So I created a simple filter that makes creating custom portals using the new end gateways much easier. It's very relevant to CTM mappers so I thought I'd post it here.
You just set the coords that you want your player to teleported to in the boxes and you're good to go! The filter will fill up the entire selection box with portals so keep it fairly small or all the particles may lag out the game.
Obviously, this currently only works in the 1.9 weekly snapshot release, but in theory it will still work once 1.9 officially comes out.
If any of you encounter any bugs, or see a way I can improve my code, please don't hesitate to tell me!
"Anima" would have been a cool name actually. I've never watched/played the map you're all talking about though, so I have no idea if it makes sense though...
Basically, Anima refers to the more "feminine" part of one's psychological being. It is said to be the part that is directed more inwards and is in connection with your subconscious. It is the opposite of one's "animus", which is the more masculine side and the part that deals with outwards appearance and actions.
Just though it might be interesting for you guys to know what you were all talking about.
"Anima" would have been a cool name actually. I've never watched/played the map you're all talking about though, so I have no idea if it makes sense though...
Basically, Anima refers to the more "feminine" part of one's psychological being. It is said to be the part that is directed more inwards and is in connection with your subconscious. It is the opposite of one's "animus", which is the more masculine side and the part that deals with outwards appearance and actions.
Just though it might be interesting for you guys to know what you were all talking about.
So, while doing some map making for the CTM Strawberry Jam I wasn't very happy with the default Topsoil filter for MCEdit and how it could create bands in the terrain and would only give you one depth for the top soil, so because of that I remade the filter and made it better.
- You now have the ability to set two layers of the top soil, a top layer and the secondary layer underneath it (for things such as grass and dirt topsoils)
- You can set the Min and Max amount count of each layer and it will random an amount between those values allowing for more random terrain.
- If you select a large region that has multiple levels that you want to topsoil all over (for example a mountain side) the filter will now apply the top soil to all subsequent layers as well instead of just the first layer that contains an air block above it.
- Only begins the process should the filter find a block that contains an open air block above it, this means no more bands in the middle of blocks that shouldn't have been effected.
Should you find any issues or have suggestions for the filter feel free to let me know.
The Meaning of Life, the Universe, and Everything.
Join Date:
4/14/2011
Posts:
477
Minecraft:
daxorion
Member Details
So I've been studying the behavior of the new end gateways for the past few days or so for sake of using them for teleportation in my map. I've basically figured out the rules they follow when determining where to place the player.
The tile entity data of the block specifies an exit coordinate with an X, Y and Z value, it would appear however that the Y value is mostly irrelevant. In natural generation this coordinate is about 1,000 blocks away from the portal and the main end island, but using editors it can be anything you want.
Unfortunately, the portals don't just move the players to this coordinate and call it a day, but instead use it to place the player using a few simple rules:
The coordinates in the tileentity specify the center of an 11x11 (X and Z) box that goes to the top and bottom of the world.
Upon entering the gateway the player will be teleported on top of the highest (greatest Y value) solid block (non-transparent, so this includes glass, but not leaves it would seem, does someone know why this is?) that can be found within this box. If there is a single transparent block on top of a solid one players will be placed on top of it, but otherwise transparent blocks are treated like air. This means that in certain specific situations the player could end up on the inside of glass blocks after teleporting.
Unfortunately, the player being placed on the very highest block to be found makes end gateways unusable to teleport into caves, buildings, or anywhere else that isn't open air.
If there are multiple highest blocks the player will be placed on the "least positive" block, which is to say the block with lowest X or Z value. In practical terms this means that on a flat plane the the player will be teleported to north-western corner of the box. If there is more than one "least positive" block than the player will be teleported to the more westerly of the two (the one with the lower X value).
Finally, if not one block is found within the box that the player can be teleported to (which is to say it's either all glass and other "transparent" blocks, or it is totally void space) they will be brought to the exact coordinate specified as the exit, this is the only time the Y exit coordinate is used.
I know all of this may be a little confusing, so if anyone has questions or needs clarification just let me know. In light of these discoveries I may be updating my end gateway filter in the near future to make ensuring that the player ends up in the right place easier. I will probably also post some example photos for clarification.
