Ok, I've tried searching, but I keep coming up with how to put *other people's* maps from my computer on to my MCPE game, and that's the opposite of what I want. I need a tool/program to lift the map from my single player creative save file on to my computer to easily scroll around on, with at minimum a basic rendering of land/water delineations. Bonus points for marking spawn, topographical representation, biomes, village/other points of interest markers, etc. But basically I need an overhead view of the map's waterways, as I use those as rudimentary "roads" both when mentally keeping track of things, and as part of my build. But they uh, all kind of look alike when you go all Speedy Gonzales in fly mode, and it's remarkably easy to lose track of, say... your castle. 😑
For anyone in a similar situation, I figured it out (finally). It requires a file explorer for iOS (I used iexplorer, but I'm sure iFunBox or such would work as well) and MCEdit. I'm using the stable original version of MCEdit, not any alpha 2.x releases, so I don't know if this works in 2.x.
Link your idevice to your PC, load your file explorer, and navigate to the MinecraftPE/com.mojang/MinecraftWorlds/ folder. There will be separate folders for each of your worlds, and all of mine were random alphanumeric name codes. No problem, inside each folder is a .txt document (called "world name" or something similar, it's readily apparent), open these until you find the folder you want to port to MCEdit. Once you do, COPY THE ENTIRE ALPHANUMERICALLY NAMED FOLDER TO YOUR PC for viewing/editing in MCEdit. Do not attempt to copy only the level.dat, as MCEdit will tell you (annoyingly) that the level is empty. There is a subfolder called "db" with a ton files that I assume are the new structure for chunk data, because the inclusion of these allows the level to generate properly. Don't forget to make an untouched backup of the folder on your PC if you plan to edit, as I use this for overhead VIEWING of my map, not editing and have no idea if/how it will screw your stuff up if you muck about with it.
1. Copy the world to your PC - how to do this is different for Android and IOS, for both the world is in the folder games/com.mojang/minecraftWolrds/ and then find the folder with the world you want to copy to PC. If you have Andoid, you can use this App to find the world faster: https://play.google.com/store/apps/details?id=net.zhuoweizhang.pocketinveditor&hl=de
Copy the complete world folder - not only level.dat - you can get it onto your PC with cloud storage services (for example Dropbox) or by connecting your device to your PC
4. Click on export on the left (if you don´t see a export button deselect the selection and press TAB, you should now see the world in another way, and select all blocks you want to copy again, now there should be a export button)
5. Export it into a schematic file
6. Close MCEdit
7. Open MCEdit and open the blank world template (from step 2)
8. Click on the import button and import the schematic file from step 5
9. Make sure that the blocks from the schematic file are placed in your world
10. Click on MCEdit (button at left-top) and then on save as
11. Choose the folder where the world should be saved in and save it - it should be in the minecraft world folder
12. Open Minecraft and open the world to see if it has worked
Hey there. How do I import a MCPE map to MCEdit? I am in MCEdit but when I try to import the .dat file it says it doesn't work. Which file(s) am I supposed to import?
This version of MCEdit should work. You open MCEdit, click on open a world, and then on the level.dat-file and it doesn´t work? Did you open the level.dat-file from a complete world-folder?
[ ERROR][ root.py:791]:MCEdit version Unified v1.5.1.0 for Minecraft 1.8/1.9
[ ERROR][ root.py:794]:NBT Stream too short. Asked for 4, only had 1
Traceback (most recent call last):
File "<string>", line 788, in main
File "<string>", line 632, in main
File "C:\build\bin64\build\mcedit\out00-PYZ.pyz\albow.root", line 168, in run
File "C:\build\bin64\build\mcedit\out00-PYZ.pyz\albow.root", line 233, in run_modal
File "C:\build\bin64\build\mcedit\out00-PYZ.pyz\albow.widget", line 786, in gl_draw_all
File "C:\build\bin64\build\mcedit\out00-PYZ.pyz\albow.widget", line 786, in gl_draw_all
File "C:\build\bin64\build\mcedit\out00-PYZ.pyz\albow.widget", line 786, in gl_draw_all
