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I managed to import maybe 60-70% of a map until it completely cuts off. I'm guessing this is simply because it is too big?
Alpha height is limited to 128. Larger maps will get cut off. If your maps aren't that high, make sure you're not trying to paste them outside the Alpha level's height. (There aren't any markers for that yet.)
It's not height being cut off, it's large sections along the x and z axis that are gone.
For those of you interested in using this to copy + paste mob spawners, I've zipped up schematics of the three different mob spawners: http://depositfiles.com/files/v0dcfiatr
Just extract, then go into MCEdit and use the crane tool to place them.
I also have errors loading my indev maps, I believe some of them were made in Omen and have a default size that is larger than vanilla maps.
My error is basically identical to betasword's.
It would be cool to have the option to selectively import cave or surface separately, if it's a height problem.
I have a few older maps that I'd like to make part of my infdev main.
You would think this type of importing would be possible in the 2d layer editors, but none of them have a selection tool.
I also have errors loading my indev maps, I believe some of them were made in Omen and have a default size that is larger than vanilla maps.
My error is basically identical to betasword's.
Can you load maps other than indev ones? betasword says it crashes every time he starts up MCEdit.
Alpha26 has a bug where it doesn't load indev maps that don't have a Player entity. This includes maps that were created by Omen and never played in Minecraft.
I tried it out, and successfully chopped 6.8 million blocks out of my old indev map, saved as a schematic, then put it into (a copy of) my Alpha/Infdev/Game map. Took about 10 mins, but no problems at all. Just had to run around a wee bit to get the lighting to correct itself.
Biggest problems really were getting to the place I was going since the map loads weirdly/slowly. Any chance of making a derivative minus the editing features, but that loads faster just for flying around your map?
Biggest problems really were getting to the place I was going since the map loads weirdly/slowly. Any chance of making a derivative minus the editing features, but that loads faster just for flying around your map?
I'd like this. Right now if the part I'm over isn't loaded, I can't tell if I'm over my castle or the ocean!
I also have errors loading my indev maps, I believe some of them were made in Omen and have a default size that is larger than vanilla maps.
My error is basically identical to betasword's.
Can you load maps other than indev ones? betasword says it crashes every time he starts up MCEdit.
Alpha26 has a bug where it doesn't load indev maps that don't have a Player entity. This includes maps that were created by Omen and never played in Minecraft.
Mine opens, it just doesn't open indev maps and I have similar output in the cmd prompt.
Now I'm just frustrated by some sort of anomaly that filled a big chunk of my map with solid rock, doubt it's related to mcedit...
Also I've played these maps, so I think they have an entity.
MCEdit Alpha 27 is here. Brace for bugs, especially the bug where chunks stop loading. (Reload your level.)
@mythomaniac, procrastibator: I broke a lot of stuff in alpha 25 and that was one of them. I've made sure the ruined city and other indev maps work in alpha 27.
@CMKMStephens, robodoggy: It's a little easier to see where you are now that I've marked the edges. I still have some things I can do, though.
@betasword: I still don't know exactly what's happening. Keep trying new versions of MCEdit, and tell me whatever you can find out.
I made some big improvements to the pencil code in alpha 27. I just tried to export 17 million blocks, and it finished in a few seconds. Give it a try!
That last update was great. When I use it together with Cartograph, its easy to find where I need to go.
My only suggestion is that, for the outline, if the chunk contains any land, then it has a green outline, but if there is only water on the top of that chunk, it would have a blue outline.
Your program probably doesn't even think about the chunks that are not loaded, so this would require a preliminary scan. I hope that wouldn't impact performance too drastically.
My only suggestion is that, for the outline, if the chunk contains any land, then it has a green outline, but if there is only water on the top of that chunk, it would have a blue outline.
What a disappointing suggestion. Look at where I'm at now:
Almost all of those chunks are drawn with only the top surface showing. They load up to 10x faster than high-detail. From this distance, it doesn't even matter because you can see everything. Each chunk only takes up 4kb of video ram. I'm going to just go ahead and draw the whole map. What's slowing it down now is that I'm making a GL call for every chunk. I have to combine all of that low-detail geometry into a single call, which isn't hard at all.
FWIW, I'm working with a huge resource advantage over Minecraft. I don't have to run a simulation which would force me to keep tons of uncompressed blocks in memory. I can recompress every chunk after computing the geometry. That MCEdit runs this slow even with the advantage is embarrassing.
I wanted to try this, but if I try to run it, it opens the window for a second, then I see "mcedit has encountered an error and needs to close." So it closes.
the CMD window says:
If I press any key, it closes.
