From 42414e7362e22aa377f4fb53b790c54ad144c232 Mon Sep 17 00:00:00 2001 From: Mifan-T <49829769+Mifan-T@users.noreply.github.com> Date: Mon, 12 Aug 2024 21:56:03 +0800 Subject: [PATCH 1/4] =?UTF-8?q?docs(SlopeCraft-tutorial.md):=20=E7=BB=86?= =?UTF-8?q?=E5=8C=96=E8=8E=B7=E5=BE=97=E5=9C=B0=E5=9B=BE=E7=9A=84=E6=8C=87?= =?UTF-8?q?=E4=BB=A4=E7=9A=84=E7=89=88=E6=9C=AC=E5=88=92=E5=88=86?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- docs/SlopeCraft-tutorial.md | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/docs/SlopeCraft-tutorial.md b/docs/SlopeCraft-tutorial.md index 6b5badb..759aa4c 100644 --- a/docs/SlopeCraft-tutorial.md +++ b/docs/SlopeCraft-tutorial.md @@ -387,8 +387,8 @@ ________________________________________________________________________________ 这种方式**不应该**弹出“替换或跳过文件”窗口,如果弹出,请关闭窗口,并检查地图序号是否有冲突。 - 在 1.12,使用 `/give @s filled_map 1 i` 来获得序号为 i 的地图。 - - 在 1.13-1.19,使用 `/give @s filled_map{map:i}` 来获得序号为 i 的地图。 - - 在 1.20+,使用 `/give @s filled_map[map_id=i]` 来获得序号为 i 的地图。 + - 在 1.13-1.20.4,使用 `/give @s filled_map{map:i}` 来获得序号为 i 的地图。 + - 在 1.20.5+,使用 `/give @s filled_map[map_id=i]` 来获得序号为 i 的地图。 - 不使用命令,只替换地图文件: From 5a5a84bd6c7ec9242fb0c3de39508a5d9d2ed3ad Mon Sep 17 00:00:00 2001 From: Mifan-T <49829769+Mifan-T@users.noreply.github.com> Date: Mon, 12 Aug 2024 21:59:53 +0800 Subject: [PATCH 2/4] =?UTF-8?q?docs(SlopeCraft-tutorial.en.md):=20?= =?UTF-8?q?=E7=BB=86=E5=8C=96=E8=8E=B7=E5=BE=97=E5=9C=B0=E5=9B=BE=E7=9A=84?= =?UTF-8?q?=E6=8C=87=E4=BB=A4=E7=9A=84=E7=89=88=E6=9C=AC=E5=88=92=E5=88=86?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- docs/SlopeCraft-tutorial.en.md | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/docs/SlopeCraft-tutorial.en.md b/docs/SlopeCraft-tutorial.en.md index 645405b..bd246fe 100644 --- a/docs/SlopeCraft-tutorial.en.md +++ b/docs/SlopeCraft-tutorial.en.md @@ -389,9 +389,9 @@ ________________________________________________________________________________ This method **should not** prompt a "Replace or Skip Files" window. If it does, close the window and check if there is a conflict with the map index. - - In 1.12, use `/give @s filled_map 1 i` to obtain the map with index i. - - In 1.13-1.19, use `/give @s filled_map{map:i}` to obtain the map with index i. - - In 1.20+, use `/give @s filled_map[map_id=i]` to obtain the map with index i. + - In 1.12, use `/give @s filled_map 1 i` to obtain the map with index i. + - In 1.13-1.20.4, use `/give @s filled_map{map:i}` to obtain the map with index i. + - In 1.20.5+, use `/give @s filled_map[map_id=i]` to obtain the map with index i. - If you do not want to use commands, only replace the map files: From cc6c5c99f5138fd065287868861ecba63d27a231 Mon Sep 17 00:00:00 2001 From: Mifan-T <49829769+Mifan-T@users.noreply.github.com> Date: Mon, 12 Aug 2024 22:22:12 +0800 Subject: [PATCH 3/4] =?UTF-8?q?docs(SlopeCraft-tutorial.md):=20=E4=BC=98?= =?UTF-8?q?=E5=8C=96=E7=BC=A9=E8=BF=9B?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- docs/SlopeCraft-tutorial.md | 114 ++++++++++++++++++------------------ 1 file changed, 57 insertions(+), 57 deletions(-) diff --git a/docs/SlopeCraft-tutorial.md b/docs/SlopeCraft-tutorial.md index 759aa4c..85fa320 100644 --- a/docs/SlopeCraft-tutorial.md +++ b/docs/SlopeCraft-tutorial.md @@ -12,7 +12,7 @@ | 地图文件 | 存储地图数据的 nbt 二进制文件,文件名形如 `map_.dat` | !!! tip "tip" - 在菜单栏的 语言 下拉菜单中你可以找到切换语言的选项。 + 在菜单栏的 语言 下拉菜单中你可以找到切换语言的选项。 ## Step 0. 图片预处理 @@ -62,7 +62,7 @@ - **平板地图画**:传统的地图画类型,**画质一般**,建造较简单。 - **纯文件地图画**:原版地图画能达到的**极限画质**,无法建造,一般只能通过指令获得。如果你不需要让地图画在游戏中以方块的形式存在,只需要让它显示于地图、并能被贴在物品展示框中,那么请选择此项。 - 请注意,这种纯文件地图画在使用时至少需要替换存档中的文件,有可能还需要使用命令。一般只适用于单机游戏,如果你是服务器管理员也可以。 + 请注意,这种纯文件地图画在使用时至少需要替换存档中的文件,有可能还需要使用命令。一般只适用于单机游戏,如果你是服务器管理员也可以。 这里我选择了立体地图画。 @@ -111,14 +111,14 @@ ________________________________________________________________________________ ### 2.1 导入图像 ??? question "“项目池”是什么?" - SlopeCraft在5.10版本引入了新功能:“**项目池**”, - 你导入的每一张图片都会被程序创建为一个项目,后续的各种转换操作会为项目添加数据 。 - *~~(没用的知识增加了(=・ω・=)!)~~* 。 + SlopeCraft在5.10版本引入了新功能:“**项目池**”, + 你导入的每一张图片都会被程序创建为一个项目,后续的各种转换操作会为项目添加数据 。 + *~~(没用的知识增加了(=・ω・=)!)~~* 。 - 项目池的操作逻辑和系统文件管理器类似:选中单个图片,预览或进行相应操作 + 项目池的操作逻辑和系统文件管理器类似:选中单个图片,预览或进行相应操作 - 简单来说,你现在可以很方便地进行批量操作了! - **注意:同一批图像只能使用一种转换算法,风格、颜色差异大的图建议分批操作!** + 简单来说,你现在可以很方便地进行批量操作了! + **注意:同一批图像只能使用一种转换算法,风格、颜色差异大的图建议分批操作!** 在项目池中,点击**添加**就可以导入**一个或多个**预处理后的图像, @@ -232,31 +232,31 @@ SlopeCraft 支持两种压缩方式:有损和无损。 === "Litematica 投影" - 在 投影名称 和 投影区域名称 栏中,可以填入投影文件的信息。但这不是强制的。 + 在 投影名称 和 投影区域名称 栏中,可以填入投影文件的信息。但这不是强制的。 - ![Litematica options](./assets/SlopeCraft-tutorial-images/page3-Export-extra_set-litematica.png) + ![Litematica options](./assets/SlopeCraft-tutorial-images/page3-Export-extra_set-litematica.png) === "原版结构方块文件" - 原版结构方块文件采用稀疏矩阵的方式存储,没有存储的地方是结构空位。这种存储方式使得结构方块文件是原版兼容性最好但压缩率最差劲的格式。 + 原版结构方块文件采用稀疏矩阵的方式存储,没有存储的地方是结构空位。这种存储方式使得结构方块文件是原版兼容性最好但压缩率最差劲的格式。 - ![Structure options](./assets/SlopeCraft-tutorial-images/page3-Export-extra_set-structure.png) + ![Structure options](./assets/SlopeCraft-tutorial-images/page3-Export-extra_set-structure.png) - 因此结构方块文件就有了两种存储空气方块的选择:当作结构空位,或者如实存储。当作结构空位可以极大的节省空间,但在结构方块中粘贴出来时,不能覆盖掉其他的非空气方块;按空气方块存储可以克服这个问题,但文件体积会很大。 + 因此结构方块文件就有了两种存储空气方块的选择:当作结构空位,或者如实存储。当作结构空位可以极大的节省空间,但在结构方块中粘贴出来时,不能覆盖掉其他的非空气方块;按空气方块存储可以克服这个问题,但文件体积会很大。 === "WE 原理图" - WE 原理图的属性略多,它们是对 WorldEdit 生成的原理图逆向工程得来的,直接对应着同名的 nbt 标签。 + WE 原理图的属性略多,它们是对 WorldEdit 生成的原理图逆向工程得来的,直接对应着同名的 nbt 标签。 - ![WE options](./assets/SlopeCraft-tutorial-images/page3-Export-extra_set-WE.png) + ![WE options](./assets/SlopeCraft-tutorial-images/page3-Export-extra_set-WE.png) 我并不清楚这些元属性对原理图有怎样的影响,因为我几乎不使用 WE。 === "平面示意图" - 设置导出的示意图是否包含分割线、以及分割线的间距。 + 设置导出的示意图是否包含分割线、以及分割线的间距。 - ![Flat Diagram options](./assets/SlopeCraft-tutorial-images/page3-Export-extra_set-flat_diagram.png) + ![Flat Diagram options](./assets/SlopeCraft-tutorial-images/page3-Export-extra_set-flat_diagram.png) #### 预构建三维结构进行预览(可选) @@ -303,15 +303,15 @@ ________________________________________________________________________________ - 如果你想通过/give命令来获得地图: - 起始序号可以随意设置,只要不覆盖掉无关的地图。 + 起始序号可以随意设置,只要不覆盖掉无关的地图。 - 如果你不想使用命令,只替换地图文件: - **1.** 先创建与地图画对应的`n`个地图,n 就是 SlopeCraft 显示的地图文件数量,在本例中是 4。 + **1.** 先创建与地图画对应的`n`个地图,n 就是 SlopeCraft 显示的地图文件数量,在本例中是 4。 - **2.** 在游戏中查看地图文件对应的序号。这些地图对应的序号应当是 `a`~`(a+n-1)` ,共 n 个。 + **2.** 在游戏中查看地图文件对应的序号。这些地图对应的序号应当是 `a`~`(a+n-1)` ,共 n 个。 - **3.** 退出世界,在 SlopeCraft 的**地图文件起始序号**栏中填入`a`的值。 + **3.** 退出世界,在 SlopeCraft 的**地图文件起始序号**栏中填入`a`的值。 确认设置无误后,就可以点击 **导出** ,选择相应的**文件夹**用于导出所有文件(建议使用空文件夹)。 @@ -339,7 +339,7 @@ ________________________________________________________________________________ === "导入结构方块文件" - 打开刚刚导出文件的文件夹,将导出的文件移动到 **结构方块文件目录**(1)下。然后打开 Minecraft,进入存档/服务器,在你想要创建地图画的地方加载这个结构。 + 打开刚刚导出文件的文件夹,将导出的文件移动到 **结构方块文件目录**(1)下。然后打开 Minecraft,进入存档/服务器,在你想要创建地图画的地方加载这个结构。 { .annotate } 1. 结构方块的目录为: @@ -356,7 +356,7 @@ ________________________________________________________________________________ === "导入 WE 原理图" - 打开刚刚导出文件的文件夹,将导出的文件移动到 **WE原理图文件目录**(1)下。 + 打开刚刚导出文件的文件夹,将导出的文件移动到 **WE原理图文件目录**(1)下。 { .annotate } 1. World Edit原理图的目录为: @@ -371,10 +371,10 @@ ________________________________________________________________________________ === "导入地图文件" - 打开刚刚导出文件的文件夹,将导出的文件移动到 **地图文件目录**(1)下。 + 打开刚刚导出文件的文件夹,将导出的文件移动到 **地图文件目录**(1)下。 { .annotate } - 1. 地图文件的目录为: + 1. 地图文件的目录为: `.minecraft(1)/saves/<游戏存档名>/data` { .annotate } @@ -439,16 +439,16 @@ SlopeCraft 采用缓存减少转化多张图片时的内存占用,正常情况 | 1.19 立体 | 1.19 平面 | 1.19 纯文件 | ??? question "有什么用?" - 输出颜色表实际上就是导出“色板”,以便于像素画创作 + 输出颜色表实际上就是导出“色板”,以便于像素画创作 - 如果你想要自己作画,并用在游戏里,请遵循以下步骤,避免发生意料之外的错误: + 如果你想要自己作画,并用在游戏里,请遵循以下步骤,避免发生意料之外的错误: - 1. 首先要完成“地图画配置”页面的设置,这样才能输出你想要的颜色表 - 2. 在高级设置内导出颜色表 - 3. 将颜色表导入到相应的图像处理软件,进行创作,并导出图像 - 4. 再次进行“地图画配置”页面的设置(如果你关闭过软件的话),并导入图像 - 5. 在转换图像时,选择RGB+算法,**不要**勾选抖动 - 6. 剩下的导出步骤就和普通流程一样了,参见[上文](#step-3) + 1. 首先要完成“地图画配置”页面的设置,这样才能输出你想要的颜色表 + 2. 在高级设置内导出颜色表 + 3. 将颜色表导入到相应的图像处理软件,进行创作,并导出图像 + 4. 再次进行“地图画配置”页面的设置(如果你关闭过软件的话),并导入图像 + 5. 在转换图像时,选择RGB+算法,**不要**勾选抖动 + 6. 剩下的导出步骤就和普通流程一样了,参见[上文](#step-3) ______________________________________________________________________________________________________________ @@ -462,43 +462,43 @@ ________________________________________________________________________________ 1. 方块的**完整**id,包含**命名空间前缀**以及**所有方块属性**。 - 如涂蜡铜块上半砖: + 如涂蜡铜块上半砖: - ```file - minecraft:waxed_copper_slab[type=top,waterlogged=false] - ``` + ```file + minecraft:waxed_copper_slab[type=top,waterlogged=false] + ``` - 这里面`minecraft:`是原版方块的命名空间前缀,中括号里的内容是所有方块属性。保险起见,你应当给每个方块属性都设置对应的值。 + 这里面`minecraft:`是原版方块的命名空间前缀,中括号里的内容是所有方块属性。保险起见,你应当给每个方块属性都设置对应的值。 2. 方块最早出现的游戏版本 - SlopeCraft 在方块列表中约定了以下几个值代指大版本: + SlopeCraft 在方块列表中约定了以下几个值代指大版本: - | 数字 | 版本 | - | :---: | :-------: | - | 0 | 早于 1.12 | - | 12 | 1.12 | - | 13 | 1.13 | - | 14 | 1.14 | - | 15 | 1.15 | - | 16 | 1.16 | - | 17 | 1.17 | - | 18 | 1.18 | - | 19 | 1.19 | - | 20 | 1.20 | - | 255 | 未来版本 | + | 数字 | 版本 | + | :---: | :-------: | + | 0 | 早于 1.12 | + | 12 | 1.12 | + | 13 | 1.13 | + | 14 | 1.14 | + | 15 | 1.15 | + | 16 | 1.16 | + | 17 | 1.17 | + | 18 | 1.18 | + | 19 | 1.19 | + | 20 | 1.20 | + | 255 | 未来版本 | - 正常情况下,你不应该使用 255,它只是一个预留的值。如果你非要给一个方块指定为未来版本,那么导致的一切都属于未定义特性——我也不知道会发生什么。 + 正常情况下,你不应该使用 255,它只是一个预留的值。如果你非要给一个方块指定为未来版本,那么导致的一切都属于未定义特性——我也不知道会发生什么。 3. 方块在 1.12 的 id - 添加这个属性是因为 Mojang 从 1.12 更新到 1.13 修改了相当多方块的 id。如果你要添加的方块在 1.12 未添加,或者 id 没有改变,可以填空字符串。 + 添加这个属性是因为 Mojang 从 1.12 更新到 1.13 修改了相当多方块的 id。如果你要添加的方块在 1.12 未添加,或者 id 没有改变,可以填空字符串。 4. 方块的基色 - 这可能是最容易出错的地方。对于原版方块,你可以查询[Minecraft Wiki](https://zh.minecraft.wiki/w/%E5%9C%B0%E5%9B%BE%E7%89%A9%E5%93%81%E6%A0%BC%E5%BC%8F#%E5%9F%BA%E8%89%B2)。如果是 mod 自定义的方块,要么自己想办法测,要么去问 mod 开发者。 + 这可能是最容易出错的地方。对于原版方块,你可以查询[Minecraft Wiki](https://zh.minecraft.wiki/w/%E5%9C%B0%E5%9B%BE%E7%89%A9%E5%93%81%E6%A0%BC%E5%BC%8F#%E5%9F%BA%E8%89%B2)。如果是 mod 自定义的方块,要么自己想办法测,要么去问 mod 开发者。 - 如果不懂什么是基色,去看[地图画原理](./principles-introduction.md) + 如果不懂什么是基色,去看[地图画原理](./principles-introduction.md) 5. 方块中文名称 6. 方块英文名称 @@ -578,4 +578,4 @@ SlopeCraft 中,方块列表以 json 格式存储,相关的图片放在 Fixed src="https://cdn.jsdelivr.net/npm/sakana-widget@2.7.0/lib/sakana.min.js" > -*你发现了世界的尽头(=・ω・=),奖励你一个石蒜* +*你发现了世界的尽头(=・ω・=),奖励你一个石蒜* \ No newline at end of file From 8ff1143df1b84195048705b0d2169c484db58fa8 Mon Sep 17 00:00:00 2001 From: Mifan-T <49829769+Mifan-T@users.noreply.github.com> Date: Mon, 12 Aug 2024 22:22:26 +0800 Subject: [PATCH 4/4] =?UTF-8?q?docs(SlopeCraft-tutorial.en.md):=20?= =?UTF-8?q?=E4=BC=98=E5=8C=96=E7=BC=A9=E8=BF=9B?