On another note I updated the filter so that you can set the exit using a 1 x 1 x 1 selection box, and the run the filter again to create the portals (also, just so everyone knows, the filter will off-set whatever location you set by 5 on the X and Z so that the location you set should be where you end up as long as your exit area is flat, I may make an option to turn this on and off later). Link:
Welcome to an episode of me screwing with my CTM map, in where I learn how bad an idea it was to try to constrain all my areas to a 19x19 chunk area with bedrock walls everywhere around it! This really in retrospect should have been freaking obvious, eh?
What this means is that in some areas, it just isn't big enough for what I want, and in smaller areas, I have way too much space to fill in. It's gotten bad enough that I'm actually considering trashing the map and starting over completely from the beginning, since it's just going to get worse the longer I wait. I'll certainly copy over a couple of the areas I do like, like Rainbow Falls, Moon's Haven, and possibly High Kerbol Orbit, but I'll be completely redesigning just about everything else.
In less depressing but somewhat irrelevant news, I worked on the Fusion Desert which is now entirely unworthy of that name, since there's very little sci-fi stuff in it and it's a canyon, not a desert.
I also came up with a theme for a new area while building a PvP arena for a multiplayer server that will likely replace one of the areas I'm not happy with.
Welcome to an episode of me screwing with my CTM map, in where I learn how bad an idea it was to try to constrain all my areas to a 19x19 chunk area with bedrock walls everywhere around it! This really in retrospect should have been freaking obvious, eh?
What this means is that in some areas, it just isn't big enough for what I want, and in smaller areas, I have way too much space to fill in. It's gotten bad enough that I'm actually considering trashing the map and starting over completely from the beginning, since it's just going to get worse the longer I wait. I'll certainly copy over a couple of the areas I do like, like Rainbow Falls, Moon's Haven, and possibly High Kerbol Orbit, but I'll be completely redesigning just about everything else.
In less depressing but somewhat irrelevant news, I worked on the Fusion Desert which is now entirely unworthy of that name, since there's very little sci-fi stuff in it and it's a canyon, not a desert.
I also came up with a theme for a new area while building a PvP arena for a multiplayer server that will likely replace one of the areas I'm not happy with.
You people like this theme?
I follow the technique rock does, which I suggest for you since you have the same problem we had. Basically make each area in a unique world then mcedit it into 1 world where you dont have to worry about space.
Cool!
Endless Deep ( ͡° ͜ʖ ͡°)
Anima sounds so kawaii
Anima Caves sounds like a brown wool area where its just a giant cave with animals everywhere
Returned to the community. :3
I...well...um...Yea, Anima Caves. It was intentional. Haha...
And Jack was never heard from again.
I suppose I just misread it the first time, and Anima caves sounds so natural that I assumed that was how it was called. Sorry Vitto.
Check out my Youtube Chanel! I play CTMs and other games as well:
*ahem*
YEEEEEEESSSSSS
gotta do all 28 thumbnails again 8) ayy lmao
Alright, back to map making for the strawberry jam over at . Feel free to come join!
Special thanks to Axl Rosie for the sig.
"Anima" would have been a cool name actually. I've never watched/played the map you're all talking about though, so I have no idea if it makes sense though...
Basically, Anima refers to the more "feminine" part of one's psychological being. It is said to be the part that is directed more inwards and is in connection with your subconscious. It is the opposite of one's "animus", which is the more masculine side and the part that deals with outwards appearance and actions.
Just though it might be interesting for you guys to know what you were all talking about.
*is the only person who doesn't care*
and yes I just had to be that guy...
anime caverns
Is there a thumbs down button i can hit for this?
just kidding kac iluvyoo nobabby plescomebacktome.....
What is the best CTM map for 1.8? I've found maybe 1 quality map for 1.8 ;--;
So, while doing some map making for the CTM Strawberry Jam I wasn't very happy with the default Topsoil filter for MCEdit and how it could create bands in the terrain and would only give you one depth for the top soil, so because of that I remade the filter and made it better.
http://www.mediafire.com/download/gh7w1uuqz10dzac/topsoilplusplus.py
Features of Topsoil++
- You now have the ability to set two layers of the top soil, a top layer and the secondary layer underneath it (for things such as grass and dirt topsoils)
- You can set the Min and Max amount count of each layer and it will random an amount between those values allowing for more random terrain.
