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Mifan-T authored Oct 19, 2024
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28 changes: 26 additions & 2 deletions docs/SlopeCraft-tutorial.en.md
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# SlopeCraft Tutorial

!!! info "info"

This document partly utilizes ChatGPT for translation.

This document will show you how to use SlopeCraft to create 3d, flat and file-only maps.
Expand All @@ -15,6 +16,7 @@ To eliminate ambiguity, the defination of serveral terms are listed.
| Map data file | The nbt binary file that stores data of a "Map", named like `map_<i>.dat` |

!!! tip "tip"

You can find the option to switch languages in the Languages drop-down menu in the menu bar.

## Step 0. Image preprocessing
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### 2.1 Import Images

??? question "What is the "Task Pool"?"

SlopeCraft introduced a new feature in version 5.10: the "**Task Pool**".
Each image you import will be created as a Task by the program, and various conversion operations will add data to the Task.

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1. Game saves and configurations are not necessarily stored directly in the `.minecraft` folder, and the specific path depends on the version isolation. Taking the `saves` folder location as an example: if version isolation is disabled, the saves directory is in `.minecraft/saves`, otherwise, it is in `.minecraft/versions/<your_game_version>/saves`.

When placing the projection, please note: **the x and z coordinates of the projection origin must be `-65+k×128`, where k is any integer**. y coordinates are arbitrary. For example, (63,62,-65). Only then can the **ground drawing be aligned with the map's grid**.
!!! tip "Note"

When placing the projection, please note: **the x and z coordinates of the structure origin must be `-65+k×128`, where k is any integer**. y coordinates are arbitrary. For example, (63,62,-65). Only then can the **ground drawing be aligned with the map's grid**.

**Note:** The origin in the above formula refers to the coordinates of the "non-air block in the northwest corner (corresponding to the top-left corner of the map)", which may not necessarily coincide with the projection's origin.

Then start realizing this projection or just paste the schematic. Once this is done, create a new map inside the map. Each map should be unscaled, as each pixel point corresponds to a block. Place them in order inside the item display box and you're done.

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If you cannot find this directory, it means that the game has not created it yet. You can manually create this directory and copy the files into it.

When loading the structure, please note: **the x and z coordinates of the projection origin must be `-65+k×128`, where k is any integer**. y coordinates are arbitrary. For example, (63,62,-65). Only then can the **ground drawing be aligned with the map's grid**.
!!! tip "Note"

When loading the structure, please note: **the x and z coordinates of the structure origin must be `-65+k×128`, where k is any integer**. y coordinates are arbitrary. For example, (63,62,-65). Only then can the **ground drawing be aligned with the map's grid**.

**Note:** The origin in the above formula refers to the coordinates of the "non-air block in the northwest corner (corresponding to the top-left corner of the map)", which may not necessarily coincide with the structure's origin.

The use of structure blocks is relatively complicated, and it will not be repeated here. Please check out the tutorials yourself.

Expand All @@ -372,6 +383,12 @@ ________________________________________________________________________________

After that, you can import the schematic into the game using the command `//schem load <schematic_name>`. For specific operations, please refer to the World edit tutorial, Please check out the tutorials yourself.

!!! tip "Note"

When pasting the schematic, please note: **the x and z coordinates of the structure origin must be `-65+k×128`, where k is any integer**. y coordinates are arbitrary. For example, (63,62,-65). Only then can the **ground drawing be aligned with the map's grid**.

**Note:** The origin in the above formula refers to the coordinates of the "non-air block in the northwest corner (corresponding to the top-left corner of the map)", which may not necessarily coincide with the schematic's origin.

=== "Map data files"

Open the folder where you just exported the files and move the exported files to the **map data file directory** (1).
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**2.** Open the game, and these `n` maps should have been successfully replaced with map drawings.

??? question "Why are there smooth stones at the edge of the map art?"

![Smooth stones on the north side](./assets/SlopeCraft-tutorial-images.lang-indenpent/smooth_stone-in-north.png)

This is to ensure that the northernmost pixels have the correct shading. It is essential, so please do not remove or ignore it.