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- docs/SlopeCraft-tutorial.en.md | 144 ++++++++++++++++----------------- 1 file changed, 72 insertions(+), 72 deletions(-) diff --git a/docs/SlopeCraft-tutorial.en.md b/docs/SlopeCraft-tutorial.en.md index bd246fe..4e32b96 100644 --- a/docs/SlopeCraft-tutorial.en.md +++ b/docs/SlopeCraft-tutorial.en.md @@ -65,7 +65,7 @@ Here you need to choose **type of the map**: - **Flat Map**: A traditional type of map drawing with **average quality**, easier to build. - **File-only Map**: The **ultimate quality** achievable by original map drawings, cannot be built directly and usually obtained through commands. If you don't want the map to be in the game as blocks, but just want it to appear on the map and be able to be attached to the item display box, then select this option. - Please note that this type of File-only Map requires at least file replacement in the game save and may also require commands. It is generally only suitable for single-player games. If you are a server administrator, you can also use it. + Please note that this type of File-only Map requires at least file replacement in the game save and may also require commands. It is generally only suitable for single-player games. If you are a server administrator, you can also use it. Here, I chose the 3D map. @@ -115,13 +115,13 @@ On this interface, you need to complete two small steps: import the image and co ### 2.1 Import Images ??? question "What is the "Task Pool"?" - SlopeCraft introduced a new feature in version 5.10: the "**Task Pool**". - Each image you import will be created as a Task by the program, and various conversion operations will add data to the Task. + SlopeCraft introduced a new feature in version 5.10: the "**Task Pool**". + Each image you import will be created as a Task by the program, and various conversion operations will add data to the Task. - The operation logic of the Task pool is similar to the system file manager: select a single image, preview, or perform corresponding operations. + The operation logic of the Task pool is similar to the system file manager: select a single image, preview, or perform corresponding operations. - In simple terms, you can now easily perform batch operations! - **Note: The same batch of images can only use one conversion algorithm. It is recommended to process images with significant style and color differences separately!** + In simple terms, you can now easily perform batch operations! + **Note: The same batch of images can only use one conversion algorithm. It is recommended to process images with significant style and color differences separately!** In the Task pool, click **Add** to import **one or more** preprocessed images. @@ -306,15 +306,15 @@ There are two ways to obtain the map, choose the one you prefer. Note that the m - If you want to obtain the map through the /give command: - The starting number can be set arbitrarily, as long as it does not overwrite an unrelated map. + The starting number can be set arbitrarily, as long as it does not overwrite an unrelated map. - If you do not want to use commands, only replace the map files: - **1.** First create `n` maps corresponding to the map drawing, n is the number of map data files displayed by SlopeCraft, in this case 4. + **1.** First create `n` maps corresponding to the map drawing, n is the number of map data files displayed by SlopeCraft, in this case 4. - **2.