master
bzt 2019-12-17 09:20:46 +01:00
parent 308d9e218c
commit 5c17d48545
3 changed files with 14 additions and 15 deletions

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@ -33,28 +33,27 @@ Model 3D Files
--------------
This is an application independent, universal [Model 3D](https://bztsrc.gitlab.io/model3d) format, capable of storing voxel images.
More than that, because it can store names and rotation info to voxel types, it is perfectly capable to reliably store schematic.
If voxel type names are not specified, then it fallbacks to closest color match. Typical extension is `.m3d`.
Typical extension is `.m3d`. More than just an a voxel image, because it can store names and rotation info to voxel types, so it
is perfectly capable to reliably store schematic. If voxel type names are not specified, then it fallbacks to closest color match.
Limitations: none. Everything that can be stored in MTS, can be stored in M3D as well.
TileD TMX Files
Tiled TMX Files
---------------
Produced by the very popular [TileD](http://www.mapeditor.org). Typical extension is `.tmx`. This format can store schematics
node correctly, but unfortunatelly TileD is so flexible that any tileset configuration is possible, and tile names are not stored
in the TMX files. By default, MTSEdit will import these files assuming tile ids being the same as in Minecraft NBT files. If you
have used a different tileset, then you can use the `-r` remap option to specify exactly which tile numberic id corresponds to
which block type name. See [batch mode](https://gitlab.com/bztsrc/mtsedit/blob/master/docs/batch.md) for more details.
Produced by the very popular [Tiled](http://www.mapeditor.org). Typical extension is `.tmx`. This format can store schematics
node correctly, but unfortunatelly Tiled is so flexible that any tileset configuration is possible, and neither tile names nor
colors are not stored in the TMX files. So by default, MTSEdit will import these files assuming tile ids being the same as in
Minecraft NBT files. If you have used a different tileset, then you can use the `-r` remap option to specify exactly which tile
numberic id corresponds to which block type name. See [batch mode](https://gitlab.com/bztsrc/mtsedit/blob/master/docs/batch.md)
for more details.
Alternatively you can use the [Minetest_Tiled.tsx](https://gitlab.com/bztsrc/mtsedit/blob/master/etc/Minetest_Tiled.tsx)
external tile set in the etc directory (requires the file etc/Minetest_Tiled.png too), which uses Minecraft NBT IDs, so no
remapping needed with this tile set.
Only CSV encoded layers are supported for now.
Limitations: without properly remapping the tile numeric ids to your tileset, you'll get the schematic correctly, but with
bad node blocks.
Limitations: only CSV encoded layers are supported for now. without properly remapping the tile numeric ids to your tileset,
you'll get the schematic correctly, but with bad node blocks.
Goxel GOX Files
---------------
@ -85,7 +84,7 @@ Qubicle QB Files
----------------
Saved by the proprietary, but popular [Qubicle](https://getqubicle.com) editor. Typical extension is `.qb`. The
[QB file format](https://getqubicle.com/learn/article.php?id=22) has axactly the same limitations as the previous two, it is not
[QB file format](https://getqubicle.com/learn/article.php?id=22) has exactly the same limitations as the previous two, it is not
a schematic format, just a voxel image format. Nodes are identified by closest color match, some might be incorrectly set.
MTSEdit otherwise has full QB support, all variants supported: compressed / uncompressed, RGBA / ARGB, visbility mask,

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@ -322,7 +322,7 @@ void m3d_load(unsigned char *data, unsigned int size)
}
/**
* Load a TileD TMX file
* Load a Tiled TMX file
*/
void tmx_load(unsigned char *data, unsigned int size)
{

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@ -126,7 +126,7 @@ void readschem()
if(!memcmp(data, "\x89PNG", 4)) bprint_load(data, size); else
/* Model 3D */
if(!memcmp(data, "3DMO", 4)) m3d_load(data, size); else
/* TileD TMX XML */
/* Tiled TMX XML */
if(!memcmp(data, "<?xml", 5)) tmx_load(data, size); else
/* Goxel GOX file */
if(!memcmp(data, "GOX ", 4)) gox_load(data, size); else