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Add MineClone2 support, fix dedup issues, and a fix for 'vm:set_light…
…ing' errors in Minetest v5.x.
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=================================================================== | ||
Documentation for "map_content.txt" and "mcl2_map_content.txt": | ||
=================================================================== | ||
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Documentation originally derived from: https://github.com/dgm3333/mcblocks/blob/master/map_content.txt | ||
Updated by MysticTempest | ||
-------------------------------------- | ||
The format of this file is: | ||
MCID data modname:blockname param2 | ||
17 0 mcblocks:Oak_Wood 4 //U | ||
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or with optional preprocessor commands | ||
#if MORETREES | ||
18 4,12 default:leaves 1 | ||
#else | ||
17 default:tree // TODO: Trunk orientation | ||
#endif | ||
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!!!! WHITESPACE TYPE (space or tab) IS CRITICAL:- !!!! | ||
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({tab})MCID({space}MCData1(,MCData2(...))){tab}MTnodename({space}param2){tab}<==Everything beyond this tab is ignored. | ||
Tab characters at the beginning of the line are ignored. | ||
It is critical that tabs and spaces not be mixed up or the line won't be recognised correctly, | ||
and the parsing may fail to progress beyond that point. | ||
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MCID and MCData must be separated by a space/s. | ||
MCData1,2,etc must be separated by commas but no spaces. | ||
There must also be no spaces before MCID or between MCData and the following tab. | ||
MCData must not be >=16, or the remainder of the file will be totally ignored. | ||
MCID/Data and MTnodename are separated by tabs. | ||
MTnodename and param2 are separated by a space/s. | ||
If MCData1 is omitted, the line will match MCIDs with MCData values from 0-15 (and any subsequent entries will be ignored) | ||
Any data following '//' is parsed and not processed | ||
preprocessor commands #if {NAME}, #else and #endif are recognised and intervening lines will be parsed | ||
out or retained dependant on flags in the content.read_content call | ||
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Extra reference documentation: | ||
https://github.com/minetest/minetest/blob/2992b774fe65410a8acd3d06ae82dcd1eb260413/doc/lua_api.txt#L905 | ||
http://dev.minetest.net/minetest.dir_to_wallmounted | ||
http://dev.minetest.net/minetest.dir_to_facedir | ||
=============================================================================== | ||
Minetest uses these values for Wall-Mounted nodes(eg. torches, vines, etc..). | ||
Note that for Y values; it equates to which half of an air node it's in. | ||
Example: | ||
Ladders attached to the bottom of blocks are in the upper half of an air node. Hence are, 0. | ||
Ladders attached to the top of blocks are in the lower half of an air node. Hence are, 1. | ||
param2 direction | ||
0 //U +Y | ||
1 //D -Y | ||
4 //N +Z | ||
2 //E +x | ||
5 //S -Z | ||
3 //W -X | ||
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-------------------------------------------------------------------------------- | ||
Minetest uses these values for nodebox face directions(eg. chests, Jack O'Lanterns, etc..). | ||
Values range from 0-23, and involve multiple vectors/rotations. | ||
A node's param2 value direction is dependent on a player's face direction. | ||
(ie. A player faces North, but a Jack O'Lantern faces South towards the player with a param2 value of '0'.) | ||
Default values for a node; vector pointing upwards: | ||
param2 direction | ||
0 //N | ||
1 //E | ||
2 //S | ||
3 //W | ||
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------------------------ | ||
Vectors: | ||
------------------------ | ||
Vector points Up; rotation is around the North/South/East/West faces. | ||
0,1,2,3 | ||
Vector points North; rotation is around the East/West/Up/Down faces. | ||
4,5,6,7 | ||
Vector points South; rotation is around the East/West/Up/Down faces. | ||
8,9,10,11 | ||
Vector points East; rotation is around the North/South/Up/Down faces. | ||
12,13,14,15 | ||
Vector points West; rotation is around the North/South/Up/Down faces. | ||
16,17,18,19 | ||
Vector points Down; rotation is around the North/South/East/West faces. | ||
20,21,22,23 | ||
------------------------ | ||
Faces: | ||
------------------------ | ||
Player faces Down, node(eg. Jack O'Lantern) faces Upwards. | ||
0 degree: 4 | ||
90 degree: 13 | ||
180 degree: 10 | ||
270 degree: 19 | ||
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Player faces Up, Jack O'Lantern faces Downwards. | ||
0 degree: 8 | ||
90 degree: 15 | ||
180 degree: 6 | ||
270 degree: 17 | ||
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Player faces North, Jack O'Lantern faces South. | ||
0 degree: 0 | ||
90 degree: 12 | ||
180 degree: 20 | ||
270 degree: 16 | ||
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Player faces East, Jack O'Lantern faces West. | ||
0 degree: 1 | ||
90 degree: 9 | ||
180 degree: 23 | ||
270 degree: 5 | ||
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Player faces South, Jack O'Lantern faces North. | ||
0 degree: 2 | ||
90 degree: 18 | ||
180 degree: 22 | ||
270 degree: 14 | ||
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Player faces West, Jack O'Lantern faces East. | ||
0 degree: 3 | ||
90 degree: 7 | ||
180 degree: 21 | ||
270 degree: 11 | ||
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-------------------------------------------------------------------------------- | ||
Lastly, it appears some Minecraft Blockstates can be converted to data values. | ||
At least blockstates for axes(eg. Purpur Pillar, Bone Block, etc..). | ||
Example: | ||
Purpur pillar; default & on its side facing N,E,S,W; blockstate translation for X,Y,Z axes. | ||
202 0 mcl_end:purpur_pillar //Default, vector pointing upward, with a MC blockstate for Y | ||
202 4 mcl_end:purpur_pillar 12 //East,West pointing vectors with a MC blockstate for X | ||
202 8 mcl_end:purpur_pillar 6 //North,South pointing vectors with a MC blockstate for Z | ||
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===================================================================================== |
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