File "C:\build\bin64\build\mcedit\out00-PYZ.pyz\albow.widget", line 786, in gl_draw_all
File "C:\build\bin64\build\mcedit\out00-PYZ.pyz\albow.widget", line 783, in gl_draw_all
File "C:\build\bin64\build\mcedit\out00-PYZ.pyz\albow.openglwidgets", line 22, in gl_draw_self
File "C:\build\bin64\build\mcedit\out00-PYZ.pyz\albow.openglwidgets", line 28, in gl_draw_viewport
File "C:\build\bin64\build\mcedit\out00-PYZ.pyz\viewports.camera", line 1835, in gl_draw
File "C:\build\bin64\build\mcedit\out00-PYZ.pyz\viewports.camera", line 1857, in render
File "C:\build\bin64\build\mcedit\out00-PYZ.pyz\viewports.camera", line 344, in updateBlockFaceUnderCursor
File "C:\build\bin64\build\mcedit\out00-PYZ.pyz\raycaster", line 93, in firstBlock
File "C:\build\bin64\build\mcedit\out00-PYZ.pyz\pymclevel.infiniteworld", line 478, in blockAt
File "C:\build\bin64\build\mcedit\out00-PYZ.pyz\pymclevel.leveldbpocket", line 490, in getChunk
File "C:\build\bin64\build\mcedit\out00-PYZ.pyz\pymclevel.leveldbpocket", line 231, in loadChunk
File "C:\build\bin64\build\mcedit\out00-PYZ.pyz\pymclevel.leveldbpocket", line 1001, in __init__
File "C:\build\bin64\build\mcedit\out00-PYZ.pyz\pymclevel.leveldbpocket", line 57, in loadNBTCompoundList
File "C:\build\bin64\build\mcedit\out00-PYZ.pyz\pymclevel.leveldbpocket", line 51, in load
File "_nbt.pyx", line 595, in _nbt.load (_nbt.c:12155)
File "_nbt.pyx", line 689, in _nbt.load_compound (_nbt.c:13074)
File "_nbt.pyx", line 696, in _nbt.load_named (_nbt.c:13154)
File "_nbt.pyx", line 812, in _nbt.load_tag (_nbt.c:14412)
File "_nbt.pyx", line 711, in _nbt.load_list (_nbt.c:13326)
File "_nbt.pyx", line 800, in _nbt.load_tag (_nbt.c:14304)
File "_nbt.pyx", line 660, in _nbt.load_float (_nbt.c:12795)
File "_nbt.pyx", line 614, in _nbt.read (_nbt.c:12323)
NBTFormatError: NBT Stream too short. Asked for 4, only had 1
[ ERROR][ root.py:791]:MCEdit version Unified v1.5.1.0 for Minecraft 1.8/1.9
[ ERROR][ root.py:794]:NBT Stream too short. Asked for 4, only had 1
Traceback (most recent call last):
File "<string>", line 788, in main
File "<string>", line 632, in main
File "C:\build\bin64\build\mcedit\out00-PYZ.pyz\albow.root", line 168, in run
File "C:\build\bin64\build\mcedit\out00-PYZ.pyz\albow.root", line 233, in run_modal
File "C:\build\bin64\build\mcedit\out00-PYZ.pyz\albow.widget", line 786, in gl_draw_all
File "C:\build\bin64\build\mcedit\out00-PYZ.pyz\albow.widget", line 786, in gl_draw_all
File "C:\build\bin64\build\mcedit\out00-PYZ.pyz\albow.widget", line 786, in gl_draw_all
File "C:\build\bin64\build\mcedit\out00-PYZ.pyz\albow.widget", line 786, in gl_draw_all
File "C:\build\bin64\build\mcedit\out00-PYZ.pyz\albow.widget", line 783, in gl_draw_all
File "C:\build\bin64\build\mcedit\out00-PYZ.pyz\albow.openglwidgets", line 22, in gl_draw_self
File "C:\build\bin64\build\mcedit\out00-PYZ.pyz\albow.openglwidgets", line 28, in gl_draw_viewport
File "C:\build\bin64\build\mcedit\out00-PYZ.pyz\viewports.camera", line 1835, in gl_draw
File "C:\build\bin64\build\mcedit\out00-PYZ.pyz\viewports.camera", line 1857, in render
File "C:\build\bin64\build\mcedit\out00-PYZ.pyz\viewports.camera", line 344, in updateBlockFaceUnderCursor
File "C:\build\bin64\build\mcedit\out00-PYZ.pyz\raycaster", line 93, in firstBlock
File "C:\build\bin64\build\mcedit\out00-PYZ.pyz\pymclevel.infiniteworld", line 478, in blockAt
File "C:\build\bin64\build\mcedit\out00-PYZ.pyz\pymclevel.leveldbpocket", line 490, in getChunk
File "C:\build\bin64\build\mcedit\out00-PYZ.pyz\pymclevel.leveldbpocket", line 231, in loadChunk
File "C:\build\bin64\build\mcedit\out00-PYZ.pyz\pymclevel.leveldbpocket", line 1001, in __init__
File "C:\build\bin64\build\mcedit\out00-PYZ.pyz\pymclevel.leveldbpocket", line 57, in loadNBTCompoundList
File "C:\build\bin64\build\mcedit\out00-PYZ.pyz\pymclevel.leveldbpocket", line 51, in load
File "_nbt.pyx", line 595, in _nbt.load (_nbt.c:12155)
File "_nbt.pyx", line 689, in _nbt.load_compound (_nbt.c:13074)
File "_nbt.pyx", line 696, in _nbt.load_named (_nbt.c:13154)
File "_nbt.pyx", line 812, in _nbt.load_tag (_nbt.c:14412)
File "_nbt.pyx", line 711, in _nbt.load_list (_nbt.c:13326)
File "_nbt.pyx", line 800, in _nbt.load_tag (_nbt.c:14304)
File "_nbt.pyx", line 660, in _nbt.load_float (_nbt.c:12795)
File "_nbt.pyx", line 614, in _nbt.read (_nbt.c:12323)
NBTFormatError: NBT Stream too short. Asked for 4, only had 1
Thanks for helping!