- If you select a large region that has multiple levels that you want to topsoil all over (for example a mountain side) the filter will now apply the top soil to all subsequent layers as well instead of just the first layer that contains an air block above it.
- Only begins the process should the filter find a block that contains an open air block above it, this means no more bands in the middle of blocks that shouldn't have been effected.
Should you find any issues or have suggestions for the filter feel free to let me know.
Special thanks to Axl Rosie for the sig.
Legends of Argon by Draco Rogue
You can check out the strawberry jams, there are a few good ones for 1.8 Here
Definitely Legends of Argon. Soon to be RC3.
So I've been studying the behavior of the new end gateways for the past few days or so for sake of using them for teleportation in my map. I've basically figured out the rules they follow when determining where to place the player.
The tile entity data of the block specifies an exit coordinate with an X, Y and Z value, it would appear however that the Y value is mostly irrelevant. In natural generation this coordinate is about 1,000 blocks away from the portal and the main end island, but using editors it can be anything you want.
Unfortunately, the portals don't just move the players to this coordinate and call it a day, but instead use it to place the player using a few simple rules:
The coordinates in the tileentity specify the center of an 11x11 (X and Z) box that goes to the top and bottom of the world.
Upon entering the gateway the player will be teleported on top of the highest (greatest Y value) solid block (non-transparent, so this includes glass, but not leaves it would seem, does someone know why this is?) that can be found within this box. If there is a single transparent block on top of a solid one players will be placed on top of it, but otherwise transparent blocks are treated like air. This means that in certain specific situations the player could end up on the inside of glass blocks after teleporting.
Unfortunately, the player being placed on the very highest block to be found makes end gateways unusable to teleport into caves, buildings, or anywhere else that isn't open air.
If there are multiple highest blocks the player will be placed on the "least positive" block, which is to say the block with lowest X or Z value. In practical terms this means that on a flat plane the the player will be teleported to north-western corner of the box. If there is more than one "least positive" block than the player will be teleported to the more westerly of the two (the one with the lower X value).
Finally, if not one block is found within the box that the player can be teleported to (which is to say it's either all glass and other "transparent" blocks, or it is totally void space) they will be brought to the exact coordinate specified as the exit, this is the only time the Y exit coordinate is used.
I know all of this may be a little confusing, so if anyone has questions or needs clarification just let me know. In light of these discoveries I may be updating my end gateway filter in the near future to make ensuring that the player ends up in the right place easier. I will probably also post some example photos for clarification.
On another note I updated the filter so that you can set the exit using a 1 x 1 x 1 selection box, and the run the filter again to create the portals (also, just so everyone knows, the filter will off-set whatever location you set by 5 on the X and Z so that the location you set should be where you end up as long as your exit area is flat, I may make an option to turn this on and off later). Link:
http://www.mediafire.com/view/3gabin335u4gh1f/EndGateway.py
didnt read but i upvoted in case its some important information, nice work.
Welcome to an episode of me screwing with my CTM map, in where I learn how bad an idea it was to try to constrain all my areas to a 19x19 chunk area with bedrock walls everywhere around it! This really in retrospect should have been freaking obvious, eh?
What this means is that in some areas, it just isn't big enough for what I want, and in smaller areas, I have way too much space to fill in. It's gotten bad enough that I'm actually considering trashing the map and starting over completely from the beginning, since it's just going to get worse the longer I wait. I'll certainly copy over a couple of the areas I do like, like Rainbow Falls, Moon's Haven, and possibly High Kerbol Orbit, but I'll be completely redesigning just about everything else.
In less depressing but somewhat irrelevant news, I worked on the Fusion Desert which is now entirely unworthy of that name, since there's very little sci-fi stuff in it and it's a canyon, not a desert.
I also came up with a theme for a new area while building a PvP arena for a multiplayer server that will likely replace one of the areas I'm not happy with.
You people like this theme?
I'm a pixel artist who makes pixel things and maps! I also do line art occasionally.
I have two work in progress resource packs!
This is the second one!
And of course, by "work-in-progress" I mean "will never, ever be completed".
I follow the technique rock does, which I suggest for you since you have the same problem we had. Basically make each area in a unique world then mcedit it into 1 world where you dont have to worry about space.
Returned to the community. :3