0 0 0 default:dirt_with_grass 0 0
0 0 1 default:dirt_with_grass 0 0
0 3 1 default:torch 0 0
0 4 0 default:cobble 0 0
0 4 1 default:cobble 0 0
1 0 0 default:dirt_with_grass 0 0
1 0 1 default:dirt_with_grass 0 0
1 4 0 default:cobble 0 0
Sokomine wrote:[Edit: How do I specify "air"?]
0 0 0 air 0 0
Sokomine wrote:Ok, I don't know what the two zeros at the end stand for and which coordinate is which one
x y z mod:node param1 param2
0 0 0 default:dirt_with_grass 0 0
Sokomine wrote:(will need a few simple experiments anyway - since I don't know which direction is is x,y and z ingame anyway), but they seem relative to pos1.
Sokomine wrote:[Edit] Is there a limit to the filesize for the savefiles? Writing all those names in the long version *will* take space.
Sokomine wrote:[...]Now I have to find a good description of wom's level.dat format[...]
cornermote wrote:Press F5, then watch the numbers at the top of the screen change.
Nexdah wrote:You could just do it the old fashioned way and just rebuild it.
Sokomine wrote:Did you get my mail where I asked if worldedit could be equipped with a mechanism to support diffrent import functions? Seems my mails do get lost quite often :-(.
sfan5 wrote:[...]
socramazibi wrote:sfan5 wrote:[...]
Not working, windows 7 64bit.
sfan5 wrote:Where did you take the level.dat file from?
sfan5 wrote:Also, you shouldn't run a shell as an Admin, but thats your decision.
sfan5 wrote:I wrote a java program that converts minecraft classic levels into worldedit schematics.
socramazibi wrote:sfan5 wrote:Where did you take the level.dat file from?
I created a map with minecraft, an empty map. Then I copied the level.dat.
Files when creating the map.
[...]
Sokomine wrote:sfan5 wrote:I wrote a java program that converts minecraft classic levels into worldedit schematics.
Oh :-( That doesn't help much. It will run into exactly the same problems like my mcimport Mod. Minecraft maps are - compared to individual buildings - *huge*. Using worldedit format for conversion is not very helpful here I'm afraid. It will just add overhead and gain nothing.
To solve most of the problems, a converter would have to write chunks directly to the database. That would eliminate most of the problems (attacks by a griefing cavegen, not yet loaded/generated chunks, time consumption). Can you do that? Might be an external program. You wouldn't want to import entire maps on a server anyway.
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