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    posted a message on Smoothing biome transitions between old chunks
    Quote from DataNalle »
    Quote from Donkey Kong »
    I had an idea that could work (and could make an enormous mess!):

    Scan through a map and make a big list of all the chunks that are defined.
    Re-generate all those chunks using the same random seed with the pre-halloween minecraft to create a clean copy
    Go though chunk by chunk comparing each block of the map with the "clean copy" version.
    For any blocks that are the same, set them to some invalid block ID (like 100)
    Now, using the current version, generate a map with the same seed and the new generator.
    Copy all blocks with a valid id from the old map to the new map.

    This will fill in all your structures and even caves you've chipped away, superimposed over a fully regenerated map, complete with biomes! It might work almost perfectly in some places, it might make a HUGE mess in others. But I think it would be a pretty neat way to convert an old level to a new one with full biomes (and making some pretty wild artifacts in the process).

    I am not entirely sure what you talking here, but in theory it is possible to generate a pre-halloween terrain with the new update and fully functional biomes. You would just need to copy the map seed from the old pre-halloween level.dat (The whole file? One line in the file? I do not know. But I fixed my world's changed map seed by replacing the level.dat file so the seed is in fact somewhere in there.) and replacing a new post-halloween worlds map seed. Then simply deleting all the chunks with a map editor. I gotta try if that works today.


    I'm talking about doing that but without losing anything you changed about the old terrain (buildings, tunnels, etc). Basically generate a clean copy of your current map with the old generator, taking the difference, then pasting the changed chunks over a newly generated world with biomes. Though it appears the terrain generator that supports biomes creates different terrain for the same seed, so it might make a mess.
    Posted in: Mods Discussion
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    posted a message on Smoothing biome transitions between old chunks
    I had an idea that could work (and could make an enormous mess!):

    Scan through a map and make a big list of all the chunks that are defined.
    Re-generate all those chunks using the same random seed with the pre-halloween minecraft to create a clean copy
    Go though chunk by chunk comparing each block of the map with the "clean copy" version.
    For any blocks that are the same, set them to some invalid block ID (like 100)
    Now, using the current version, generate a map with the same seed and the new generator.
    Copy all blocks with a valid id from the old map to the new map.

    This will fill in all your structures and even caves you've chipped away, superimposed over a fully regenerated map, complete with biomes! It might work almost perfectly in some places, it might make a HUGE mess in others. But I think it would be a pretty neat way to convert an old level to a new one with full biomes (and making some pretty wild artifacts in the process).
    Posted in: Mods Discussion
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    posted a message on MCMap Live - Simple, Fast Minecraft Mapping for Mac OS X
    Updated. Supports rendering The Nether and the new Halloween blocks. Some other stuff too, I always forget all the little changes I make.

    Link Removed

    Posted in: Minecraft Tools
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    posted a message on Mac Mappers
    Quote from Juliannn »
    Holy crap dude, I love you. This really helped, but is there any way to zoom out? Thanks!


    Yes, first post. You use the scroll wheel if you're using a mouse of the two-fingers pinch gesture on a trackpad. Or the a/z keys if you have neither scroll mouse or trackpad.
    Posted in: Mods Discussion
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    posted a message on Mac Mappers
    You can certainly open MCMap Live and right away press Save World and get a full image of your map rendered to a file.

    viewtopic.php?f=25&t=54784&p=877865
    Posted in: Mods Discussion
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    posted a message on [INFO] How biome colors are determined (Code Inside)
    Well, if generating seed-compatible random numbers like Java were the only problem, that's not too tough. The source of java.util.Random is available online. It's relatively short and would likely take only a few minutes to port to C++ and get perfect Java-like random functionality.

    http://www.java2s.com/Open-Source/Java- ... m.java.htm
    Posted in: Mods Discussion
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    posted a message on [INFO] How biome colors are determined (Code Inside)
    If you are here looking for into on how to change the PNG, this is probably all you're interested in:



    Enjoy. If you want more technical stuff, read on.

