@Archanos: That's an easy fix for me (create a temporary schematic). Can you confirm this is only when your source and destination areas are overlapping? If not, it's an even bigger problem than you describe.
@Crazyredoreman: Thanks for doing all that testing! If you like, I'll get you a version with super spammy logging so we can figure out why it isn't working for you.
@LuciferZ: Minecraft itself is calculating those lights. I actually have a somewhat slow replica of Minecraft's lighting system, and it produces the same pattern of unlit tiles. I couldn't believe that the "correct" lighting could be buggy, so I told MCEdit to just zero out all the lights and let Minecraft redo them. Alas, the results were identical. This one may need attention from :Notch:.
Addendum: The heightmap X,Z indices are reversed to Z,X, which is different from every other array.
(One thing to note is that light from the sky is kept separate from torch/furnace/lava light. This makes dawn and dusk faster. It's easy to reset the second kind of light by placing a torch, but to reset the sky-light, I found out I have to zero out the lights all the way up to the sky.)
Wow, that is really weird. I've never seen that kind of lighting before. So even if I use NBTEdit or something to change the sky brightness, it will still end up like that after fixing it again?
Not sure what's going on, using MCEdit Alpha18 and the Minecraft alpha client to load maps, this is a newly generated map (this happens on older maps too) and I'm not sure what's causing it. Blocks are invisible in some cases and the HUD is in shambles as well as the sky looking weird with purple triangles (or is it supposed to look that way?) it also appears that a grid is made with the invisible blocks on the right side, but otherwise seem random. I don't crash or anything though. Running windows 64bit, 8GB RAM, 3.2 Ghz quad core, Radeon HD 5870, and have Minecraft on a drive separate from the editor. I would love to get this running because I already prefer it over NBT Forge just for the fact that I can actually see what I'm doing to the world.
Not sure what's going on, using MCEdit Alpha18 and the Minecraft alpha client to load maps, this is a newly generated map (this happens on older maps too) and I'm not sure what's causing it. Blocks are invisible in some cases and the HUD is in shambles as well as the sky looking weird with purple triangles (or is it supposed to look that way?) it also appears that a grid is made with the invisible blocks on the right side, but otherwise seem random. I don't crash or anything though. Running windows 64bit, 8GB RAM, 3.2 Ghz quad core, Radeon HD 5870, and have Minecraft on a drive separate from the editor. I would love to get this running because I already prefer it over NBT Forge just for the fact that I can actually see what I'm doing to the world.
I believe the blue lines appear when the ATI Control Panel option "Mipmap Quality" is set to Performance. I've got an ATI card to test on so I'm working on a fix.
Might I also add, if you added a delete paste button, that would be great. (Could be like a toggle button for the 3 tool to switch between pasting the selected blocks, and then pasting only air blocks.) Just a suggestion though. Oh and I also get the missing block sides, but I have yet to get that blue grid error. Also also, for less confusion, you could change the stars from purple? to white.
I believe the blue lines appear when the ATI Control Panel option "Mipmap Quality" is set to Performance. I've got an ATI card to test on so I'm working on a fix.
I have that set to quality and not performance, but after you mentioned that I disabled Catalyst A.I. and now the HUD works, then I tried it set to standard and it functioned without blue lines as well, then put it back on advanced and the blue lines reappeared. So it appears on this card at least Catalyst A.I. has issues with MCEdit in advanced mode. Thanks for the help. Though the invisible blocks still occur.
EDIT: I just noticed that MCEdit takes up 25% CPU, but it's mainly is on CPU3(with a little work on the others), forcing core affinity to CPU0 will completely max out that core (though switching it to this before map load changes nothing), I was wondering if somehow that was making these invisoblocks.
Still no work on the ATI thing. I'm glad to hear it doesn't crash. Don't mind the missing surfaces and odd graphics, I'll hammer that out eventually.