** In the game, check the index corresponding to each map file. These maps should be indexed from `a` to `(a+n-1)`, a total of n maps. + **2.** In the game, check the index corresponding to each map file. These maps should be indexed from `a` to `(a+n-1)`, a total of n maps. - **3.** Exit the world, and enter the value `a` in the **Map file start number** field of SlopeCraft. + **3.** Exit the world, and enter the value `a` in the **Map file start number** field of SlopeCraft. After confirming the settings, you can click **Export all**, and select the appropriate **folder** to export all files (it is recommended to use an empty folder). @@ -324,80 +324,80 @@ ________________________________________________________________________________ === "Litematica schematic" - Open the folder where you just exported the files and move the exported files to the **schematic directory** (1).Then open Minecraft, go to the archive/server, and import this projection in the place where you want to create the map drawing. - { .annotate } + Open the folder where you just exported the files and move the exported files to the **schematic directory** (1).Then open Minecraft, go to the archive/server, and import this projection in the place where you want to create the map drawing. + { .annotate } - 1. The directory for projection files is: + 1. The directory for projection files is: `.minecraft(1)/schematics` { .annotate } - + 1. Game saves and configurations are not necessarily stored directly in the `.minecraft` folder, and the specific path depends on the version isolation. Taking the `saves` folder location as an example: if version isolation is disabled, the saves directory is in `.minecraft/saves`, otherwise, it is in `.minecraft/versions//saves`. - + When placing the projection, please note: **the x and z coordinates of the projection origin must be `-65+k×128`, where k is any integer**. y coordinates are arbitrary. For example, (63,62,-65). Only then can the **ground drawing be aligned with the map's grid**. Then start realizing this projection or just paste the schematic. Once this is done, create a new map inside the map. Each map should be unscaled, as each pixel point corresponds to a block. Place them in order inside the item display box and you're done. - - If it is a 2×2 map map, then you should create 2×2, i.e. 4 maps. + - If it is a 2×2 map map, then you should create 2×2, i.e. 4 maps. - If your game version is 1.14 and above, then it is better to lock the map with a glass sheet inside the cartography table. === "Vanilla structure file" - Open the folder where you just exported the files and move the exported files to the **Vanilla structure directory** (1).Then open Minecraft, enter your save/server, and load this structure at the desired location. - { .annotate } + Open the folder where you just exported the files and move the exported files to the **Vanilla structure directory** (1).Then open Minecraft, enter your save/server, and load this structure at the desired location. + { .annotate } - 1. The directory for Vanilla structure file is: + 1. The directory for Vanilla structure file is: `.minecraft(1)/saves//generated/minecraft/structures` { .annotate } - + 1. Game saves and configurations are not necessarily stored directly in the `.minecraft` folder, and the specific path depends on the version isolation. Taking the `saves` folder location as an example: if version isolation is disabled, the saves directory is in `.minecraft/saves`, otherwise, it is in `.minecraft/versions//saves`. - - If