Convert (parts of) Minecraft maps to WorldEdit schematics
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Re: Convert Minecraft Maps to Minetest WE Schematics
and what makes this dropbox link?
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Re: Convert Minecraft Maps to Minetest WE Schematics
Eh, I think you're in the wrong topic.davi54l wrote:and what makes this dropbox link?
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Re: Convert Minecraft Maps to Minetest WE Schematics
If the question is how to make this work read the first post:davi54l wrote:and what makes this dropbox link?
where "tomtweschem.py" is a script written in Pythonfirst post wrote:Download: https://dl.dropboxusercontent.com/u/302 ... weschem.py (Right click then click “Save link as...”)
Put this in MCEdit-folder/filters
where "MCEdit" is a Program that can read Minecraft worlds/maps
where ".../filters.." is a folder in the MCEdit installation
If the question is what the output file is:
The generated file is in the "*.we" format,
where "*.we" is a Minetest schematic file(ascii) that WorldEdit can import into an existing Minetest world/map
Re: Convert Minecraft maps to Minetest WorldEdit schematics
Good idea. Now i can play on Hogwarts map.
Re: Convert Minecraft maps to Minetest WorldEdit schematics
How to set position 1?
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Re: Convert Minecraft maps to Minetest WorldEdit schematics
https://github.com/Uberi/Minetest-World ... ds.md#pos1davi54l wrote:How to set position 1?
Re: Convert Minecraft maps to Minetest WorldEdit schematics
I typed / / pos1 and the block appeared after / brand / load Quidditch and did not show anything
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Re: Convert Minecraft maps to Minetest WorldEdit schematics
A beta version of this filter that creates .mts schematics (faster to import) is now available: https://dl.dropboxusercontent.com/u/302 ... tsschem.py
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Re: Convert Minecraft maps to Minetest WorldEdit schematics
Probably also a way to import Minecraft classic maps faster. Just converting them to an .mts file sounds like a good approach. There'll be no trouble with facedir either (Classic has none).sfan5 wrote: An beta version of this filter that creates .mts schematics (faster to import) is now available: https://dl.dropboxusercontent.com/u/302 ... tsschem.py
A list of my mods can be found here.
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Re:
It doesnot for me tooEvergreen wrote:You don't need minecraft. You only need a world file, MCedit, his filter, and minetest.Hybrid Dog wrote:great, but mlnecraft doesn't work for me
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Re: Re:
Like I said, you do not need minecraft. All you need is MCedit and a world file. Also, saying "It doesn't work" is not enough information for us to help you.shaheerziya wrote:It doesnot for me tooEvergreen wrote:You don't need minecraft. You only need a world file, MCedit, his filter, and minetest.Hybrid Dog wrote:great, but mlnecraft doesn't work for me
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Re: Convert Minecraft maps to Minetest WorldEdit schematics
having fun just trying to get MCEdit to run... winows version... just pops up then closes. :(
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Re: Convert Minecraft maps to Minetest WorldEdit schematics
okay, we got MCEdit to work... but the .mts files come up with "unable to load" error. :(
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Re: Convert Minecraft maps to Minetest WorldEdit schematics
What does it say in debug.txt?
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Re: Convert Minecraft maps to Minetest WorldEdit schematics
20:07:20: ERROR[ServerThread]: core.deserialize(): ...inetest\minetest-0.4\bin\..\builtin\common\serialize.lua:181: [string "return MTSM"]:1: '<eof>' expectedsfan5 wrote:What does it say in debug.txt?
20:07:20: ERROR[ServerThread]: core.deserialize(): ...inetest\minetest-0.4\bin\..\builtin\common\serialize.lua:181: [string "return MTSM"]:1: '<eof>' expected
running minetest 0.4.10
I had the directory as schema than schems but i changed it.
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Re: Convert Minecraft maps to Minetest WorldEdit schematics
You have to use //mtschemplace instead of //load to load .mts files.
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Re: Convert Minecraft maps to Minetest WorldEdit schematics
tried it ... several times. just sits there then the 1 marker disappears. Nothing in debug txt.
I'm just going to wing it a build Big Sight myself.
I'm just going to wing it a build Big Sight myself.
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Re: Convert Minecraft maps to Minetest WorldEdit schematics
I am getting some weird things with tomsweschem.py script in mcedit 1.7.1 and 1.8
....
I have found a fix for this error in the .we files..
using notepad++ just search and replace
{ ["fields"] = { ["infotext"] = "Owned by VanessaEzekowitz", ["doors_owner"] = "VanessaEzekowitz" }
with { ["fields"] = { }
and
doors:door_steel_b_1
doors:door_steel_t_1
with doors:door_steel
in the files in your schems directory.
any ideas?
a steel door that says it is owned by vanessa??....
I have found a fix for this error in the .we files..
using notepad++ just search and replace
{ ["fields"] = { ["infotext"] = "Owned by VanessaEzekowitz", ["doors_owner"] = "VanessaEzekowitz" }
with { ["fields"] = { }
and
doors:door_steel_b_1
doors:door_steel_t_1
with doors:door_steel
in the files in your schems directory.
any ideas?
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Re: Convert Minecraft maps to Minetest WorldEdit schematics
The tomtweschem.py script does not even use the Lua format of WorldEdit files.themtsurvivor wrote:I am getting some weird things with tomsweschem.py script in mcedit 1.7.1 and 1.8a steel door that says it is owned by vanessa??
....