@Archanos: You can press DELETE to remove blocks now, and I did the copy and paste thing too.
Regarding weird lights: I used the new DELETE to hollow out a cube under the ice. After MC redid the light, I spotted two darkened blocks on the surface, with no blocks above ice level within 80 meters. Puzzling.
An added bonus for those who read the thread: You discovered a new schematic! Creative mode in a box.
[] Hey man thanks for the program and updates. I finally finished my project I was using this on. After many (many) months of waiting for some one to finally make a 3D editor with layer copying functions, I've completed what I started on. I mainly used the editor to double my project's building heights, so they wouldn't look so small. This program is the ****, yo.
That's an impressive bit of civil engineering. I'm glad you got MCEdit to work, because there are still folks in this thread who can't even use it yet and I don't know why. Hardly any testing was done on creative levels, and none at all was done on older versions of the game, so I'm surprised it worked for you as well as it did.
And just for you, some code from the BlockDeleteOperation
class AirLevel(MCLevel):
def getBlockAt(*args): return 0
That's right, I don't delete blocks; I paste them in from a world of infinite air.
Version 18 works on loading more chunks for me, but not that fast. Trying version 19 now.
Edit: Version 19 works perfectly fine, still a little slow when loading. But this:
Traceback (most recent call last):
File "mcedit.py", line 1617, in main
File "mcedit.py", line 2137, in keyPressed
File "mcedit.py", line 2169, in confirmConstruction
File "mcedit.py", line 2898, in perform
File "mclevel.pyo", line 1162, in copyBlocksFrom
File "mclevel.pyo", line 234, in blockAt
AttributeError: AirLevel instance has no attribute 'Width'
@kittensamurai, virulentRant: Sorry about that. Try alpha 20, instead. I don't know why those worked on my test machine, when they were clearly broken.
(It's a pentium 4 at 2.0 Ghz, and it loads about 1.3 chunks per second on average from infinite maps.)
Codewarrior, I love you!
Just transfered my Island paradise to a new world, took a bit to get the height right, but that's my fault more than anything.
About that bug where some of the blocks appear invisible?
It's not an ATI glitch.
I'm on an nvidia card and I still get it.
(My HUD is fine, though.)
If possible, I'd like to request that you implement keys that move your selected block/area/whatever over one space. As it is, it's a little annoying to get precise selections.
[] Well thanks for those updates, but I recently encountered new problem with #19 and up. On Infdev, with the newer versions, I seem to get some wacky HUD problems. At first the screen will sort of flash, (but while still being able to move, see and build) then if I select something, the chunks nearest to me will cause my screen to strobe mad. If I move away from the area I was at (away from those chunks) The screen will return to its normal flashing speed. But once I edit again, the flashing speeds up. Its hard to take pictures of (as it flashes so intensely) But I managed to nick a part of it. Another thing, when I select something, I get an interesting surprise. Just to let you know though, #18 and down does not encounter this problem.
At first the screen will sort of flash, (but while still being able to move, see and build)
And is the light supposed to be deep red?
I made double buffers an option in 19. Open your mcedit.ini, change "double buffer" to 1, and tell me if it helped. The start menu thing is puzzling, though. (side note: "target fps" controls loading speed. increasing the target fps will make chunks load slower. to speed loading on demand, the target fps is automatically set to 5 whenever MCEdit is in the background)
The light is supposed to be red in places where it would otherwise be pitch black. One effect of this is you can see all the caves during an underground flyby.
@Crazyredoreman: Thanks for doing all that testing! If you like, I'll get you a version with super spammy logging so we can figure out why it isn't working for you.
@LuciferZ: Minecraft itself is calculating those lights. I actually have a somewhat slow replica of Minecraft's lighting system, and it produces the same pattern of unlit tiles. I couldn't believe that the "correct" lighting could be buggy, so I told MCEdit to just zero out all the lights and let Minecraft redo them. Alas, the results were identical.