you cannot find this directory, it means that the game has not created it yet. You can manually create this directory and copy the files into it. - When loading the structure, please note: **the x and z coordinates of the projection origin must be `-65+k×128`, where k is any integer**. y coordinates are arbitrary. For example, (63,62,-65). Only then can the **ground drawing be aligned with the map's grid**. + If you cannot find this directory, it means that the game has not created it yet. You can manually create this directory and copy the files into it. - The use of structure blocks is relatively complicated, and it will not be repeated here. Please check out the tutorials yourself. + When loading the structure, please note: **the x and z coordinates of the projection origin must be `-65+k×128`, where k is any integer**. y coordinates are arbitrary. For example, (63,62,-65). Only then can the **ground drawing be aligned with the map's grid**. + + The use of structure blocks is relatively complicated, and it will not be repeated here. Please check out the tutorials yourself. === "WE schematic Files" - Open the folder where you just exported the files and move the exported files to the **WE schematic directory** (1). - { .annotate } + Open the folder where you just exported the files and move the exported files to the **WE schematic directory** (1). + { .annotate } - 1. The directory for World Edit schematics is: + 1. The directory for World Edit schematics is: `.minecraft(1)/config/worldedit/schematics` { .annotate } - + 1. Game saves and configurations are not necessarily stored directly in the `.minecraft` folder, and the specific path depends on the version isolation. Taking the `saves` folder location as an example: if version isolation is disabled, the saves directory is in `.minecraft/saves`, otherwise, it is in `.minecraft/versions//saves`. - If the directory does not exist, it means that the game has not created it yet. You can manually create this directory and copy the files into it. + If the directory does not exist, it means that the game has not created it yet. You can manually create this directory and copy the files into it. - After that, you can import the schematic into the game using the command `//schem load `. For specific operations, please refer to the World edit tutorial, Please check out the tutorials yourself. + After that, you can import the schematic into the game using the command `//schem load `. For specific operations, please refer to the World edit tutorial, Please check out the tutorials yourself. === "Map data files" - Open the folder where you just exported the files and move the exported files to the **map data file directory** (1). - { .annotate } + Open the folder where you just exported the files and move the exported files to the **map data file directory** (1). + { .annotate } - 1. The directory for map files is: + 1. The directory for map files is: `.minecraft(1)/saves//data` { .annotate } - + 1. Game saves and configurations are not necessarily stored directly in the `.minecraft` folder, and the specific path depends on the version isolation. Taking the `saves` folder location as an example: if version isolation is disabled, the saves directory is in `.minecraft/saves`, otherwise, it is in `.minecraft/versions//saves`. - You may encounter a "Replace or Skip Files" window. If you are worried that unrelated map files will be overwritten, you can temporarily not select