Docs
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@ -8,7 +8,7 @@ See also the [GUI usage](https://gitlab.com/bztsrc/mtsedit/blob/master/docs/usag
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```
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```
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MineTest Schematics Editor by bzt Copyright (C) 2019 MIT license
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MineTest Schematics Editor by bzt Copyright (C) 2019 MIT license
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./mtsedit [-v] [-l lang] [-d|-p|-P] [-m map] <.mts|.schematic> [out.mts]
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./mtsedit [-h] [-v] [-l lang] [-d|-p|-P] [-m map] <.mts|.schematic> [out.mts]
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./mtsedit -g <block.png>
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./mtsedit -g <block.png>
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./mtsedit -t <blockimgs.csv> [blockid]
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./mtsedit -t <blockimgs.csv> [blockid]
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./mtsedit -i [Minetest mods dir]
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./mtsedit -i [Minetest mods dir]
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@ -18,7 +18,7 @@ Block definitions are looked for in several directories, even depending on opera
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Blocks.csv
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Blocks.csv
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----------
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----------
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In the `data` directory, mtsedit looks for this CSV file. It is used to define blocks used in different file formats.
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In the `data` directory, mtsedit looks for this CSV file. It defines block types used in different file formats.
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Each line contains comma separated values, which might be surrounded by quotes. Commas inside quoted strings does
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Each line contains comma separated values, which might be surrounded by quotes. Commas inside quoted strings does
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not count as coloumn separators. The lines are ended in '\\n' newline character, carrige return '\\r' is optional.
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not count as coloumn separators. The lines are ended in '\\n' newline character, carrige return '\\r' is optional.
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This database can be generated on the fly with [MTSEdit Minetest Mod](https://gitlab.com/bztsrc/mtsedit/tree/master/mt-mod)
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This database can be generated on the fly with [MTSEdit Minetest Mod](https://gitlab.com/bztsrc/mtsedit/tree/master/mt-mod)
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@ -27,7 +27,8 @@ from within the game (with all your desired mods enabled).
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### Header
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### Header
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The first row is special, it defines the coloumn names. The first 4 coloumns are irrelevant and not parsed, others
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The first row is special, it defines the coloumn names. The first 4 coloumns are irrelevant and not parsed, others
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define the name of the block mapping (each coloumn is one mapping).
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define the name of the block mappings (each coloumn is one mapping). These are the names used by the "/mtsedit export"
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chat command, and they are also shown on the Save As window.
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### Coloumns
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### Coloumns
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@ -39,7 +40,8 @@ define the name of the block mapping (each coloumn is one mapping).
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| 4th | string | an optional mapgen alias name for the block (like "mapgen_stone") |
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| 4th | string | an optional mapgen alias name for the block (like "mapgen_stone") |
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| 5th+ | string | block's name in the mapping (this coloumn may be repated as many times as you like) |
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| 5th+ | string | block's name in the mapping (this coloumn may be repated as many times as you like) |
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Block mapping are sometimes referenced as node palette.
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Block mappings are sometimes referenced as node palette. The repository ships a default blocks.csv with two coloumns,
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mappings for "Mineclone2" and "Minetest Game", but feel free to add as many more mappings as you wish.
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Block Images
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Block Images
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------------
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------------
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@ -19,18 +19,19 @@ If you don't have the source, only the installed executable, you can run
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### Dependencies
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### Dependencies
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None. This mod works on its own, has absolutely zero dependency.
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None, not even "default". This mod works on its own, has absolutely zero dependency.
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__IMPORTANT__: the Lua API can't access files outside of the world directory, so you have to copy your existing blocks.csv
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__IMPORTANT__: the Lua API can't access files outside of the world directory, so you have to copy your existing blocks.csv
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there (on Linux "~/.minetest/worlds/(world name)"), run the chat command, then copy the result back to /usr/share/mtsedit.
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there (on Linux "~/.minetest/worlds/(world name)"), run the chat command, then copy the result back to /usr/share/mtsedit.
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Likewise, you have to place your schematic files under "(world directory)/schems/", other directories are not reachable from Lua.
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Likewise, you have to place your schematic files under "~/.minetest/worlds/(world name)/schems/", other directories are not
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reachable from Lua.
