I've posted Alpha 22. Notable changes include a kind of opening screen, some new hotkeys for loading files, and squashing the glitch related to ATI hardware and Catalyst AI.
@Archanos: I haven't found what's causing the start menu thing yet.
@Darentei: Thanks for trying out MCEdit, even though it's nowhere near done. The learning curve is pretty steep... it looks like the only people having success with it are building computers in the logic gate thread. If you have any ideas about making it easier to use, please post them!
The Meaning of Life, the Universe, and Everything.
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IndigoAK
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Might I ask what ATI card you have and what Catalyst version you're using for testing? You mentioned ATI cards still having issues with missing textures, so I was just curious what you were running for testing.
Second, would it possible to include something like what the Oblivion/Morrowind Construction Sets use for illuminating levels - basically a feature that makes everything brightly lit? This would make it much much easier to look/work around underground. The main problem I'm having right now is that in textureless/overview mode it's easy to see cave systems, but difficult to see individual resources because of the shading. In the normal texture mode it's difficult to see either because of the lack of lighting underground and because you said that placing a block saves the map, I'm hesitant to start plopping down torches in the editor just to be able to look around (which is all I'm really using it for - finding new cave systems).
Might I ask what ATI card you have and what Catalyst version you're using for testing? You mentioned ATI cards still having issues with missing textures, so I was just curious what you were running for testing.
I think I've solved that problem. The textures weren't missing; the Catalyst AI was mangling them because I didn't set the texture parameters before loading the texture data - I was doing it in the wrong order.
Second, would it possible to include something like what the Oblivion/Morrowind Construction Sets use for illuminating levels - basically a feature that makes everything brightly lit? This would make it much much easier to look/work around underground. The main problem I'm having right now is that in textureless/overview mode it's easy to see cave systems, but difficult to see individual resources because of the shading. In the normal texture mode it's difficult to see either because of the lack of lighting underground and because you said that placing a block saves the map, I'm hesitant to start plopping down torches in the editor just to be able to look around (which is all I'm really using it for - finding new cave systems).
Because of the way the lights work, I can't add permanent in-game lighting without spamming torches - only permanent darkness. I can make things appear brighter in the editor, though. I'll see what I can do about making it easier to find ores. (In a previous version, you could tap "L" to toggle full-lights but that broke along the way.)
The Meaning of Life, the Universe, and Everything.
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Quote from codewarrior »
I think I've solved that problem. The textures weren't missing; the Catalyst AI was mangling them because I didn't set the texture parameters before loading the texture data - I was doing it in the wrong order.
Is this in the current release or an upcoming one? I have the latest Catalyst set (10.6) running on a 1GB 5870 and I'm still getting the missing textures even with Catalyst AI disabled and all other options set to "application controlled."
I'm still getting the missing textures even with Catalyst AI disabled and all other options set to "application controlled."
The missing block surfaces have nothing to do with ATI. (That's a completely different problem I have to work on.) The glitch I was referring to was where the toolbar at the bottom turns into blue lines and garbage. If you don't see that, you're good.
The learning curve is pretty steep... it looks like the only people having success with it are building computers in the logic gate thread.
I just had to post to contradict that statement, I just downloaded it for the 1st time.
Ran it, opened my alpha map and edited exactly what I set out to edit. Saved it, tested and worked, all on the first run-through.
I had no problems from start to finish, and I'm running on an ATi 4890.
I also self taught myself how to use VALVe's Hammer editor, so I might be a little more technically inclined than the average user... but still I found your program to be quite straight forward and simple to use.
Props to you for this, I can't imagine doing something of that scale for no gain
The Meaning of Life, the Universe, and Everything.
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Quote from Kirby420 »
I also self taught myself how to use VALVe's Hammer editor, so I might be a little more technically inclined than the average user... but still I found your program to be quite straight forward and simple to use.
I think this is why. Anybody who already has knowledge of an existing editor - Hammer, UDK, Unity, whatever - will probably more quickly adapt to this tool than normal everyday folks who buy this game and are just getting curious about editing their saves.
Alright so I just recently downloaded MCEdit, and so far I'm finding the handling and navigation ideal. But I've come across a problem. I don't know if it can be fixed and I'm at fault for my lack of reading any instructions, or whether there's actually an error, but when I have blocks selected and am ready to duplicate them, text is depicted saying "Press return to construct," and yet when I hit enter (return), nothing happens.
Alright so I just recently downloaded MCEdit, and so far I'm finding the handling and navigation ideal. But I've come across a problem. I don't know if it can be fixed and I'm at fault for my lack of reading any instructions, or whether there's actually an error, but when I have blocks selected and am ready to duplicate them, text is depicted saying "Press return to construct," and yet when I hit enter (return), nothing happens.
I don't mean to be condescending, but try both Enter and Return. If neither of them do anything, it's because I can't find the Return key on your keyboard... you'll have to open mcedit.ini and change the key for "confirm construction" yourself.
Alright so I just recently downloaded MCEdit, and so far I'm finding the handling and navigation ideal. But I've come across a problem. I don't know if it can be fixed and I'm at fault for my lack of reading any instructions, or whether there's actually an error, but when I have blocks selected and am ready to duplicate them, text is depicted saying "Press return to construct," and yet when I hit enter (return), nothing happens.
