MCEdit Filters

Trees And Things

posted Aug 8, 2017, 8:46 AM by Adrian Brightmoore   [ updated Aug 8, 2017, 8:50 AM ]

VOXtoSchematic

posted Jul 16, 2017, 12:31 PM by Adrian Brightmoore   [ updated Jul 17, 2017, 7:26 PM ]

Convert .vox files to Schematic

Devlog on Twitter here:


EXETER

posted Jul 10, 2017, 5:11 AM by Adrian Brightmoore   [ updated Jul 10, 2017, 5:14 AM ]

Uses a library of mcschematic files to create city neighbourhoods. Check my YouTube for usage examples.



BlocksFromText

posted Jul 2, 2017, 10:29 PM by Adrian Brightmoore   [ updated Jul 3, 2017, 2:54 AM ]

Creates layers of blocks from a text file input.

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Digital Terrain Model Importer

posted Jun 24, 2017, 11:43 AM by Adrian Brightmoore   [ updated Jun 25, 2017, 12:36 AM ]

@SimBadd64 was seeking 1 metre scale UK landscapes from actual data.


This filter reads one of the data files, for example "se4227_DTM_1M.asc", and creates a landscape in Minecraft from it.

(You need to pre-create the work area in MCEdit using the CHUNK tool - just make it flat and at least 1000x1000 blocks)

Hit me up on Twitter with any questions, it was put together quickly at 4am.





ENTITYZOO

posted Jan 14, 2017, 4:23 AM by Adrian Brightmoore   [ updated Jan 14, 2017, 4:24 AM ]

An update to the Mob Stacker with more entities for 1.11

MANDALA

posted Dec 8, 2016, 5:15 AM by Adrian Brightmoore

Inspired by @WelshPixie, circular patterns from random seeds:

NOODLOR filter

posted Nov 26, 2016, 2:54 PM by Adrian Brightmoore


ABrush

posted Nov 5, 2016, 4:16 AM by Adrian Brightmoore   [ updated Nov 18, 2016, 2:44 PM ]

A framework for 3D Voxel modelling using 'brush strokes'.

The basic idea is that each brush is a procedure for placing or modifying blocks along a path.

The framework includes support for creating paths of various smoothness, adjusting the brush effect along the length of the path, and for working with a block palette.

To use:
1. A path is an array of (x,y,z) points. You define your path either programmatically using Python code or by placing blocks of increasing ID in the selection area. 

Programmatically: use path = [] and then repeated calls to path.append((x,y,z)) to add a number of key inflection points to the path, the you can call the brush(level,box,options,RAND,path,theBrush) method. level, box, options are the same variables passed to MCEdit's perform() method. RAND is derived in perform() and path is your array of key points that will be used to find the shape of the brush stroke. theBrush is a string which is the method name of your brush procedure.

2. A brush is a procedure that implements the following method signature:
def yourBRUSH(level,box,options,materials,overwrite,RAND,radius,path,arclength):

The name 'yourBRUSH' can be anything, but it must be used as the parameter when brush() is called, with the correct upper and lowercase and spelling.

These are the fields you can work with in your brush implementation:
level - this is an MCSchematic working area.
box - this is a BoundingBox defining the region of the working area
options - these are all the filter options from the user interface
materials - this is an array of (blockID,blockData) tuples, one for each material on the user interface BLOCKS tab.
overwrite - this is a boolean True or False. If True then any blocks in the target should be overwritten, otherwise if False then this brush should not replace blocks already in the workspace MCSchematic.
RAND - this is an instance of Random created with the user-specified seed. Use Random.randint(1,100) to generate a random integer, for example.
radius - this is the widest radius that the brush stroke should use. In the example line brush you can see that at either end of the brush stroke the line is 1 block only, and in the middle it is the size of this radius. If set less than 1 the framework will choose a radius based on the selection box height.
path - this is an ordered array of points that define where the brush will execute.
arclength - this is the step-size of each block along the path and can be used to determine how many degrees along the path the brush is at each point in the path. It can be used with trigonometric functions to smoothly scale the brush stroke size along the length of the path.

ATree

posted Nov 3, 2016, 4:32 AM by Adrian Brightmoore

A short project that creates alien trees using MCEdit.


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