them and continue reading. + You may encounter a "Replace or Skip Files" window. If you are worried that unrelated map files will be overwritten, you can temporarily not select them and continue reading. - - To obtain the map through the /give command: + - To obtain the map through the /give command: - This method **should not** prompt a "Replace or Skip Files" window. If it does, close the window and check if there is a conflict with the map index. + This method **should not** prompt a "Replace or Skip Files" window. If it does, close the window and check if there is a conflict with the map index. - In 1.12, use `/give @s filled_map 1 i` to obtain the map with index i. - In 1.13-1.20.4, use `/give @s filled_map{map:i}` to obtain the map with index i. - In 1.20.5+, use `/give @s filled_map[map_id=i]` to obtain the map with index i. - - If you do not want to use commands, only replace the map files: + - If you do not want to use commands, only replace the map files: - **1.** When you move the files, a "Replace or Skip Files" window **should** appear. Click "Replace the files in the destination" to replace the files. + **1.** When you move the files, a "Replace or Skip Files" window **should** appear. Click "Replace the files in the destination" to replace the files. - **2.** Open the game, and these `n` maps should have been successfully replaced with map drawings. + **2.** Open the game, and these `n` maps should have been successfully replaced with map drawings. ## 🛠 Advanced functions @@ -442,16 +442,16 @@ This menu item allows the user to export the current color table as a $16\times | 1.19 3D | 1.19 Flat | 1.19 File-only | ??? question "What is it for?" - Outputting the color map is essentially exporting the "palette" for pixel art creation. + Outputting the color map is essentially exporting the "palette" for pixel art creation. - If you want to create your own art and use it in the game, follow these steps to avoid unexpected errors: + If you want to create your own art and use it in the game, follow these steps to avoid unexpected errors: - 1. First, complete the settings on the "Map Drawing Configuration" page so that you can output the color map you want. - 2. Export the color map in the advanced settings. - 3. Import the color map into the corresponding image processing software, create your artwork, and export the image. - 4. Complete the settings on the "Map Drawing Configuration" page again (if you have closed the software), and import the image. - 5. When converting the image, select the RGB+ algorithm and **do not** check dithering. - 6. The remaining export steps are the same as the normal process, see [above](#step-3-export). + 1. First, complete the settings on the "Map Drawing Configuration" page so that you can output the color map you want. + 2. Export the color map in the advanced settings. + 3. Import the color map into the corresponding image processing software, create your artwork, and export the image. + 4. Complete the settings on the "Map Drawing Configuration" page again (if you have closed the software), and import the image. + 5. When converting the image, select the RGB+ algorithm and **do not** check dithering. + 6. The remaining export steps are the same as the normal process, see [above](#step-3-export). ______________________________________________________________________________________________________________ @@ -465,43 +465,43 @@ You need to have the following information about the block. 