Overviewer for BTW - Siding complete!

This sub-forum is dedicated to add-ons and texture packs for Better Than Wolves.

Do you use this?

Poll ended at Fri Feb 14, 2014 10:12 pm

Yes
3
38%
No
1
13%
I would if I wasn't playing with myself all of the time.
4
50%
 
Total votes: 8
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Pfilson
Posts: 158
Joined: Mon Dec 10, 2012 9:49 pm

Overviewer for BTW - Siding complete!

Post by Pfilson »

I use to use Overviewer a long time ago to make maps for some of my worlds, but was always annoyed by the lack of mod block support and how the missing blocks made the world look.

To get this edition use git to clone the project from github, the clone url is https://github.com/Pfilson/Minecraft-Overviewer.git. It should default to the BTW branch.

Once you clone you can follow their Build instructions to create your maps. http://docs.overviewer.org/en/latest/building/

I'm currently keeping the fork at at a point right before they made the switch to using 1.6 resource packs. So any tp/jar that works with the current version of BTW should work with this.

If you run into problems I'm more than happy to try and help. Please include an error message if there is one or tell me what block isn't displaying properly.. In the case of display issues screenshots can help too (in game vs overviewer created)

Poll Closed[u/]: Most people either wanted a repo or didn't know what I was talking about.. or Trollin'.. :p So if you have questions about Git let me know.

What's new: All of the Siding, Axles, Gearboxes, Dirt & Packed Earth half-slabs, Block Dispensers, Blood Wood Trees/leaves, and Buddy Blocks

What's in progress: Grass halfslabs are not working as i'd like yet.. They are just the base grass color (white) Pumps were just added, and may not be displaying accurately in all situations yet.

What's next: Mouldings, candles, fix grassy halfslabs. I will probably work on the rest of the solid directional blocks (Companion cubes, Detector, lenses etc. along side them)

Spoiler
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My test world that has some of the blocks covered:
Image

A map from the old BWR Wastelands server:
Image

And as a bonus BoP biomes in a Overviewer map:
Image
I'm not sure if Overviewer will work with the new blocks/trees that are being added since they are using extended block ids. If it does I will work on adding them in as well.. Proper biome coloring is another issue.

Spoiler
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Image
What?! powderkegs aren't a valid beacon? Wait what is the lever doing over there...

Thanks to Maxsi we now have wool slabs and most of the standard blocks.

Fences and glass-pane like blocks will require some extra research in order to connect properly if I can connect them at all.


Stratification is Done! Due to the way chunks are generated the edges of your world may be plain stone. If you have the time I would recommend MC editing out the outermost edge chunks. I have put in a feature request to have an option to ignore these chunks.
Spoiler
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Image


I've done and tested hemp and fertilized land as those are what are visible on my current world:
Spoiler
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Image
See HEMP!


Other block priority will depend on if I can base it off an existing block (like fences). With blocks like the Infernal Enchanter and Anvil being the most complex and lower on the list.

While ultimately I think we would all like to see our precious windmills & waterwheels on our maps, Overviewer doesn't work with entities at all from what I have seen so I don't think that will be possible. Also, It assembles the images block by block so a single "block ID" that takes up multiple blocks of space just might not be doable.

If there are blocks you would like to see bumped up the list please let me know and I'll do what I can, even if it's just a placeholder until I can get it right.

Keep in mind the following:
  • This is a work in progress and I have only really tested this on a smaller world, if you see errors let me know and I'll see if I can fix them.. If you know a fix I'll add it. (saves me time)
    Overviewer is not my code and I cannot guaranty it's stability or safety, they recommend not running against a live world.
    Updates to Overviewer may break what I have done. I will try to keep up to date, but it is a program in constant development.
    You will need a BTW minecraft.jar or BTW compatible texture pack or this will error out saying it can't find the textures. (I use Pandoku although it needs a slight modification to work)
    And the standard backup your world recommendation applies.
Last edited by Pfilson on Mon Mar 17, 2014 11:22 pm, edited 7 times in total.
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DiamondArms
Posts: 486
Joined: Sun Apr 21, 2013 9:04 am

Re: Overviewer for BTW

Post by DiamondArms »

This is Cool. PK's server uses this for it's live map, So your efforts will be gladly appreciated.

I'd like sidings to be given some priority, as they're often used for thin walls for buildings, and seeing a building without walls is odd.
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Pfilson
Posts: 158
Joined: Mon Dec 10, 2012 9:49 pm

Re: Overviewer for BTW

Post by Pfilson »

Yeah I think siding will come after slabs as it should be similar for forming the block.. It's the rotations that will take some testing and I haven't looked at the slab code yet, although siding will be easier than molding and corners.

PK's server was actually the one I had noticed that looked like it was using Overviewer.
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maxsi
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Joined: Tue Aug 30, 2011 11:40 am
Location: somewhere in the snow lands

Re: Overviewer for BTW

Post by maxsi »

a the Overviewer, the better the solo server uses the Overviewer, i was working on making it render btw blocks, but i stooped when they announced the new image library OIL, if you want i can give you what i already made.
and yes you can use the code for fences, stair and slabs to render the btw ones.
Blazara wrote:Better Than Wolves: So seamless, you don't know what you've got into... ;)
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Pfilson
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Re: Overviewer for BTW

Post by Pfilson »

maxsi wrote:a the Overviewer, the better the solo server uses the Overviewer, i was working on making it render btw blocks, but i stooped when they announced the new image library OIL, if you want i can give you what i already made.
and yes you can use the code for fences, stair and slabs to render the btw ones.
That would be great if you want to pm me or post the new stuff. I'll make sure to mention you in the comments for the ones you did.

I know OIL is coming, but the last post in one of the merge threads for mod support was 3 months ago so I have know idea when OIL is going to be released. But I'm sure when it does this will have to be redone, hopefully it will be easier.
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Pfilson
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Re: Overviewer for BTW [WIP]

Post by Pfilson »

Now with code!

Next update: siding & fences.. (well more like fence posts..)
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DiamondArms
Posts: 486
Joined: Sun Apr 21, 2013 9:04 am

Re: Overviewer for BTW [WIP]

Post by DiamondArms »

And thus Progress was made!

Many Thanks, and take it easy.
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maxsi
Posts: 165
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Location: somewhere in the snow lands

Re: Overviewer for BTW [WIP]

Post by maxsi »

here is the ones i had done(there was more but i can't find the last version)

#warning wall of text
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Code: Select all

##
##START BTW BLOCS 
##


# SFS
block(blockid=209, top_image="textures/blocks/fcBlockSoulforgedSteel.png")

# fcTurntable
block(blockid=249, top_image="textures/blocks/fcBlockTurntable_top.png", side_image="textures/blocks/fcBlockTurntable_side.png")

#fcMillStone
block(blockid=243, top_image="textures/blocks/fcBlockMillStone_top.png", side_image="textures/blocks/fcBlockMillStone_side.png")

#fcCauldron
block(blockid=234, top_image="textures/blocks/fcBlockCauldron_top.png", side_image="textures/blocks/fcBlockCauldron_side.png")

#fcPressurePlateObsidian see Pressure_Plate

#fcPulley
block(blockid=229, top_image="textures/blocks/fcBlockPulley_bottom.png", side_image="textures/blocks/fcBlockPulley_bottom.png")

#fcPlatform
block(blockid=227, top_image="textures/blocks/fcBlockPlatform_top.png", side_image="textures/blocks/fcBlockPlatform_side.png")

#FcBBQ
block(blockid=224, top_image="textures/blocks/fcBlockHibachi_top.png", side_image="textures/blocks/fcBlockHibachi_side.png")

#fcLightBulbOn
block(blockid=223, top_image="textures/blocks/fcBlockLightBlock_lit")

#fcLightBulbOff
block(blockid=222, top_image="textures/blocks/fcBlockLightBlock.png")

#fcLeaves
block(blockid=221, top_index="textures/blocks/fcBlockLeavesBloodWood_old.png")

#FCHoper
block(blockid=225, top_image="textures/blocks/fcBlockHopper_top.png", side_image="textures/blocks/fcBlockHopper_side.png")

#ciment
block(blockid=228, top_image="textures/blocks/fcBlockCement_drying.png")

#fcWoolSlab 220
@material(blockid=[220,205], data=range(16), solid=True)
def fcWoolSlab(self, blockid, data):

    texture = self.load_image_texture("textures/blocks/cloth_"+data+".png")
	
	
    side = texture
    top = side
    
    # cut the side texture in half
    mask = side.crop((0,8,16,16))
    side = Image.new(side.mode, side.size, self.bgcolor)
    alpha_over(side, mask,(0,0,16,8), mask)

    # plain slab
    top = self.transform_image_top(top)
    side = self.transform_image_side(side)
    otherside = side.transpose(Image.FLIP_LEFT_RIGHT)

    sidealpha = side.split()[3]
    side = ImageEnhance.Brightness(side).enhance(0.9)
    side.putalpha(sidealpha)
    othersidealpha = otherside.split()[3]
    otherside = ImageEnhance.Brightness(otherside).enhance(0.8)
    otherside.putalpha(othersidealpha)

    # upside down slab
    delta = 0
    if(blockid==205):
        delta = 6

    img = Image.new("RGBA", (24,24), self.bgcolor)
    alpha_over(img, side, (0,12 - delta), side)
    alpha_over(img, otherside, (12,12 - delta), otherside)
    alpha_over(img, top, (0,6 - delta), top)

    return img

#fcAestheticOpaque
@material(blockid=215, data=range(12), solid=True)
def fcAestheticOpaque(self, blockid, data):
    #Wicker
    if data==0:
        return self.build_block(self.load_image_texture("textures/blocks/fcBlockWicker.png"), self.load_image_texture("textures/blocks/fcBlockWicker.png"))
    #Dung
    if data==1:
        return self.build_block(self.load_image_texture("textures/blocks/fcBlockDung.png"), self.load_image_texture("textures/blocks/fcBlockDung.png"))
    #Steel
    if data==2:
        return self.build_block(self.load_image_texture("textures/blocks/fcBlockSoulforgedSteel.png"), self.load_image_texture("textures/blocks/fcBlockSoulforgedSteel.png"))
    #Hellfire
    if data==3:
        return self.build_block(self.load_image_texture("textures/blocks/fcBlockConcentratedHellfire.png"), self.load_image_texture("textures/blocks/fcBlockConcentratedHellfire.png"))
    #Padding
    if data==4:
        return self.build_block(self.load_image_texture("textures/blocks/fcBlockPadding.png"), self.load_image_texture("textures/blocks/fcBlockPadding.png"))
    #Soap
    if data==5:
        return self.build_block(self.load_image_texture("textures/blocks/fcBlockSoap_top.png"), self.load_image_texture("textures/blocks/fcBlockSoap_top.png"))
    #Rope
    if data==6:
        return self.build_block(self.load_image_texture("textures/blocks/fcBlockRope_top.png"), self.load_image_texture("textures/blocks/fcBlockRope_side.png"))
    #Flint
    if data==7:
        return self.build_block(self.load_image_texture("textures/blocks/bedrock.png"), self.load_image_texture("textures/blocks/bedrock.png"))
    #NetherrackWithGrowth
    if data==8:
        return self.build_block(self.load_image_texture("textures/blocks/fcBlockGroth_top_grown.png"), self.load_image_texture("textures/blocks/fcBlockGroth_side.png"))
    #WhiteStone
    if data==9:
        return self.build_block(self.load_image_texture("textures/blocks/fcBlockWhiteStone.png"), self.load_image_texture("textures/blocks/fcBlockWhiteStone.png"))
    #WhiteCobble
    if data==10:
        return self.build_block(self.load_image_texture("textures/blocks/fcBlockWhiteCobble.png"), self.load_image_texture("textures/blocks/fcBlockWhiteCobble.png"))
    #Barrel
    if data==11:
        return self.build_block(self.load_image_texture("textures/blocks/fcBlockBarrel_top.png"), self.load_image_texture("textures/blocks/fcBlockBarrel_side.png"))
    
    return self.build_block(self.load_image_texture("textures/blocks/stone.png"),self.load_image_texture("textures/blocks/stone.png"))

#fcAestheticNonOpaque
@material(blockid=216, data=range(12), solid=True, transparent=True, nospawn=True)
def fcAestheticNonOpaque(self, blockid, data):
    #Urns
    #if data==0:
    #    return
    
    #if data==1:
    #    return
    #if data==2:
    #    return
    #if data==3:
    #    return
    #if data==4:
    #    return
    
    #WickerSlab whiteCooble
    if (data==5 or data==9 or data==10 or data==11):
        if(data==5 or data==9):
            side = self.load_image_texture("textures/blocks/fcBlockWicker.png")
        if(data==10 or data==11):
            side = self.load_image_texture("textures/blocks/fcBlockWhiteCobble.png")
        top = side
        
        # cut the side texture in half
        mask = side.crop((0,8,16,16))
        side = Image.new(side.mode, side.size, self.bgcolor)
        alpha_over(side, mask,(0,0,16,8), mask)
    
        # plain slab
        top = self.transform_image_top(top)
        side = self.transform_image_side(side)
        otherside = side.transpose(Image.FLIP_LEFT_RIGHT)
    
        sidealpha = side.split()[3]
        side = ImageEnhance.Brightness(side).enhance(0.9)
        side.putalpha(sidealpha)
        othersidealpha = otherside.split()[3]
        otherside = ImageEnhance.Brightness(otherside).enhance(0.8)
        otherside.putalpha(othersidealpha)
    
        # upside down slab
        delta = 0
        if(data==9 or data==11):
            delta = 6
    
        img = Image.new("RGBA", (24,24), self.bgcolor)
        alpha_over(img, side, (0,12 - delta), side)
        alpha_over(img, otherside, (12,12 - delta), otherside)
        alpha_over(img, top, (0,6 - delta), top)
    
        return img

    #grate whiker slats    
    if (data==6 or data==7 or data==8):
        #grate
        if data==6:
            t = self.load_image_texture("textures/blocks/fcBlockGrate.png")
        #whiker
        if data==7:
            t = self.load_image_texture("textures/blocks/fcBlockWicker.png")
        #slats
        if data==8:
            t = self.load_image_texture("textures/blocks/fcBlockSlats.png")
                
        left = t.copy()
        right = t.copy()
    
        # generate the four small pieces of the glass pane
        ImageDraw.Draw(right).rectangle((0,0,7,15),outline=(0,0,0,0),fill=(0,0,0,0))
        ImageDraw.Draw(left).rectangle((8,0,15,15),outline=(0,0,0,0),fill=(0,0,0,0))
        
        up_left = self.transform_image_side(left)
        up_right = self.transform_image_side(right).transpose(Image.FLIP_TOP_BOTTOM)
        dw_right = self.transform_image_side(right)
        dw_left = self.transform_image_side(left).transpose(Image.FLIP_TOP_BOTTOM)
    
        # Create img to compose the texture
        img = Image.new("RGBA", (24,24), self.bgcolor)
    
        # +x axis points top right direction
        # +y axis points bottom right direction
        # First compose things in the back of the image, 
        # then things in the front.
    
        if (data & 0b0001) == 1 or data == 0:
            alpha_over(img,up_left, (6,3),up_left)    # top left
        if (data & 0b1000) == 8 or data == 0:
            alpha_over(img,up_right, (6,3),up_right)  # top right
        if (data & 0b0010) == 2 or data == 0:
            alpha_over(img,dw_left, (6,3),dw_left)    # bottom left    
        if (data & 0b0100) == 4 or data == 0:
            alpha_over(img,dw_right, (6,3),dw_right)  # bottom right
    
        return img
    
    
    
    return self.build_block(self.load_image_texture("textures/blocks/stone.png"),self.load_image_texture("textures/blocks/stone.png"))

# THE OMINI SLAB
@material(blockid=246, data=range(12), solid=True, nospawn=True)
def fcOMINIBLOCK(self, blockid, data):
    faceing = (data >> 1)
    
    #side = self.terrain_images[2]
    
    side = self.load_image_texture("textures/blocks/stone.png")
    if (data & 1) > 0:
        side = self.load_image_texture("textures/blocks/wood.png")
    else:
        side = self.load_image_texture("textures/blocks/stone.png")
    
    # upside down slab
    delta = 0
    delta2 = 0
    if faceing==0 or faceing==3:
        delta = 6
        delta2 = 3
    
    topx = side
    if faceing==2 or faceing==3:
        # cut the side texture in half
        mask = side.crop((8,0,16,16))
        side = Image.new(side.mode, side.size, self.bgcolor)
        alpha_over(side, mask,(8,0,16,16), mask)
    
        # plain slab
        otherside = self.transform_image_side(topx).transpose(Image.FLIP_LEFT_RIGHT)
        if faceing==2:
            topx = self.transform_image_top(side.transpose(Image.ROTATE_270))
        else:
            topx = self.transform_image_top(side.transpose(Image.ROTATE_90))
        side = self.transform_image_side(side)
        
    
        sidealpha = side.split()[3]
        side = ImageEnhance.Brightness(side).enhance(0.9)
        side.putalpha(sidealpha)
        othersidealpha = otherside.split()[3]
        otherside = ImageEnhance.Brightness(otherside).enhance(0.8)
        otherside.putalpha(othersidealpha)

        img = Image.new("RGBA", (24,24))
        if faceing==3:
            alpha_over(img, topx, (0,0), topx)
            alpha_over(img, side, (-6,3), side)
            alpha_over(img, otherside, (6,3), otherside)
        else:
            alpha_over(img, topx, (0,0 ), topx)
            alpha_over(img, side, (0,6), side)
            alpha_over(img, otherside, (12,6), otherside)
        
        
        
    else:
        # cut the side texture in half
        mask = side.crop((0,8,16,16))
        side = Image.new(side.mode, side.size, self.bgcolor)
        alpha_over(side, mask,(0,0,16,8), mask)
    
        # plain slab
        topx = self.transform_image_top(topx)
        side = self.transform_image_side(side)
        otherside = side.transpose(Image.FLIP_LEFT_RIGHT)
    
        sidealpha = side.split()[3]
        side = ImageEnhance.Brightness(side).enhance(0.9)
        side.putalpha(sidealpha)
        othersidealpha = otherside.split()[3]
        otherside = ImageEnhance.Brightness(otherside).enhance(0.8)
        otherside.putalpha(othersidealpha)

   

        img = Image.new("RGBA", (24,24), self.bgcolor)
        alpha_over(img, side, (0,12 - delta), side)
        alpha_over(img, otherside, (12,12 - delta), otherside)
        alpha_over(img, topx, (0,6 - delta), topx)

    return img

##
##END BTW block
##
obs: i included the code i made for the OMINI SLAB(the old siding) but i'm not sure if it was complete or not in this version i know i had a copy that have this code done.
Blazara wrote:Better Than Wolves: So seamless, you don't know what you've got into... ;)
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Pfilson
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Joined: Mon Dec 10, 2012 9:49 pm

Re: Overviewer for BTW [WIP]

Post by Pfilson »

maxsi wrote:here is the ones i had done(there was more but i can't find the last version)
[snip]
obs: i included the code i made for the OMINI SLAB(the old siding) but i'm not sure if it was complete or not in this version i know i had a copy that have this code done.
Wow nice! that should save me a lot of time. I'll add this in and make a new screenshot later. I believe I'll refer to it as the Bacon Beacon release.. if you do find the rest of the omni block code let me know. It should be applicable to the new sidings.
Last edited by Pfilson on Sat Jun 15, 2013 8:20 am, edited 1 time in total.
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Pfilson
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Re: Overviewer for BTW - Beacons, Blight, and ... Blocks? [W

Post by Pfilson »

More stuff! Check the OP. There should be a pully and platform and blood wood tree in the new pic.. but I may not have updated the world on the server after I added them.. Woops..
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PK_420
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Re: Overviewer for BTW - Beacons, Blight, and ... Blocks? [W

Post by PK_420 »

Pfilson wrote:While ultimately I think we would all like to see our precious windmills & waterwheels on our maps, Overviewer doesn't work with entities at all from what I have seen so I don't think that will be possible.
Well, I think it uses entity when it comes to generating Points of interest, But I don't know if you could hook that up to rendering blocks instead of signposts..
primetoxinz
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Re: Overviewer for BTW - Beacons, Blight, and ... Blocks? [W

Post by primetoxinz »

Do you know if its possible to mod the pre-compiled windows version? i cant seem to find the texture.py in it
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maxsi
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Re: Overviewer for BTW - Beacons, Blight, and ... Blocks? [W

Post by maxsi »

primetoxinz wrote:Do you know if its possible to mod the pre-compiled windows version? i cant seem to find the texture.py in it
no you need to compile it in the widows to be able to mod it, last time i did it was a pain in the ass to get all the modules needed to work right.(the compiler modules)
Blazara wrote:Better Than Wolves: So seamless, you don't know what you've got into... ;)
primetoxinz
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Re: Overviewer for BTW - Beacons, Blight, and ... Blocks? [W

Post by primetoxinz »

maxsi wrote:no you need to compile it in the widows to be able to mod it, last time i did it was a pain in the ass to get all the modules needed to work right.(the compiler modules)
ok, I'll just try to compile it again


edit: now i have all the modules, but i keep getting a "can't find vcvarsall.bat" error . I have looked everywhere for a fix and can't find one. anyone know how to fix it?
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Pfilson
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Re: Overviewer for BTW - Beacons, Blight, and ... Blocks? [W

Post by Pfilson »

Honestly I believe it would be easier just to setup python and run the overviewr.py script that way instead of building it.. I use Overviewer on linux though so I may be wrong.. I will have to test this out at some point.
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Pfilson
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Re: Overviewer for BTW - Beacons, Blight, and ... Blocks? [W

Post by Pfilson »

primetoxinz wrote: edit: now i have all the modules, but i keep getting a "can't find vcvarsall.bat" error . I have looked everywhere for a fix and can't find one. anyone know how to fix it?
oh never mind looks like you still have to have that file to run it without the .exe.

Here is a build guide, it addresses the error you had. http://docs.overviewer.org/en/latest/building.html
primetoxinz
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Re: Overviewer for BTW - Beacons, Blight, and ... Blocks? [W

Post by primetoxinz »

Thank you guys, I had to go to the PIL github to find the imaging.h and ImPlatform.h but it works. Thanks again.
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lifeiwater
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Re: Overviewer for BTW - Beacons, Blight, and ... Blocks? [W

Post by lifeiwater »

I just noticed this thread. This is very exciting. I enjoy looking at the creations my server denizens have made.

It's been a month or so since this thread has seen any activity. Just wondering, is this still being worked on?
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Pfilson
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Re: Overviewer for BTW - Beacons, Blight, and ... Blocks? [W

Post by Pfilson »

I am still working on this. RL reared its ugly head with other code stuff so comeing home to more code has been.. well lower than actually playing MC lol..

The next release should include, bloodwood, dirt half slabs and gearboxes to a limited extent. AS well as the beginnings of axles or some more siding.. These two are being particularly difficult and 11 minutes for each render means testing is going slower than I'd like.

There have been a few changes to the main Overviewer code in regards to 1.6 resource changes that I haven't even tested with so I'm not certain what effect they may have.
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agentwiggles
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Re: Overviewer for BTW - Beacons, Blight, and ... Blocks? [W

Post by agentwiggles »

Props man, I use Overviewer for my server maps and this is a long awaited change for me, glad that you're working on it so that I don't have to ;)

Seriously, though, really appreciate the hard work here, this is excellent.
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FlowerChild
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Re: Overviewer for BTW - Beacons, Blight, and ... Blocks? [W

Post by FlowerChild »

I grant permission to the Overviewer For BTW team to decompile and reverse engineer Better Than Wolves solely for the purposes of developing the Overviewer For BTW add-on, and with the understanding that such permission may be revoked at any time.
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lifeiwater
Posts: 74
Joined: Mon Aug 20, 2012 11:54 pm

Re: Overviewer for BTW - Beacons, Blight, and ... Blocks? [W

Post by lifeiwater »

Wow that is super exciting, grats. Cant wait for more awesome development on this :)
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Pfilson
Posts: 158
Joined: Mon Dec 10, 2012 9:49 pm

Re: Overviewer for BTW - Beacons, Blight, and ... Blocks? [W

Post by Pfilson »

FlowerChild wrote:I grant permission to the Overviewer For BTW team to decompile and reverse engineer Better Than Wolves solely for the purposes of developing the Overviewer For BTW add-on, and with the understanding that such permission may be revoked at any time.
Thank you! Now to get past these blocks i'm stuck on..
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PK_420
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Joined: Mon Jan 21, 2013 9:15 pm
Location: Québec, Canada

Re: Overviewer for BTW - Beacons, Blight, and ... Blocks? [W

Post by PK_420 »

Hello there,
First of all, thanks for the awesome modding of this tool :)
I finally managed to get it working on my server, and it simply looks a hundred times better, even with some blocks still missing.

Anyways, just wanted to point out that I found some bloodleaves being rendered on my map at 'random' spots.
Upon further investigation, discovered that those blocks were in fact anvils in the world.
So I looked through your code quickly, and found the part where you declare :

Code: Select all

#fcBloodLeaves
block(blockid=221, top_image="textures/blocks/fcBlockLeavesBloodWood_old.png")
There I thought : Maybe a typing error?

Looked up the anvil ID and it is actually 221, so that would explain it, I fixed it by changing it to 211 which should be the right Bloodleaves ID.
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Pfilson
Posts: 158
Joined: Mon Dec 10, 2012 9:49 pm

Re: Overviewer for BTW - Beacons, Blight, and ... Blocks? [W

Post by Pfilson »

PK_420 wrote:
Anyways, just wanted to point out that I found some bloodleaves being rendered on my map at 'random' spots.

Looked up the anvil ID and it is actually 221, so that would explain it, I fixed it by changing it to 211 which should be the right Bloodleaves ID.
Ahh yeah those are the old blood wood leaves that I picked up from Maxsi's old work. I'll take them out..
New code should be out in a day or so.. With proper blood wood, two more siding parts and some others.. Future half blocks shouldn't take as long now that I am getting the hang of how they are being made.
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