diff --git a/README.md b/README.md index f7578b0..c58bb13 100644 --- a/README.md +++ b/README.md @@ -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 $(MINGWSDL)/i686-w64-mingw32/bin/SDL2.dll into C:\\Windows -6. start MSYS (part of MinGW), go to the src directory, and run `make` +6. start MSYS (part of MinGW), go to the src directory, and run `make` (if it complains about "cc", then `CC=gcc make`) 7. create C:\\Program Files (x86)\\MTSEdit 8. copy mtsedit.exe there 9. copy the contents of data/ directory to C:\\Program Files (x86)\\MTSEdit\\data @@ -134,8 +134,8 @@ Known Bugs Zooming can be slow, because it scales blocks in run-time. Using a cache would require double the memory footprint. I suggest to edit on 100% zoom, as that's using a different, fast blitting function. -Rotations are not handled properly, only the first four, 0 - 3 meaning North, West, South, East. Others are only used if there's -a block image for that rotaion, and then they are picked numerically, not necessarily in rotation order (but you can set all -rotations, and they will be saved correctly, it's just you might have to click more to get the one you want). +Rotations are not handled properly, and only used if there's a block image for that rotaion, and they are picked numerically, +not necessarily in rotation CW / CCW order (but you can set all rotations, and they will be saved correctly, it's just you might +have to click more to get the one you want). bzt diff --git a/docs/blocks.md b/docs/blocks.md index 4c28fc9..258334c 100644 --- a/docs/blocks.md +++ b/docs/blocks.md @@ -11,7 +11,8 @@ Block definitions are looked for in several directories, even depending on opera 2. in the user's home directory '$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) diff --git a/docs/mts_format.md b/docs/mts_format.md index 7fab4b7..233f00c 100644 --- a/docs/mts_format.md +++ b/docs/mts_format.md @@ -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.