Wuzzy wrote:The Dev Wiki is semi-unofficial anyway. Only lua_api.txt counts. Consider the Dev Wiki to be gossip.
Hahaha, you made my day man! You have a great sense of humor! I've never heard anybody calling a dev wiki "gossip", that's hilarious! :-) Good one, I like it! And it fits :-)
Wuzzy wrote:Hrm. A lot of the schematics seem to be too close to original MC. I won't add any of these buildings for now. I guess it'd be the best for MCL2 to redo the schematics from scratch. Must be a own work and not a copy.
They are close, sure, but they are no copies. I haven't used the original MC, I don't even have the original files. I've used an independent free-source, that's why most of the block rotations are missing. If anybody feels to make adjustments to these to make them more MCL2 and less MC, fell-free to do so, I give my permission. I though of these schematics as a base to work with anyway, not as ones that could be included in MCL2 just as-is.
Wuzzy wrote:I would post your script here:
Thank you, I'll.
Wuzzy wrote:Anyway, MCL2's biggest problem atm is the spawning of mobs and not schematics. Schematics are the 2nd-biggest problem.
I've never experienced anything wrong with mob spawing, but I believe you.
texmex wrote:Dang, that's a very decent schematic tool. If I understand correctly it's possible to generate image previews of the schematics as well? Very nice.
Yes it can, although many blocks are missing, because the Minetest wiki (where the block images were downloaded from) does not have the images for all the nodes. Also images for rotated stairs are missing, so even if the MTS were right, the preview would be most likely incorrect. The good news is, to fix that, all you need to do is to provide the missing .pngs in the blockimgs/ directory.
Sokomine wrote:It's difficult to get the rarity right. Some of my structures spawn too often I'm afraid...
I know. It also has to be seed dependent, so it's tricky at best. I only wish my biggest problem were too many structures in the overworld! :-)
Sokomine wrote:no idea if a building is covered by copyright.
As far as I know, they are not. I haven't used MC in any form, but I agree with you and with Wuzzy, it would be better if someone would "tune" them up a bit and fix the rotations. I'm afraid I'm a good developer, but I'm not as good with design, sorry. But maybe someone on this forum will volunteer and help.
Sokomine wrote:handle_schematics has some conversion mechanisms for MCL2 <-> MTG already - but it's incomplete. Your list might be helpful to improve it.
This is not an in-game, it is an offline converter (if you know what I mean). Currently I have no CSV for MCL2 <-> MTG, but it would be easy to create one just as I've created html2mcl.csv.
Sokomine wrote:es, exactly. That's so with schematics: No way to tell how they're initially rotated
Huh, I haven't though of that, but you're right! There's no per-structure rotation info, only per-block. I suppose you could circumvent that if every single MTS would store the model in a specific orientation (something like, as +Y is up, +X is on the right, +Z is toward the viewer, then the entrance (building front) must be always point to the +Z direction, or with other words, without rotation, the entrance must be towards the viewer).