I have found a fix for this error in the .we files..
using notepad++ just search and replace
{ ["fields"] = { ["infotext"] = "Owned by VanessaEzekowitz", ["doors_owner"] = "VanessaEzekowitz" }
with { ["fields"] = { }
and
doors:door_steel_b_1
doors:door_steel_t_1
with doors:door_steel
in the files in your schems directory.
any ideas?
(It uses one of the older format which does not support the metadata that is used for door ownership)
This is not a bug in this script.
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Re: Convert Minecraft maps to Minetest WorldEdit schematics
Thanks sfan5 for your input, but I still get owned doors.
here is an example of what testing I have done;
here is an example of what testing I have done;
Code: Select all
filter a steel door from a 1.8 (theothermine) map using MCEdit_dev-0.1.8build799.win32
=that will create a .we file with default:door_steel_t_1 or _b_1 * 2 pieces y aligned
using minetest 4.11 with mods mesecons,homedecor.stairsplus,worldedit
commands;
//pos1
//load steeldoortest
now with this door just created you cannot break it, it is owned
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Re: Convert Minecraft maps to Minetest WorldEdit schematics
Someone mentioned a progress bar. This does happen, but is only visible from the terminal the script is run from.
If there's any way of feeding back about the beta script can I suggest adding the following around line 260 (after the output)
print("Nodes will be packed then saved to file")
-- print("Saving file at: %s/%s.mts" % (os.getcwd(), options["Output filename"]))
print("Packing %d nodes", size[0] * size[1] * size[2])
and change
sys.stdout.write(
"\r%0.2f%% done, %d nodes / sec, ETA: %d sec(s) "
to
"\r%0.2f%% packed, %d nodes / sec, ETA: %d sec(s) "
Then finally
sys.stdout.write("\rFinished packing in %0.3f seconds. Saving to file...!" % (end-start,))
Finally curiously and rather off topic. given minecraft (using anvil format) saves blocks in YZX format because it's "the most efficient" (which I would have agreed with - put the axes which will vary the most closer together), why does minetest choose ZYX?
If there's any way of feeding back about the beta script can I suggest adding the following around line 260 (after the output)
print("Nodes will be packed then saved to file")
-- print("Saving file at: %s/%s.mts" % (os.getcwd(), options["Output filename"]))
print("Packing %d nodes", size[0] * size[1] * size[2])
and change
sys.stdout.write(
"\r%0.2f%% done, %d nodes / sec, ETA: %d sec(s) "
to
"\r%0.2f%% packed, %d nodes / sec, ETA: %d sec(s) "
Then finally
sys.stdout.write("\rFinished packing in %0.3f seconds. Saving to file...!" % (end-start,))
Finally curiously and rather off topic. given minecraft (using anvil format) saves blocks in YZX format because it's "the most efficient" (which I would have agreed with - put the axes which will vary the most closer together), why does minetest choose ZYX?
Re: Convert Minecraft maps to Minetest WorldEdit schematics
How difficult would it be to make a single step python converter to take a minecraft 1.x world file, extract only the block data, and convert it into an empty minetest world (or place it at eg y=500, so it doesn't get corrupted by regen). Then our tools like worldedit would work, and the toolchain would be drastically reduced.
Worldedit is totally unstable attempting to import any large volumes. The python version of Minetestmapper-numpy can read an entire minetest world in seconds (or worst case minutes). Apparently the c version is even faster, but python is so much easier for most of us to code and we don't have to recompile for every different computer. tomtsschem.py is so incredibly slow (presumably because it's relying on mcedit to access the file, but also possibly because it doesn't follow the minecraft block order, so extraction is very inefficient.
I'm thinking it would be far better to just bypass mcedit entirely.
The minecraft anvil file format is very well documented, so shouldn't be that difficult to extract from. The difficult bit I don't understand it the files seem to have compressed sections within them, and I'm not sure how you'd go about extracting that. Actually mineblend: http://randomsamples.info/project/mineblend/ has python code to extract direct to blender, so would probably be a good start, and there are probably others
Then you could have a simple text-based lookup table to convert from a minecraft block to a minetest one (just as tomtsschem.py does) and resort the blocks into chunks for minetest.
Finally put it directly into a minetest world sqlite file with any header code.
Even if it took all night for a world to convert it would be worth it as it give minetest users access to the thousands of amazing worlds and objects built by minecraft users...
EDIT: I've started a new post on this, as the more I think about it the better the idea seems:
viewtopic.php?f=5&t=11146
Worldedit is totally unstable attempting to import any large volumes. The python version of Minetestmapper-numpy can read an entire minetest world in seconds (or worst case minutes). Apparently the c version is even faster, but python is so much easier for most of us to code and we don't have to recompile for every different computer. tomtsschem.py is so incredibly slow (presumably because it's relying on mcedit to access the file, but also possibly because it doesn't follow the minecraft block order, so extraction is very inefficient.
I'm thinking it would be far better to just bypass mcedit entirely.
The minecraft anvil file format is very well documented, so shouldn't be that difficult to extract from. The difficult bit I don't understand it the files seem to have compressed sections within them, and I'm not sure how you'd go about extracting that. Actually mineblend: http://randomsamples.info/project/mineblend/ has python code to extract direct to blender, so would probably be a good start, and there are probably others
Then you could have a simple text-based lookup table to convert from a minecraft block to a minetest one (just as tomtsschem.py does) and resort the blocks into chunks for minetest.
Finally put it directly into a minetest world sqlite file with any header code.
Even if it took all night for a world to convert it would be worth it as it give minetest users access to the thousands of amazing worlds and objects built by minecraft users...
EDIT: I've started a new post on this, as the more I think about it the better the idea seems:
viewtopic.php?f=5&t=11146
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