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Usage
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Usage
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-----
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-----
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Enable the mod. It does not depend on any game mods, so that you can use it with all games. Start your world, then go to
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Enable the mtsedit mod. It does not depend on any game mods, so that you can use it with all games and all mods. Start your world,
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the chat (probably <kbd>F10</kbd> if you haven't changed the shortcut).
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then go to the chat (probably <kbd>F10</kbd> if you haven't changed the shortcut).
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Type
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Type
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```
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```
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@ -43,28 +44,6 @@ or
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to get help. When you first run this command, it will give you a "MTSEdit Magic Placement Wand Tool" (TM) :-)
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to get help. When you first run this command, it will give you a "MTSEdit Magic Placement Wand Tool" (TM) :-)
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<img src="https://gitlab.com/bztsrc/mtsedit/raw/master/mt-mod/mtsedit/textures/mtsedit_place.png">
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<img src="https://gitlab.com/bztsrc/mtsedit/raw/master/mt-mod/mtsedit/textures/mtsedit_place.png">
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### Exporting node data for MTSEdit
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In the chat window issue the following command
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```
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/mtsedit export Minetest Game
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```
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Where the argument is one of the coloumns in block.csv, so called node palette. If the blocks.csv exists in the world directory,
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then this mod will read it, and it will only update that particular one coloumn. If the file does not exists, then it will be
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created. If it exists, but there's no such coloumn as specified in the argument, then a new node palette will be created.
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The Lua script tries to figure out which node is which, but because you can enable lots of mods in Minetest (each allowed to
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register it's own node types), that's not an easy task. It does a pretty decent job though, usually about 80% of the records
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are correct, and only 20% percent requires manual fixing. For Mineclone2, I've provided an almost entirely complete blocks.csv,
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which also contains the Minecraft NBT .schematic files' Block IDs.
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To export node texture data, use
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```
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/mtsedit imgs
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```
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This will save blockimgs.csv in the world directory.
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### Importing MTS files
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### Importing MTS files
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For that, enter chat and run
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For that, enter chat and run
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@ -77,12 +56,13 @@ That's all. Depending on which direction you're looking at your punched node, th
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repeat this right click as many times as you want. The same structure will be placed until you issue another "/mtsedit load"
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repeat this right click as many times as you want. The same structure will be placed until you issue another "/mtsedit load"
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command.
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command.
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To help you with the files,
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To help you with the names,
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```
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```
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/mtsedit list
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/mtsedit list
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```
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```
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will list the available MTS files in your world directory's "schems" sub-dir.
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will list the available MTS files in your world directory's "~/.minetest/worlds/(my world)/schems/" sub-dir. These are the ones
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that you can use with the "load" command.
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### Exporting MTS files
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### Exporting MTS files
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@ -102,4 +82,29 @@ When you're satisfied with the selection, go to the chat window, and
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```
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```
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will save that area into an MTS file into the "schems" directory. After that you can open it with MTSEdit outside of the game.
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will save that area into an MTS file into the "schems" directory. After that you can open it with MTSEdit outside of the game.
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### Exporting node data for MTSEdit
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In the chat window issue the following command
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```
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/mtsedit export Minetest Game
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```
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Where the argument is one of the coloumns in block.csv, so called node palette (or block mapping). This name is totally up to you,
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and you'll be able to select it when you save MTS files in the editor. I suggest to use a name that reminds you of the game + mods
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combination, like "MTG with moretrees". If the blocks.csv exists in the world directory, then this mod will read it, and it will
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only update that particular one coloumn in it. If the csv file does not exists, then it will be created. If the csv exists, but
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there's no such mapping as specified in the argument, then a new coloumn will be created by that name.
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The Lua script tries to figure out which node is which, but because you can enable lots of mods in Minetest (each allowed to
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register it's own node types), that's not an easy task. It does a pretty decent job though, usually about 80% of the records
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are correct, and only 20% percent requires manual fixing. For Mineclone2, I've provided an almost entirely complete blocks.csv,
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which also contains the Minecraft NBT .schematic files' Block IDs.
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To export node texture data, use
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```
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/mtsedit imgs
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```
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This will save blockimgs.csv in the world directory, that you can import with `-t` to generate the block images for the editor.
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This is useful if you have enabled mods that register new nodes which have no editor images yet.
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Enjoy!
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Enjoy!
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