Windows XP home edition version 2002 with Windows SP3
1.8 GHZ processer.
Nvidia 6800 video card.
1.25 GB of ram
I see nothing in the OP about needing anything else...
That seems to be what is happening for me though with the "MCEdit-alpha27-specialthree.7z" it opens a menu but crashes if i try to load a world
That was an attempt to fix the problem you and Darc_Wolf were having. I've made some progress getting you to the menu screen, but I don't think I'm any closer to an actual fix. Could you try different level formats and tell me if any of them work?
And remind me, what kind of CPU and computer/motherboard model do you have?
For everyone else, Alpha 28 is out and it should be able to handle Survival MP maps.
It's not height being cut off, it's large sections along the x and z axis that are gone.
EDIT: ignore, fixed it.
There ya go. Hope that helps some
I'm not sure why it 's crashing on GL_BLEND there, since I use it in a lot of other places, too.
"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
http://depositfiles.com/files/v0dcfiatr
Just extract, then go into MCEdit and use the crane tool to place them.
Also, thanks for the program, OP! Very useful.
My error is basically identical to betasword's.
It would be cool to have the option to selectively import cave or surface separately, if it's a height problem.
I have a few older maps that I'd like to make part of my infdev main.
You would think this type of importing would be possible in the 2d layer editors, but none of them have a selection tool.
Can you load maps other than indev ones? betasword says it crashes every time he starts up MCEdit.
Alpha26 has a bug where it doesn't load indev maps that don't have a Player entity. This includes maps that were created by Omen and never played in Minecraft.
"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
Biggest problems really were getting to the place I was going since the map loads weirdly/slowly. Any chance of making a derivative minus the editing features, but that loads faster just for flying around your map?
I'd like this. Right now if the part I'm over isn't loaded, I can't tell if I'm over my castle or the ocean!
Alpha_19 does indeed work, if that helps anything.
Any fixes for this?
Or if anyone has a alpha save that just has the city and wants to upload it, that would be pretty rad.
Thanks!
Mine opens, it just doesn't open indev maps and I have similar output in the cmd prompt.
Now I'm just frustrated by some sort of anomaly that filled a big chunk of my map with solid rock, doubt it's related to mcedit...
Also I've played these maps, so I think they have an entity.
@mythomaniac, procrastibator: I broke a lot of stuff in alpha 25 and that was one of them. I've made sure the ruined city and other indev maps work in alpha 27.
@CMKMStephens, robodoggy: It's a little easier to see where you are now that I've marked the edges. I still have some things I can do, though.
@betasword: I still don't know exactly what's happening. Keep trying new versions of MCEdit, and tell me whatever you can find out.
"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
however, whenever I tried to pencil tool a very large area of blocks(say, fifteen million) it would bug out and crash.
to get around this, I have been copying buildings over one at a time and let me tell you it is not very fun!
but it is still a billion times easier than the alternative, so thank you!
"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
My only suggestion is that, for the outline, if the chunk contains any land, then it has a green outline, but if there is only water on the top of that chunk, it would have a blue outline.
Your program probably doesn't even think about the chunks that are not loaded, so this would require a preliminary scan. I hope that wouldn't impact performance too drastically.
What a disappointing suggestion. Look at where I'm at now:
Almost all of those chunks are drawn with only the top surface showing. They load up to 10x faster than high-detail. From this distance, it doesn't even matter because you can see everything. Each chunk only takes up 4kb of video ram. I'm going to just go ahead and draw the whole map. What's slowing it down now is that I'm making a GL call for every chunk. I have to combine all of that low-detail geometry into a single call, which isn't hard at all.
FWIW, I'm working with a huge resource advantage over Minecraft. I don't have to run a simulation which would force me to keep tons of uncompressed blocks in memory. I can recompress every chunk after computing the geometry. That MCEdit runs this slow even with the advantage is embarrassing.
"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
the CMD window says:
If I press any key, it closes.
Windows XP home edition version 2002 with Windows SP3
1.8 GHZ processer.
Nvidia 6800 video card.
1.25 GB of ram
I see nothing in the OP about needing anything else...
That was an attempt to fix the problem you and Darc_Wolf were having. I've made some progress getting you to the menu screen, but I don't think I'm any closer to an actual fix. Could you try different level formats and tell me if any of them work?
And remind me, what kind of CPU and computer/motherboard model do you have?
For everyone else, Alpha 28 is out and it should be able to handle Survival MP 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