I don´t know why you got an error, I see you used version 1.5.1.0, I didn´t tried this version yet, do you get the same error with MCEdit version 1.4.0.1?
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Ok, I've tried searching, but I keep coming up with how to put *other people's* maps from my computer on to my MCPE game, and that's the opposite of what I want. I need a tool/program to lift the map from my single player creative save file on to my computer to easily scroll around on, with at minimum a basic rendering of land/water delineations. Bonus points for marking spawn, topographical representation, biomes, village/other points of interest markers, etc. But basically I need an overhead view of the map's waterways, as I use those as rudimentary "roads" both when mentally keeping track of things, and as part of my build. But they uh, all kind of look alike when you go all Speedy Gonzales in fly mode, and it's remarkably easy to lose track of, say... your castle. 😑
Any help would be appreciated.
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumSince 0.9 it´s no longer possible, I think,maybe this links are useful:http://www.minecraftforum.net/forums/minecraft-pocket-edition/mcpe-discussion/1962425-editing-mc-pe-worlds-on-pc
Tutorial (
should only work for MCPE 0.8 and older!)https://www.reddit.com/r/MCPE/comments/1y996x/tutorial_how_to_convert_worlds_from_pe_to_pc/
EDIT: Read the two posts below this post!
For anyone in a similar situation, I figured it out (finally). It requires a file explorer for iOS (I used iexplorer, but I'm sure iFunBox or such would work as well) and MCEdit. I'm using the stable original version of MCEdit, not any alpha 2.x releases, so I don't know if this works in 2.x.
Link your idevice to your PC, load your file explorer, and navigate to the MinecraftPE/com.mojang/MinecraftWorlds/ folder. There will be separate folders for each of your worlds, and all of mine were random alphanumeric name codes. No problem, inside each folder is a .txt document (called "world name" or something similar, it's readily apparent), open these until you find the folder you want to port to MCEdit. Once you do, COPY THE ENTIRE ALPHANUMERICALLY NAMED FOLDER TO YOUR PC for viewing/editing in MCEdit. Do not attempt to copy only the level.dat, as MCEdit will tell you (annoyingly) that the level is empty. There is a subfolder called "db" with a ton files that I assume are the new structure for chunk data, because the inclusion of these allows the level to generate properly. Don't forget to make an untouched backup of the folder on your PC if you plan to edit, as I use this for overhead VIEWING of my map, not editing and have no idea if/how it will screw your stuff up if you muck about with it.
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumIt works! Thanks!
Tutorial (for MCPE 0.13, IOS and Andoid):
1. Copy the world to your PC - how to do this is different for Android and IOS, for both the world is in the folder games/com.mojang/minecraftWolrds/ and then find the folder with the world you want to copy to PC. If you have Andoid, you can use this App to find the world faster: https://play.google.com/store/apps/details?id=net.zhuoweizhang.pocketinveditor&hl=de
Copy the complete world folder - not only level.dat - you can get it onto your PC with cloud storage services (for example Dropbox) or by connecting your device to your PC
2. Download a blank world tempate (for example this one: http://www.planetminecraft.com/project/blank-world-template/ )
3. Open the world with MCEdit (MCEdit 2 will NOT work) (MCEdit 1 Link:http://khroki.github.io/MCEdit-Unified/)
3. Select all blocks you want to copy
4. Click on export on the left (if you don´t see a export button deselect the selection and press TAB, you should now see the world in another way, and select all blocks you want to copy again, now there should be a export button)
5. Export it into a schematic file
6. Close MCEdit
7. Open MCEdit and open the blank world template (from step 2)
8. Click on the import button and import the schematic file from step 5
9. Make sure that the blocks from the schematic file are placed in your world
10. Click on MCEdit (button at left-top) and then on save as
11. Choose the folder where the world should be saved in and save it - it should be in the minecraft world folder
12. Open Minecraft and open the world to see if it has worked
Thanks for the link to the blank world template! It'll be useful to drop my MCPE build into when I get my PC copy of minecraft here soon.
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumDo you mean MCEdit 2 or 1?
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumThis version of MCEdit should work. You open MCEdit, click on open a world, and then on the level.dat-file and it doesn´t work? Did you open the level.dat-file from a complete world-folder?
-
View User Profile
-
View Posts
-
Send Message
Curse Premiumi get this error
Thanks for helping!
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumI don´t know why you got an error, I see you used version 1.5.1.0, I didn´t tried this version yet, do you get the same error with MCEdit version 1.4.0.1?