I don't mean to be condescending, but try both Enter and Return. If neither of them do anything, it's because I can't find the Return key on your keyboard... you'll have to open mcedit.ini and change the key for "confirm construction" yourself.
If I try to load or import a file I don't get mouse control. It just disappears.
Tell me more. The mouse cursor disappears when you right-click, but you don't get control of the camera? Can you still move around with WASD? Does the same thing happen when you drag with the right button?
Only tried the newest version, as soon as I try to load or import (crane) a file I lose my mouse. Once I manually select a file its back to normal, only when I have the dialog/import box open does this happen.
Rollback Post to RevisionRollBack
Playing Minecraft since [Friday, March 19, 2010, 9:20:21 PM] (First indev world save)
Only tried the newest version, as soon as I try to load or import (crane) a file I lose my mouse. Once I manually select a file its back to normal, only when I have the dialog/import box open does this happen.
When you have the dialog box open, you can't see your mouse cursor in the dialog, but you can still open files? That's really weird. I'll have to find out more before I can fix it, though. You "manually select" a file by....loading another world with F1-F5? Or by navigating the dialog box with your keyboard and selecting a file?
Right now, you can't do anything in the editor if you have any dialog boxes open. I hope that's not a big problem.
Hey neat, I fixed the light glitch. I spawned a one-layer block of air over the area that was affected with the problem, then closed the program. Once I started Minecraft, I put a torch down, then the entire area corrected itself.
Dude this is fantastic, thank you. Great for experiments and just doing some very tedious work. (Digging an access shaft to an old mine, back when the terrain generator underground was very boring)
@Archanos: I haven't found what's causing the start menu thing yet.
@Darentei: Thanks for trying out MCEdit, even though it's nowhere near done. The learning curve is pretty steep... it looks like the only people having success with it are building computers in the logic gate thread. If you have any ideas about making it easier to use, please post them!
"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
Second, would it possible to include something like what the Oblivion/Morrowind Construction Sets use for illuminating levels - basically a feature that makes everything brightly lit? This would make it much much easier to look/work around underground. The main problem I'm having right now is that in textureless/overview mode it's easy to see cave systems, but difficult to see individual resources because of the shading. In the normal texture mode it's difficult to see either because of the lack of lighting underground and because you said that placing a block saves the map, I'm hesitant to start plopping down torches in the editor just to be able to look around (which is all I'm really using it for - finding new cave systems).
I think I've solved that problem. The textures weren't missing; the Catalyst AI was mangling them because I didn't set the texture parameters before loading the texture data - I was doing it in the wrong order.
Because of the way the lights work, I can't add permanent in-game lighting without spamming torches - only permanent darkness. I can make things appear brighter in the editor, though. I'll see what I can do about making it easier to find ores. (In a previous version, you could tap "L" to toggle full-lights but that broke along the way.)
"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
Is this in the current release or an upcoming one? I have the latest Catalyst set (10.6) running on a 1GB 5870 and I'm still getting the missing textures even with Catalyst AI disabled and all other options set to "application controlled."
The missing block surfaces have nothing to do with ATI. (That's a completely different problem I have to work on.) The glitch I was referring to was where the toolbar at the bottom turns into blue lines and garbage. If you don't see that, you're good.
I still have a lot to do:
"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 just had to post to contradict that statement, I just downloaded it for the 1st time.
Ran it, opened my alpha map and edited exactly what I set out to edit. Saved it, tested and worked, all on the first run-through.
I had no problems from start to finish, and I'm running on an ATi 4890.
I also self taught myself how to use VALVe's Hammer editor, so I might be a little more technically inclined than the average user... but still I found your program to be quite straight forward and simple to use.
Props to you for this, I can't imagine doing something of that scale for no gain
I think this is why. Anybody who already has knowledge of an existing editor - Hammer, UDK, Unity, whatever - will probably more quickly adapt to this tool than normal everyday folks who buy this game and are just getting curious about editing their saves.
I don't mean to be condescending, but try both Enter and Return. If neither of them do anything, it's because I can't find the Return key on your keyboard... you'll have to open mcedit.ini and change the key for "confirm construction" yourself.
"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
Enter is Return. Same key, different names.
If you entered this thread to bring that up, please return to the main forum.
Seriously, though, MCEdit sees them as two keys.
"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
Playing Minecraft since [Friday, March 19, 2010, 9:20:21 PM] (First indev world save)
Tell me more. The mouse cursor disappears when you right-click, but you don't get control of the camera? Can you still move around with WASD? Does the same thing happen when you drag with the right button?
Did this start happening in a particular version?
"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
Playing Minecraft since [Friday, March 19, 2010, 9:20:21 PM] (First indev world save)
When you have the dialog box open, you can't see your mouse cursor in the dialog, but you can still open files? That's really weird. I'll have to find out more before I can fix it, though. You "manually select" a file by....loading another world with F1-F5? Or by navigating the dialog box with your keyboard and selecting a file?
Right now, you can't do anything in the editor if you have any dialog boxes open. I hope that's not a big problem.Fix is coming later tonight.
"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
"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