Closed GoogleCodeExporter closed 9 years ago
Just found the location of "font.txt" in the old (1.6.4) minecraft jar.
In the new (1.7.2) MC jar, it's really missing.
Seems like a new way of locating the font character positions needs to be found.
(Is it even necessary to load the font stuff? I couldn't find any text that
uses it..)
Original comment by andreas....@gmx.de
on 5 Nov 2013 at 12:37
Copied the "font.txt" from an older MC jar (1.6.4) to the new one (1.7.2) and
it works. Just the block textures are missing.
Original comment by andreas....@gmx.de
on 5 Nov 2013 at 1:34
The font is used for rendering signs on the map. Tectonicus currently only
supports a subset of ascii characters (those in the font.txt file). In the
future it might be nice to support all the unicode characters that Minecraft
supports, but since I don't have much free time right now I'll just check in a
quick fix for this issue so we can get a 1.7 compatible version of Tectonicus
out.
Original comment by skoeven
on 7 Nov 2013 at 1:07
I've included the font.txt file in the Tectonicus jar for now. In the future
we may need to look at a different way to handle this, but for now this should
work.
Original comment by skoeven
on 7 Nov 2013 at 5:57
I going to wait on uploading a new jar to Google Code until I have time to add
the new MC 1.7 blocks. In fact I'll just leave this issue open as a reminder
until I get that done.
Original comment by skoeven
on 7 Nov 2013 at 6:01
[deleted comment]
Here is a config excerpt for (most of) the new blocks:
* Acacia and Dark Oak Logs, Planks, Leaves and Stairs
* Single-Block flowers
* Double-Block flower (but they suck)
* Stained Glass and Glass Panes
* Packed Ice
Tall flowers are kind of tricky because the top part is determined by analyzing
the bottom part, which I was not sure how to do in the block config. Also, tall
grass and fern are always gray (I think the png needs to be colorized depending
on the biome colors).
Stained glass blocks have the same id as the removed "locked chest" block.
Original comment by andreas....@gmx.de
on 7 Nov 2013 at 10:57
Attachments:
Now, I also added:
* Slabs
* Podzol
* Red Sand
additionalBlocks.xml are is just all the new stuff (be careful when inserting
into block config, some lines replace others (ids match mostly though).
extendedBlocks.xml is my complete new block config.
What I cannot make work correctly are the flower pots:
They seem to have different value AND item properties,
flowers being 140:0 through 140:8 with an item value of 38 and
sapling being 140:0 through 140:5 with an item value of 6.
Is it possible to switch on the "Item" property in a blocks id="" field?
Original comment by andreas....@gmx.de
on 7 Nov 2013 at 12:37
Attachments:
The stained glass blocks and panes seem to need alpha-blending.
Original comment by andreas....@gmx.de
on 7 Nov 2013 at 4:36
Thanks for your help! I've added the new blocks from your xml file to the
defaultBlockConfig file. I also made a change to the Glass and GlassPane
blocks so they should render better now. GlassPanes still have some texture
problems that need to be fixed.
Original comment by skoeven
on 8 Nov 2013 at 8:48
I've checked in changes that make GlassPanes behave more like they should, but
there's still some texturing issues with them though. Kind of a pain to fix.
I also made it so plants can have a top and bottom texture in the block config.
Sunflowers still look a bit strange because they have four different textures
but I only use two.
The only major thing left now is the new plants in flowerpots. Unfortunately,
there doesn't seem to be new data values for the new flowers. I'll need to do
some experimenting to see if I can figure out what's going on.
Original comment by skoeven
on 9 Nov 2013 at 6:07
Hi!
Concerning the flowerpots:
There seems to be some new style of saving the flower pot contents (as I
mentioned earlier) and I took a little look into it:
Minecraft now uses two different values in the block tag to identify what's in
the pot:
Data and Item
Flowers have Item 38 and Data from 0 to 8.
Saplings have Item 6 and Data 0 to 5.
Dandelion, Brown and Red Mushroom, Fern and Dead Brush have Data 0 and
differing Item Nos.
Thus, it might be usedful to include another value in the block config (The
Item value) to identify the different types of flowers since I'm pretty sure
this new saving technique won't be the last we see of it...
I've built two images to help with that, I think they're almost
self-explanatory... Enjoy ;)
Original comment by andreas....@gmx.de
on 9 Nov 2013 at 12:47
Attachments:
Thanks for the images, they were very helpful. What tool are you using that
lets you see the NBT data for a block? That would be handy to have.
I've changed the code so that it now grabs all the TileEntities for Flower
Pots. With that info a FlowerPot object can look in the block registry via the
TileEntity Item and Data fields and find the correct flower or sapling to use.
That means we don't have to add any new lines to the block config xml for new
FlowerPots. As long as new flowers or plants get added correctly to the block
config xml, FlowerPots can find them automatically.
Also, as a side note, I removed the Sapling object because it was unnecessary.
Saplings are now Plants in the block config xml.
Original comment by skoeven
on 10 Nov 2013 at 12:46
Sounds cool, can't wait to render my maps with the new version :)
As for the NBT data view tool, I use MCEdit (http://www.mcedit.net/).
Original comment by andreas....@gmx.de
on 10 Nov 2013 at 9:16
The new version is up. I'll go ahead and close this issue now.
Original comment by skoeven
on 11 Nov 2013 at 5:19
Original issue reported on code.google.com by
andreas....@gmx.de
on 5 Nov 2013 at 12:28