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@ -33,28 +33,27 @@ Model 3D Files
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--------------
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This is an application independent, universal [Model 3D](https://bztsrc.gitlab.io/model3d) format, capable of storing voxel images.
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More than that, because it can store names and rotation info to voxel types, it is perfectly capable to reliably store schematic.
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If voxel type names are not specified, then it fallbacks to closest color match. Typical extension is `.m3d`.
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Typical extension is `.m3d`. More than just an a voxel image, because it can store names and rotation info to voxel types, so it
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is perfectly capable to reliably store schematic. If voxel type names are not specified, then it fallbacks to closest color match.
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Limitations: none. Everything that can be stored in MTS, can be stored in M3D as well.
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TileD TMX Files
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Tiled TMX Files
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---------------
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Produced by the very popular [TileD](http://www.mapeditor.org). Typical extension is `.tmx`. This format can store schematics
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node correctly, but unfortunatelly TileD is so flexible that any tileset configuration is possible, and tile names are not stored
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in the TMX files. By default, MTSEdit will import these files assuming tile ids being the same as in Minecraft NBT files. If you
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have used a different tileset, then you can use the `-r` remap option to specify exactly which tile numberic id corresponds to
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which block type name. See [batch mode](https://gitlab.com/bztsrc/mtsedit/blob/master/docs/batch.md) for more details.
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Produced by the very popular [Tiled](http://www.mapeditor.org). Typical extension is `.tmx`. This format can store schematics
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node correctly, but unfortunatelly Tiled is so flexible that any tileset configuration is possible, and neither tile names nor
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colors are not stored in the TMX files. So by default, MTSEdit will import these files assuming tile ids being the same as in
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Minecraft NBT files. If you have used a different tileset, then you can use the `-r` remap option to specify exactly which tile
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numberic id corresponds to which block type name. See [batch mode](https://gitlab.com/bztsrc/mtsedit/blob/master/docs/batch.md)
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for more details.
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Alternatively you can use the [Minetest_Tiled.tsx](https://gitlab.com/bztsrc/mtsedit/blob/master/etc/Minetest_Tiled.tsx)
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external tile set in the etc directory (requires the file etc/Minetest_Tiled.png too), which uses Minecraft NBT IDs, so no
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remapping needed with this tile set.
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Only CSV encoded layers are supported for now.
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Limitations: without properly remapping the tile numeric ids to your tileset, you'll get the schematic correctly, but with
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bad node blocks.
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Limitations: only CSV encoded layers are supported for now. without properly remapping the tile numeric ids to your tileset,
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you'll get the schematic correctly, but with bad node blocks.
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Goxel GOX Files
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---------------
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@ -85,7 +84,7 @@ Qubicle QB Files
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----------------
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Saved by the proprietary, but popular [Qubicle](https://getqubicle.com) editor. Typical extension is `.qb`. The
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[QB file format](https://getqubicle.com/learn/article.php?id=22) has axactly the same limitations as the previous two, it is not
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[QB file format](https://getqubicle.com/learn/article.php?id=22) has exactly the same limitations as the previous two, it is not
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a schematic format, just a voxel image format. Nodes are identified by closest color match, some might be incorrectly set.
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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)
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}
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/**
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* Load a TileD TMX file
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* Load a Tiled TMX file
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*/
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void tmx_load(unsigned char *data, unsigned int size)
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{
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@ -126,7 +126,7 @@ void readschem()
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if(!memcmp(data, "\x89PNG", 4)) bprint_load(data, size); else
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/* Model 3D */
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if(!memcmp(data, "3DMO", 4)) m3d_load(data, size); else
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/* TileD TMX XML */
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/* Tiled TMX XML */
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if(!memcmp(data, "<?xml", 5)) tmx_load(data, size); else
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/* Goxel GOX file */
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if(!memcmp(data, "GOX ", 4)) gox_load(data, size); else
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