Some docs fix

master
bzt 2019-12-08 04:38:21 +01:00
parent c1d032d77a
commit bc93d34a19
3 changed files with 10 additions and 9 deletions

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@ -121,7 +121,7 @@ You'll need a couple of tools, here's a step-by-step how to:
3. extract SDL2 into a directory under MinGW's home directory
4. open src/Makefile in Notepad, and edit MINGWSDL to the path where you've extracted the tarball, add the last SDL2-X part too
5. copy $(MINGWSDL)/i686-w64-mingw32/bin/SDL2.dll into C:\\Windows
6. start MSYS (part of MinGW), go to the src directory, and run `make`
6. start MSYS (part of MinGW), go to the src directory, and run `make` (if it complains about "cc", then `CC=gcc make`)
7. create C:\\Program Files (x86)\\MTSEdit
8. copy mtsedit.exe there
9. copy the contents of data/ directory to C:\\Program Files (x86)\\MTSEdit\\data
@ -134,8 +134,8 @@ Known Bugs
Zooming can be slow, because it scales blocks in run-time. Using a cache would require double the memory footprint. I suggest
to edit on 100% zoom, as that's using a different, fast blitting function.
Rotations are not handled properly, only the first four, 0 - 3 meaning North, West, South, East. Others are only used if there's
a block image for that rotaion, and then they are picked numerically, not necessarily in rotation order (but you can set all
rotations, and they will be saved correctly, it's just you might have to click more to get the one you want).
Rotations are not handled properly, and only used if there's a block image for that rotaion, and they are picked numerically,
not necessarily in rotation CW / CCW order (but you can set all rotations, and they will be saved correctly, it's just you might
have to click more to get the one you want).
bzt

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@ -11,7 +11,8 @@ Block definitions are looked for in several directories, even depending on opera
2. in the user's home directory '$HOME/.config/mtsedit' (Linux)
3. in the user's home directory '$HOME/Library/Application Support/MTSEdit' (MacOSX)
4. system wide directory '/usr/share/mtsedit' or '/usr/local/share/mtsedit' (Linux and MacOSX)
5. in the executable's directory, most likely 'C:\\Program Files (x86)\\MTSEdit\\data' (Windows)
5. system wide directory '/Applications/MTSEdit.app/Contents/Resources/data' (MacOSX only)
5. in the executable's directory, most likely 'C:\\Program Files (x86)\\MTSEdit\\data' (Windows only)
6. in the executable's parent directory, '../data' (source repository, and if installed to '/opt/mtsedit/bin' on Linux)
Blocks.csv
@ -32,7 +33,7 @@ define the name of the block mapping.
| Number | Format | Description |
|-------:|---------|---------------------------------------------------------------------------------------|
| 1st | string | canonical name of the block (also used to identify block images) |
| 1st | string | block id, canonical name of the block (also used to identify block images) |
| 2nd | intlist | list of slash '/' separated integer numbers, the Minecraft BlockID in schematic files |
| 3rd | string | an optional biome specific name for the block (like "biome:node_stone") |
| 4th+ | string | block's name in the mapping (this coloumn may be repated as many times as you like) |
@ -62,7 +63,7 @@ Translations
The MTSEdit user interface is multilingual, but blocks.csv is not. If you want to translate block names too, you'll have to
provide translation files in the `data` directory. These are plain text files, by the name "blocks_(lang).txt", and with
lines each of "(1st coloumn)=(translated name)". As with blocks.csv, the lines are ended by a newline '\\n' character, '\\r'
lines each of "(block id)=(translated name)". As with blocks.csv, the lines are ended by a newline '\\n' character, '\\r'
is optional.
Texture Data CSV
@ -70,7 +71,7 @@ Texture Data CSV
Saved in blockimgs.csv by the [MTSEdit Minetest Mod](https://gitlab.com/bztsrc/mtsedit/tree/master/mt-mod), and read by the
`-t` option. The coloumns are as follows:
- canonical name (same as block.csv's 1st coloum)
- block id (canonical name, same as block.csv's 1st coloumn)
- block's technical name (same as one of the mapping coloumns)
- drawtype (normal,plantlike,raillike etc. where to put the textures on the cube)
- paramtype2 (none,regular,facedir,wallmounted etc. rotation options)

View File

@ -28,7 +28,7 @@ All values are stored in __BIG endian__ format.
| 12 | Y | layer probability values |
| 12+Y | 2 | number of strings in Name-ID table |
Layer probability values: an unsigned char for each layer, bit 7 is reserved and must be zero, meaning 0x1F maps to 100%.
Layer probability values: an unsigned char for each layer, bit 7 is reserved and must be zero, meaning 0x7F maps to 100%.
The header is followed by the Name-ID Table, which is followed by the Block Definitons section.