added more documentation to readme file
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README.md
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README.md
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Compatibility mod for importing MC schematics.
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To be used with https://github.com/Sokomine/handle_schematics/
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For more information and discussion, please consult
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https://forum.minetest.net/viewtopic.php?f=9&t=12847
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To be used with
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https://github.com/Sokomine/handle_schematics/
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for actually placing the schematics in a Minetest world.
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In order to get the walls working, use
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https://github.com/Sokomine/xconnected/
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Documentation and discussion about xconnected takes place here:
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https://forum.minetest.net/viewtopic.php?f=9&t=12882
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Copy the textures from your favorite MC texturepack into the
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textures/ folder of this mod. Those textures are NOT included!
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In order to get diffrent grass and foilage colors, change
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the values for SHADE_GRASS and/or SHADE_FOILAGE at the top of
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the file blocklist.lua
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If you want to use this in combination with another converter:
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mccompat.findMC2MTConversion(
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blockid, blockdata,
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blockid2, blockdata2)
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does the actual translation. The function will usually return
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{ new_node_name, new_node_param2 }
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In some cases (doors, double plants), it will return
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{ nil, nil, y_offset }
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This means that the node type and facedir cannot be decided
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without further information - namely, blockid2 and blockdata2,
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which describe the node at y+y_offset (usually 1 below).
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Missing:
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* dirt_with_grass, grass and leaves need to get green
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* torches are only created in one form
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* pistons, ladders etc. may not look correctly
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* pistons, piston heads etc. may not look correctly
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* water behaves diffrently in MT - beware of spills!
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* the anvil, wall and other nodes need nodeboxes
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* banners and signs seem to be popular; they ought to be added
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* trapdoors are not handled correctly
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Features:
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* creates compatibility nodes for many MC nodes
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* beds are placed correctly
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* doors are placed correctly
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* double plants are handled (sunflowers only to a degree)
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* trapdoors, walls and a lot of other nodes are handled
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local SHADE = "77AB2F:64";
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SHADE = "66CC11:128"; --96";
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--local SHADE_GRASS = "77AB2F:64";
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local SHADE_GRASS = "66CC11:128"; --96";
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local SHADE_FOILAGE = SHADE_GRASS;
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local TEXTURE_GRASS = "grass_top.png^[colorize:#"..SHADE;
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local TEXTURE_GRASS = "grass_top.png^[colorize:#"..SHADE_GRASS;
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-- for the grass side, grass_side_overlay.png plus colorization might be used
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local TEXTURE_GRASS_SIDE = "grass_side.png";
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local TEXTURE_FOILAGE = "^[colorize:#"..SHADE;
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local TEXTURE_FOILAGE = "^[colorize:#"..SHADE_FOILAGE;
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local TEXTURE_LEAVES = TEXTURE_FOILAGE;
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-- unused textures which would need colorization:
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