kerova, kpgmobs, meselamps, mesecons, steel, worldedit, moreblocks, moreores, moretrees, nightclub, plantlife, pyramids, sea, streets, torches, unifieddyes, vines
The license that ye must obey is as follows:
Licence: CC BY SA
Attachments
cubechapel.zip
(55.36 KiB) Downloaded 240 times
Last edited by Inocudom on Thu Aug 28, 2014 17:18, edited 1 time in total.
 

User avatar
solars
Member
 
Posts: 370
Joined: Sat Jul 20, 2013 15:16

Re: Share Your WorldEdit Files!

by solars » Sun Jul 06, 2014 18:35

Image

The first House for Karsthafen, that is build with the help of World Edit.

Its a tenement with 18 living quarters. The style of the building is Middle Europe, 1930-1940.

Some of the interior furnishings are duplicated with World Edit, so not every apartment is unique. But every apartment is complete furnished.

For this house, no Adons are needed. Download as mts or we available.

nodes: 68224
needed building pit: 35m x 118m, 3m deep

Licence: CC by sa
Attachments
haus_1_a.mts.tar.gz
(18.24 KiB) Downloaded 262 times
haus_1_a.we.tar.gz
(308.59 KiB) Downloaded 286 times
Last edited by solars on Sun Jul 06, 2014 18:57, edited 4 times in total.
 

User avatar
jp
Member
 
Posts: 705
Joined: Wed Dec 18, 2013 09:03
GitHub: kilbith

Re: Share Your WorldEdit Files!

by jp » Sun Jul 06, 2014 18:41

Very nice, solars ;)

But you should rather use the MTS method instead of /save in WorldEdit. Your exported file will be extremely much lighter and faster on loading.
 

User avatar
solars
Member
 
Posts: 370
Joined: Sat Jul 20, 2013 15:16

Re: Share Your WorldEdit Files!

by solars » Sun Jul 06, 2014 18:48

Thanks jp. I have added the mts-file to my post. :)
 

User avatar
solars
Member
 
Posts: 370
Joined: Sat Jul 20, 2013 15:16

Re: Share Your WorldEdit Files!

by solars » Fri Jul 25, 2014 00:29

Image

A ship, for the river that flows through Karsthafen-Königsdorf.

The building of the ship is documented with 34 images in this German post (and following): https://forum.minetest.net/viewtopic.php?f=21&t=9706&p=149332#p149238

For this ship, no addons are needed.

Nodes: 58589
Size: 210m x 26m
Draught: 3m

Licence: CC BY SA
Attachments
ship1.mts
(14.27 KiB) Downloaded 376 times
Last edited by solars on Fri Jul 25, 2014 15:36, edited 2 times in total.
Dinnae bother wi mah poor english, but hae a keek at th' pics 'o mah pure dead brilliant map Karsthafen:
English thread: [Map] Karsthafen
German thread: [Map] Karsthafen - Diskussionsthread
 

Sokomine
Member
 
Posts: 2980
Joined: Sun Sep 09, 2012 17:31

Re: Share Your WorldEdit Files!

by Sokomine » Fri Jul 25, 2014 01:11

It's good to se a good project published here. Please continue to build! We need more of that.
A list of my mods can be found here.
 

User avatar
jp
Member
 
Posts: 705
Joined: Wed Dec 18, 2013 09:03
GitHub: kilbith

Re: Share Your WorldEdit Files!

by jp » Fri Jul 25, 2014 15:15

solars wrote:A ship, for the river that flows through Karsthafen-Königsdorf.

Hey solars. Impressive work, as usual from you. I'm wondering if you took inspiration on the NYC's ship ;)

Just a note about your file in attachement...

1. you don't need to add the extension '.mts' before '.tar.gz' - it may bring confusion...
2. does all OS (except Unix-based) can open/extract the .tar.gz file, as default ? .zip would be a more universal/accessible...

Keep up the good work ! The builders as talented as you are quite rare in MT, and so precious for the community ;)
 

Sokomine
Member
 
Posts: 2980
Joined: Sun Sep 09, 2012 17:31

Re: Share Your WorldEdit Files!

by Sokomine » Fri Jul 25, 2014 15:28

jp wrote:1. you don't need to add the extension '.mts' before '.tar.gz' - it may bring confusion...

Tar and gzip may not be necessary there, that's right. To my knowledge, .mts already does compression for each 16x16x16 mapblock. There may still something to be gained from doing compression on the whole construct.
A list of my mods can be found here.
 

User avatar
sfan5
Member
 
Posts: 3636
Joined: Wed Aug 24, 2011 09:44
GitHub: sfan5
IRC: sfan5

Re: Share Your WorldEdit Files!

by sfan5 » Fri Jul 25, 2014 15:34

Sokomine wrote:
jp wrote:1. you don't need to add the extension '.mts' before '.tar.gz' - it may bring confusion...

Tar and gzip may not be necessary there, that's right. To my knowledge, .mts already does compression for each 16x16x16 mapblock. There may still something to be gained from doing compression on the whole construct.

Only the node mapping is uncompressed in .mts files.
Mods: Mesecons | WorldEdit | Nuke
Minetest builds for Windows (32-bit & 64-bit)
 

User avatar
solars
Member
 
Posts: 370
Joined: Sat Jul 20, 2013 15:16

Re: Share Your WorldEdit Files!

by solars » Fri Jul 25, 2014 15:47

Thanks for the praise. :)

I have replaced the .tar.gz-File with a uncompressed .mts file now. This should be unproblematic with all systems and if the data is compressed in the .mts file, a second compression is irrelevant at it is.
Dinnae bother wi mah poor english, but hae a keek at th' pics 'o mah pure dead brilliant map Karsthafen:
English thread: [Map] Karsthafen
German thread: [Map] Karsthafen - Diskussionsthread
 

Next

Return to Minetest Maps

Who is online

Users browsing this forum: No registered users and 0 guests

cron