1. The **complete** id of the block, containing the **namespace prefix** and **all block attributes**. - If the upper half of the wax-coated copper block is tiled. + If the upper half of the wax-coated copper block is tiled. - ``` file - minecraft:waxed_copper_slab[type=top,waterlogged=false] - ``` + ``` file + minecraft:waxed_copper_slab[type=top,waterlogged=false] + ``` - In this ``minecraft:`` is the namespace prefix for the original block, and the contents of the brackets are all block attributes. To be on the safe side, you should set the corresponding value for each block attribute. + In this ``minecraft:`` is the namespace prefix for the original block, and the contents of the brackets are all block attributes. To be on the safe side, you should set the corresponding value for each block attribute. 2. The earliest version of the game in which the block appeared - SlopeCraft has agreed on the following values in the block list to refer to major versions: + SlopeCraft has agreed on the following values in the block list to refer to major versions: - | Numbers | Versions | - | :-----: | :---------------: | - | 0 | Earlier than 1.12 | - | 12 | 1.12 | - | 13 | 1.13 | - | 14 | 1.14 | - | 15 | 1.15 | - | 16 | 1.16 | - | 17 | 1.17 | - | 18 | 1.18 | - | 19 | 1.19 | - | 20 | 1.20 | - | 255 | Future Versions | + | Numbers | Versions | + | :-----: | :---------------: | + | 0 | Earlier than 1.12 | + | 12 | 1.12 | + | 13 | 1.13 | + | 14 | 1.14 | + | 15 | 1.15 | + | 16 | 1.16 | + | 17 | 1.17 | + | 18 | 1.18 | + | 19 | 1.19 | + | 20 | 1.20 | + | 255 | Future Versions | - Normally you shouldn't use 255, it's just a reserved value. If you have to assign a block to a future version, then everything that results is an undefined feature -- I don't know what will happen. + Normally you shouldn't use 255, it's just a reserved value. If you have to assign a block to a future version, then everything that results is an undefined feature -- I don't know what will happen. 3. The id of the block in 1.12 - This property was added because Mojang changed the ids of quite a few blocks from 1.12 to 1.13. If the block you want to add was not added in 1.12, or if the id has not changed, you can fill in the empty string. + This property was added because Mojang changed the ids of quite a few blocks from 1.12 to 1.13. If the block you want to add was not added in 1.12, or if the id has not changed, you can fill in the empty string. 4. Base color of the block - This is probably the easiest place to go wrong. For the original block, you can check the [Minecraft Wiki](https://minecraft.wiki/w/Map_item_format). If it's a mod custom block, either figure out how to measure it yourself or ask the mod developer. + This is probably the easiest place to go wrong. For the original block, you can check the [Minecraft Wiki](https://minecraft.wiki/w/Map_item_format). If it's a mod custom block, either figure out how to measure it yourself or ask the mod developer. - If you don't know what the base color is, go to [principles introduction](./principles-introduction.md) + If you don't know what the base color is, go to [principles introduction](./principles-introduction.md) 5. Chinese name of the block 6. English name of the block @@ -581,4 +581,4 @@ The above json message shows the information of a block with half a tile on a ro src="https://cdn.jsdelivr.net/npm/sakana-widget@2.7.0/lib/sakana.min.js" > -*(=・ω・=)* +*(=・ω・=)* \ No newline at end of file