安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题
Also, here is the first level I made with the converter.
What are the current block type identifiers? I'm going to test out 3D sunshine and see if I can get that format.
Um, all I know is that MCEdit's .schematic files are in Named Binary Tag (NBT) file format. I load the NBT in python, look at every block's ID value[minecraft-ids.grahamedgecombe.com], and then decide what to do with it from there.
For cube expansions, first sweep and expand as far as possible with the x,y,z values locked together but start with the biggest value possible. Try this before you doing your current expansion.
Glass(20), Leaves(18), Water(8, 9) -> Glass
Dirt(3), Cobblestone(4), Wood (5, 17), Wool(35), -> Metal
Grass(2) -> Metal with a thin layer of Glass on top
Stone(1), Stone Brick(98) -> Metal with a random chance to have grabbable elements.
Ah, mk mk.
Looks nice though!
And thanks!
Can't do the same for the level editor though due to it needing to be dynamically changable.
Yup, that's what I'm doing right now. A current problem is determining the most optimal way to do this, or using a method which produces a mostly-optimal result.