added more documentation to readme file

This commit is contained in:
Sokomine 2015-07-25 20:58:38 +02:00
parent adc019b1f0
commit 02d275fce8
2 changed files with 34 additions and 9 deletions

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

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local SHADE = "77AB2F:64";
SHADE = "66CC11:128"; --96";
--local SHADE_GRASS = "77AB2F:64";
local SHADE_GRASS = "66CC11:128"; --96";
local SHADE_FOILAGE = SHADE_GRASS;
local TEXTURE_GRASS = "grass_top.png^[colorize:#"..SHADE;
local TEXTURE_GRASS = "grass_top.png^[colorize:#"..SHADE_GRASS;
-- for the grass side, grass_side_overlay.png plus colorization might be used
local TEXTURE_GRASS_SIDE = "grass_side.png";
local TEXTURE_FOILAGE = "^[colorize:#"..SHADE;
local TEXTURE_FOILAGE = "^[colorize:#"..SHADE_FOILAGE;
local TEXTURE_LEAVES = TEXTURE_FOILAGE;
-- unused textures which would need colorization: