overviewer / Minecraft-Overviewer Public
I'm just trying to get the ball rolling on this, but what I think Overviewer needs the most right now is a block model renderer. By that I mean that instead of defining in code how blocks should be rendered Overviewer would use the data defined in (from the .jar) to generate blocks.
So this would be that when Overviewer needs to render the block it goes to the folder and finds :
for now lets ignore the block states like . It sees that it's needs the model to render this block. With this information it goes to and finds :
With this file it can render the block in any given direction and apply the textures as defined in .
(This is over simplified, but gives a general idea.)
The obvious benefit for this is that it's no longer necessary to manual define how blocks are rendered. The downside would be that Overviewer probably needs quite some work. But my knowledge about Overviewer nor Python or rendering isn't sufficient to do this on my own, but at the very least I could try to kickstart this.
So what I think we need to do:
- Drop support for pre 1.13 Minecraft versions: if you would like to render a pre 1.13 world you must use an older version of Overviewer.
- Identify what needs to be changed in Overviewer.
- Define and prioritise tasks.
- Write the new block renderer.
I think that there are some very passionate contributors to this project that would also love for this to be realised. So lets gather opinions and knowledge about doing this here.
And ultimately realize it.
Flatten lets you quickly make holes. Wanted your world in flatland but messed up the settings? Want a specific area of your map as flatland? You just really like FLATLAND??
The only command is /flatten. It'll flatten from the block you are on.
It has several arguments :
/flatten [mode] [ground block id] [up/down] [radius] [height]
- mode : Either "chunk", "rectangle" or "circle", without the quotes.
- ground block id, determines what block you want for the ground. If you don't want any block, set it to 0 for air.
- "up"/"down", determines if it flattens downward (a hole) or upward (a plateau).
The only permission node is
- flatten.admin - Lets the player with that permission use the /flatten command.
This plugin uses MetricsLite, the limited-functionality version of McStats Metrics system. MetricsLite will track statistics and usage values about this plugin. Only the default values from Metrics (the one listed on Metrics' page) are tracked, such as number of players on your server, which version of the plugin you're using, amongst other things. Data collection shouldn't have any impact on the plugin's usage. If you want to opt out of data collection, you can toggle the "opt out of metrics" option in the config.yml file of this plugin's folder.
If there's anything you need related to this plugin, like a feature request or an update. If you're mad, happy, angry, sad... leave me a comment or send me a private message! If you have a request for a public plugin, for post it on https://forums.bukkit.org/forums/plugin-requests.13/ and then send me a message! Anything happens, send me a message!
[Minecraft Flattening GIF] Enjoying It - REMAKE
heheh.. yea.. remember this?
My Good ol' Minecraft Version of Twi getting smushed?
As you may know I was the one of the Guys who made some of those Minecraft Flattenings a few years back, then I moved to Gmod, Drawings, MMD and Blender. This whole Minecraft Flattening Stuff seemed to die out after i moved on tho, pure coincidence im guessing.
Gotta say none of these other Methods of creating Flattenings is nearly as easy as good ol' Mine-Imator tho.
Since it turned out that my Friends and I only have good Memories of those, I decided to remake one of my favorite Pieces, with my favorite Skin, with my favorite setting, which is of course: Smushed, lovin' it and doing it over and over again for the hell of it.
I might make or remake some other Flattenings in the future or not, who knows? I have a lot of possibilities nowadays of making some good Flattening Stuff but I also work a lot IRL and love the free time i get. Soooo don't expect anything anytime soon, let yourself be surprised lol
Hope you peeps love this Remake, I Know it's not 100% accurate and missing a second flattening in it but damn i actually spent way more time on this than the last times when i made those.
1920x1080px 24.76 MB
© 2020 - 2021 SilviaIsFlat
Minecraft is undergoing a major internal change called The Flattening. I decided to write this overview and explanation of The Flattening because I think it is interesting from a programming and system design perspective. I hope you find it interesting, too!
To explain what The Flattening means, I first have to describe how the first versions of Minecraft represented blocks in the world. As you probably know, the game world in Minecraft is made up of blocks like stone, grass, and dirt. Even air is represented as a type of block.
In the beginning of Minecraft development, Notch decided to represent each type of block by integer IDs. Air was given ID zero, stone was one, grass two, dirt three, and so on. This worked great, because there were not that many different kinds of blocks. Notch decided to use a one-byte encoding for blocks, meaning that 256 different block types (including air) could exist in the game.
A chunk, in Minecraft, is a vertical slice of the gameworld. Chunks contain 16x16x256 blocks each in current Minecraft versions. Previously, chunks were only 128 blocks tall.
Blocks are stored in a chunk as an array of IDs. In Minecraft Alpha 1.1, chunks contained 32k blocks, so the total block data in a chunk took 32kB of memory. However, when stored on disk, chunks were compressed to about 5kB or less using the DEFLATE algorithm.
To draw different blocks, different textures are needed. In Minecraft Alpha 1.1, textures were stored in a texture atlas. Several textures are packed together into one large texture, and then parts of the large texture are used to draw different types of game objects.
By looking at the texture atlas, we can estimate the number of blocks types in Minecraft Alpha 1.1 to somewhere around 60. Notice that some blocks like gold blocks and chests take up multiple texture squares.
There are several advantages of using texture atlases. An incidental advantage is that you can make a texture pack for the game by just replacing one file. That’s exactly what the first Minecraft modders did to change the look of the game.
Of course, the texture atlas was not going to last. It only had room for 256 textures, and to make matters worse, many blocks needed multiple textures. Since Minecraft 1.5 the terrain.png file was completely replaced by individual texture files. By that point, Minecraft already had built-in support for loading custom texture packs (later known as resource packs).
Block Data and TileEntities
The first blocks in Minecraft only had one state each: stone was always just stone, dirt could be covered by grass but that was treated as a separate kind of block. However, Notch eventually added blocks that could have different states. For example, the “Wheat” block is a growing wheat field, with seven different states depending on how ripe the wheat is.
The wheat block could have been represented as seven different blocks: one for each growth stage. That would have exhausted many block IDs, so instead Notch added a separate array of data for the blocks in a chunk. Notch figured that 4 bits of data would be enough. It doesn’t seem like much, but that essentially adds 50% more data to the basic chunk format.
The block ID range was at some point extended with an optional 4 bits, giving 4096 total possible block types. Still all the default Minecraft blocks were represented as single bytes. I’m not sure what the extended ID range was for. It may have been for mod blocks.
Some kinds of data were not at all well suited to store in a fixed-width format. For example: signs can have custom text, armor stands can hold many combinations of items, etc. This new data was stored in something called the TileEntities structure in the chunk. TileEntities did not have a size limit: it could store as much extra information as needed.
To summarize, here is all data used to represent the blocks of a chunk in the current Minecraft release (1.12):
- Blocks – block IDs (4096 bytes)
- Add (optional) – additional block data (4 bits per block: 2048 bytes)
- Data – block state information (4 bits per block: 2048 bytes)
- TileEntities – additional block data
The block data uniquely identifies a single block, mapping to a fixed set of block IDs:
With all that background information I can now explain The Flattening. The main change is that the fixed block IDs are being removed. Instead, blocks will be defined by identifiers like “minecraft:stone”, “minecraft:dirt”, etc. The “miencraft:” prefix is to identify the default Minecraft blocks. With these free-form identifiers there is an unlimited amount of possible block types, and this opens up for mods to add as many block types as they wish.
The new block identifiers are augmented with state information in a format like the TileEntities structure discussed above. This state information does not have a size limit.
The chunk format was changed so that each chunk has its own block palette (technically, each 16x16x16 section has a palette). I tried to illustrate it with this drawing:
The idea with the palette is similar to that of palettes in image compression. The palette contains a fixed number of entries, which can be indexed by a fixed-size number.
If there are multiple variants of the same block type with different state, then each different set of block states is represented with a separate palette entry.
The new format is clever, because now there can exist a completely ludicrous amount of different types of blocks and state combinations in the game, but only the blocks that exist in a chunk will be stored in the palette. As far as I have seen, untouched generated chunks often need fewer than 16 different palette entries. Chunks that have player-made structures will generally use more combinations of blocks and block states.
An additional detail about the new format is that chunks with 16 or fewer kinds of blocks (including state variations) need 16 or fewer palette indexes, which can be stored in 4 bits per block. Even if the palette is larger, the palette indexes are often less than 8 bits per block (the number of bits per block is the 2-logarithm of the number of palette entries, rounded up). This in itself should save a fair bit of space. In addition, the 4 bits of block state per block was removed and the optional 4 bits of block ID data is no longer needed.
I don’t know what the total change in world size is for typical worlds, but the palette system might save some space overall.← Rope and Ring PuzzleLuxColorPicker: a better JavaFX color picker →
What was the flattening Minecraft?
What was the flattening Minecraft?
1.13 modified the IDs of many blocks, items, biomes, particles, paintings, entities, statistics and sound events, removed numeric IDs, added and removed some block states, and changed NBT tags and display names. This change is known as “The Flattening”.
What is the best Minecraft World Editor?
10 Best Minecraft Editors and Utilities for Linux
- WorldEdit. WorldEdit is a powerful Minecraft map editor and modding utility.
- VoxelSniper. VoxelSniper is an excellent map editor for Minecraft enthusiasts.
- MCA Selector.
- MultiMC 5.
- Minecraft Overviewer.
What is the English meaning of flattening?
transitive verb. : to make flat: such as. a : to make level or smooth. b : to knock down also : to defeat decisively.
Does Minecraft use a texture atlas?
Minecraft uses both procedurally-generated and predefined texture atlases for different purposes.
Is there a Minecraft world editor?
WorldEdit is an editing modification for the 2011 Mojang sandbox video game Minecraft, developed by software group EngineHub. The mod was released worldwide on 28 September 2010 for the hMod platform. It is now available on the CurseForge Website for the Fabric and Forge mod loaders.
What is flatten layer in CNN?
Flattening is converting the data into a 1-dimensional array for inputting it to the next layer. We flatten the output of the convolutional layers to create a single long feature vector. And it is connected to the final classification model, which is called a fully-connected layer.
What is meaning of slackening?
transitive verb. 1 : to make less active : slow up slacken speed at a crossing. 2 : to make slack (as by lessening tension or firmness) slacken sail.
How do I use atlas textures in unity?
Click on “Create Texture Atlas” and wait a few seconds. You will be asked for paths to save the atlas texture and material. After some time you will see a window showing the generated atlas and all the selected meshes will be updated with new UVs and a new material that uses it.
What is an atlas sheet?
In computer graphics, a texture atlas (also called a sprite sheet or an image sprite) is an image containing multiple smaller images, usually packed together to reduce overall dimensions. An atlas can consist of uniformly-sized images or images of varying dimensions.
Give me your yum-yum. She grabbed his dark brown colt with her hand and caught her lover's prick open mouth at the same time. - burst out from him.
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Together, but she will spend the night with me. What a thrill. " Day X began in the evening. After cooking dinner and waiting for the tram on which Masha arrived. After a series of toasts and coffee.