    I've been trying to figure out how biomes work on a technical level but there's not a whole lot of information out there. Principally, I'm interesting in a map renderer that will render foliage and grass faithfully, the way they are in-game. But from what I've gathered, this won't be too easy of a task until we have a solid grip on exactly what biomes are.

    From what I've gathered so far, the biomes are defined by two double values. My best guess at the intent behind these is "moisture" and "temperature". They're scaled from 0 to 1. The color of grass and foliage is calculated based on these two values. The way this is done is fairly simple.

    The range of colors for biomes are located in the minecraft jar in the misc folder. grasscolor.png and foliagecolor.png These are 256x256 pngs containing the range of colors in a triangle:



    Note it's very similar to this triangle:


    That image gets read in and stuffed into an array. It's accessed by a function that takes two doubles and returns a single pixel color value. (The grass version is in "of", foliage version is in "kb". They are identical.)

    /*    */   public static int getGrassColor(double moisture, double temperature)
    /*    */   {
    /* 20 */     moisture *= temperature;
    /* 21 */     int i = (int)((1.0D - temperature) * 255.0D);
    /* 22 */     int j = (int)((1.0D - moisture) * 255.0D);
    /* 23 */     return biomeGrassColor[(j << 8 | i)];
    /*    */   }


    That code neatly maps moisture and temperature scaled 0-1 into a right triangle on the bottom left of a 256x256 image.

    Now, how that color value factors in to the final texture rendering, I haven't tracked down exactly yet.


    Biomes also have specific behaviors for terrain generation. There are 12 different biomes. 11 are determined from temperature and moisture, the 12th is exclusive to The Nether. Which biome belongs to which area is chosen by the moisture and temperature (from "fy.class"):

    /*     */   public static fy getBiomeType(float temperature, float moisture) {
    /*  79 */     moisture *= temperature;
    /*  80 */     if (temperature < 0.1F)
    /*  81 */       return TUNDRA;
    /*  82 */     if (moisture < 0.2F) {
    /*  83 */       if (temperature < 0.5F)
    /*  84 */         return TUNDRA;
    /*  85 */       if (temperature < 0.95F) {
    /*  86 */         return SAVANNA;
    /*     */       }
    /*  88 */       return DESERT;
    /*     */     }
    /*  90 */     if ((moisture > 0.5F) && (temperature < 0.7F))
    /*  91 */       return SWAMPLAND;
    /*  92 */     if (temperature < 0.5F)
    /*  93 */       return TAIGA;
    /*  94 */     if (temperature < 0.97F) {
    /*  95 */       if (moisture < 0.35F) {
    /*  96 */         return SHRUBLAND;
    /*     */       }
    /*  98 */       return FOREST;
    /*     */     }
    /*     */ 
    /* 101 */     if (moisture < 0.45F)
    /* 102 */       return PLAINS;
    /* 103 */     if (moisture < 0.9F) {
    /* 104 */       return SEASONAL_FOREST;
    /*     */     }
    /* 106 */     return RAINFOREST;
    /*     */   }


    Each of those biome types in all caps is an object. Some of the biome types share objects with different parametars, others use entirely different objects. Decoding all of that would be quite an undertaking. Decompile "fy.class" and take a look if you want to help there.

    Lastly, the burning question: how are the moisture and temperature calculated and stored? The answer is, I have no idea! Notch can generate maps with all biomes listed and temperatures/moistures listed out, so it can't be too crazy. I do know, thanks to Zahl of mcmap that this information is NOT stored in the savegame info, so it must be generated elsewhere each time the game is run.

    Anyone who can pitch in and help me document this, it would be greatly appreciated. Once we have some stable, usable information, we could migrate it to the wiki.
    Posted in: Mods Discussion
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    posted a message on MCMap Live - Simple, Fast Minecraft Mapping for Mac OS X
    Quote from PanasFANBOY »
    does it have support for the nether?


    Yes. Check the mcmap thread for an example image (and the command line version, which you can get right now).
    Posted in: Minecraft Tools
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    posted a message on MCMap Live - Simple, Fast Minecraft Mapping for Mac OS X
    An update with added compatibility for the Halloween update (plus other bug fixes) is coming but there's a slight hiccup. The grass and tree leaf textures no longer have any color information in them! Note the beautiful pumpkins and the flay gray grass!



    I'll have to wait and see how Zahl updates mcmap.
    Posted in: Minecraft Tools
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    posted a message on MCMap Live - Simple, Fast Minecraft Mapping for Mac OS X
    Quote from sbro »
    Love the new features! It also seems much faster than the last version I tried out. Thanks very much. Just a heads-up, though: the depth slider's level number disappears when I resize the window and there's no way to get it back except restarting the app. This is on 10.6.4. No big deal, but I wanted you to be aware of it if you hadn't seen it yourself.

    The "save slice sequence" feature could use a cancel button. As it is now, you have to force quit.

    Also a quick question: is there a texture-pack associated with the colours you labeled "+DK's Preferred?"


    Thanks for the two notes, they're on the list, should be easy fixes. Just an oversight on the slice counter and the cancel thing I just plain forgot.

    The DK's Preferred is loosely based on the JohnSmith texture pack.
    Posted in: Minecraft Tools
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    posted a message on What's the Map Location on a mac?
    Quote from FellLotus »
    Yeah I've already checked there but nothing, only Macromedia, MindVision and Mozilla starts with a M.
    Is there another application support folder ?


    Go to your home folder. Then Library, Application Support, minecraft

    DO NOT click on your hard drive. Make a new window with Command-N. That will open your home folder.
    Posted in: Mods Discussion
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    posted a message on Please help with my textures
    The problem is that you used Paint, which doesn't do the whole alpha thing.

    You need to use Paint.net, and please don't ask other people to do things for you when you are so obviously capable. Get Paint.net and just TRY. Asking other people by saying "I suck at x" is pathetic. You can do this.
    Posted in: Mods Discussion
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    posted a message on Java Compiler Error
    You are doing it wrong. It's most likely saying that the java file you are trying to compile refers to, say, "import BC" but BC.class is nowhere to be found.

    You need to include the minecraft jar (and possibly the lwjgl / opengl jars too) in your class path to link against. Read the help that came with the SDK on adding to the classpath in a compile command.
    Posted in: Mods Discussion
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    posted a message on Mods dont work
    If the game is launching and running but the mods have no effect, it's pretty obvious that you are putting them in the wrong place.

    If the game does launch and run but you get a black screen (and you are certain that you removed the mojang files), then it's possible you need to update Java.
    Posted in: Mods Discussion
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    posted a message on MCMap Live - Simple, Fast Minecraft Mapping for Mac OS X
    Quote from Vacman »
    Update to last post - I reloaded the world and now my structures do show up.

    Still need a way to zoom in/out via keyboard.

    Also, would be nice if there was a way to free rotate the map...


    I'm surprised by two things:

    1.) That you have a Mac with no trackpad/scroll wheel
    2.) That I genuinely hadn't considered this situation!

    There are a couple little tweaks I've been toying with in the development version, nothing big, so I'll add some keyboard keys to zoom, test it, then push out an update soon.

    Free rotating the map is a no-go unfortunately, due to the way the map is generated. It's not really 3D, just a clever way of drawing the data so it looks 3D. The trick only works at the 4 angles available. It's not impossible, just none of the work has been done or even planned. It's on my radar and I think it would be awesome but the amount of work it would be isn't worth it at the moment.


    Edit: Alright, that went smoothly. Update is out. Use a/z to zoom.
    Link Removed here or use the update functionality.
    Posted in: Minecraft Tools
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