This one may need attention from :Notch:.Addendum: The heightmap X,Z indices are reversed to Z,X, which is different from every other array.
(One thing to note is that light from the sky is kept separate from torch/furnace/lava light. This makes dawn and dusk faster. It's easy to reset the second kind of light by placing a torch, but to reset the sky-light, I found out I have to zero out the lights all the way up to the sky.)
"We will absolutely not keep in mind what external mapeditors will have to do to read data from the disk, that makes no sense whatsoever." - Grum
Here is a picture of what's going on: http://i27.tinypic.com/qqyg3s.jpg
Yup, I get exactly the same thing.
"We will absolutely not keep in mind what external mapeditors will have to do to read data from the disk, that makes no sense whatsoever." - Grum
I have that set to quality and not performance, but after you mentioned that I disabled Catalyst A.I. and now the HUD works, then I tried it set to standard and it functioned without blue lines as well, then put it back on advanced and the blue lines reappeared. So it appears on this card at least Catalyst A.I. has issues with MCEdit in advanced mode. Thanks for the help. Though the invisible blocks still occur.
EDIT: I just noticed that MCEdit takes up 25% CPU, but it's mainly is on CPU3(with a little work on the others), forcing core affinity to CPU0 will completely max out that core (though switching it to this before map load changes nothing), I was wondering if somehow that was making these invisoblocks.
Also, I do not understand what the 8th tool does. (The one with the Face inside the mobspawner)
Still no work on the ATI thing. I'm glad to hear it doesn't crash. Don't mind the missing surfaces and odd graphics, I'll hammer that out eventually.
@Archanos: You can press DELETE to remove blocks now, and I did the copy and paste thing too.
Regarding weird lights: I used the new DELETE to hollow out a cube under the ice. After MC redid the light, I spotted two darkened blocks on the surface, with no blocks above ice level within 80 meters. Puzzling.
An added bonus for those who read the thread: You discovered a new schematic! Creative mode in a box.
"We will absolutely not keep in mind what external mapeditors will have to do to read data from the disk, that makes no sense whatsoever." - Grum
And just for you, some code from the BlockDeleteOperation
That's right, I don't delete blocks; I paste them in from a world of infinite air.
"We will absolutely not keep in mind what external mapeditors will have to do to read data from the disk, that makes no sense whatsoever." - Grum
Edit: Version 19 works perfectly fine, still a little slow when loading. But this:
When I try to delete stuff.
(It's a pentium 4 at 2.0 Ghz, and it loads about 1.3 chunks per second on average from infinite maps.)
"We will absolutely not keep in mind what external mapeditors will have to do to read data from the disk, that makes no sense whatsoever." - Grum
Just transfered my Island paradise to a new world, took a bit to get the height right, but that's my fault more than anything.
Keep up the amazing work!
It's not an ATI glitch.
I'm on an nvidia card and I still get it.
(My HUD is fine, though.)
If possible, I'd like to request that you implement keys that move your selected block/area/whatever over one space. As it is, it's a little annoying to get precise selections.
"We will absolutely not keep in mind what external mapeditors will have to do to read data from the disk, that makes no sense whatsoever." - Grum
Flashing
http://img185.imageshack.us/img185/6984/screen068.png
Other
http://img6.imageshack.us/img6/5189/screen066o.png
And is the light supposed to be deep red?
I made double buffers an option in 19. Open your mcedit.ini, change "double buffer" to 1, and tell me if it helped. The start menu thing is puzzling, though. (side note: "target fps" controls loading speed. increasing the target fps will make chunks load slower. to speed loading on demand, the target fps is automatically set to 5 whenever MCEdit is in the background)
The light is supposed to be red in places where it would otherwise be pitch black. One effect of this is you can see all the caves during an underground flyby.
"We will absolutely not keep in mind what external mapeditors will have to do to read data from the disk, that makes no sense whatsoever." - Grum