## 🛠 Advanced functions

![menu-advanced](./assets/SlopeCraft-tutorial-images.en/menu-advanced.png)
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| 1.19 3D | 1.19 Flat | 1.19 File-only |

??? question "What is it for?"

Outputting the color map is essentially exporting the "palette" for pixel art creation.

If you want to create your own art and use it in the game, follow these steps to avoid unexpected errors:
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27 changes: 25 additions & 2 deletions docs/SlopeCraft-tutorial.md
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| 地图文件 | 存储地图数据的 nbt 二进制文件,文件名形如 `map_<i>.dat` |

!!! tip "tip"

在菜单栏的 语言 下拉菜单中你可以找到切换语言的选项。

## Step 0. 图片预处理
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### 2.1 导入图像

??? question "“项目池”是什么?"

SlopeCraft在5.10版本引入了新功能:“**项目池**”,
你导入的每一张图片都会被程序创建为一个项目,后续的各种转换操作会为项目添加数据 。
*~~(没用的知识增加了(=・ω・=)!)~~* 。
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1. 游戏存档、配置不一定直接存放于`.minecraft`文件夹里,具体路径与版本隔离有关。以`saves`文件夹位置为例:如果关闭版本隔离,则saves目录在`.minecraft/saves`,否则在`.minecraft/versions/<你的游戏版本>/saves`

放置投影的时候请注意:**投影原点的 x 和 z 坐标必须为 `-65+k×128`,其中 k 为任意整数**。y 坐标则任意。如 (63,62,-65)。只有这样,**地图画才能与地图的网格对齐**。
!!! tip "注意事项"

放置投影的时候请注意:**结构原点的 x 和 z 坐标必须为 `-65+k×128`,其中 k 为任意整数**。y 坐标则任意。如 (63,62,-65)。只有这样,**地图画才能与地图的网格对齐**。

**请注意:**上述公式的原点是指“西北角落(对应地图的左上角)的那个非空气方块”的坐标,并不一定和投影的原点一致。

然后开始实装这个投影,或者直接粘贴原理图。完成之后,在地图内部创建新的地图。每个地图都应当是无缩放的,因为每个像素点对应一个方块。将它们按次序摆在物品展示框内,大功告成。

Expand All @@ -350,7 +356,11 @@ ________________________________________________________________________________

如果你没有找到这个目录,说明游戏还没有创建,你可以手动创建这个目录并把文件复制进去。

加载结构的时候请注意:**结构原点的 x 和 z 坐标必须为 `-65+k×128`,其中 k 为任意整数**。y 坐标则任意。如 (63,62,-65)。只有这样,**地图画才能与地图的网格对齐**。
!!! tip "注意事项"

加载结构的时候请注意:**结构原点的 x 和 z 坐标必须为 `-65+k×128`,其中 k 为任意整数**。y 坐标则任意。如 (63,62,-65)。只有这样,**地图画才能与地图的网格对齐**。

**请注意:**上述公式的原点是指“西北角落(对应地图的左上角)的那个非空气方块”的坐标,并不一定和结构的原点一致。

结构方块具体使用方法比较复杂,这里不再赘述,请看[B站教程](https://www.bilibili.com/video/BV1ro4y1m7xv)

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之后可以在游戏中,使用`//schem load <原理图名称>`命令导入原理图。具体操作参见World edit教程,比如[这个](https://www.mcmod.cn/post/3050.html)

!!! tip "注意事项"

粘贴原理图的时候请注意:**结构原点的 x 和 z 坐标必须为 `-65+k×128`,其中 k 为任意整数**。y 坐标则任意。如 (63,62,-65)。只有这样,**地图画才能与地图的网格对齐**。

**请注意:**上述公式的原点是指“西北角落(对应地图的左上角)的那个非空气方块”的坐标,并不一定和原理图的原点一致。

=== "导入地图文件"

打开刚刚导出文件的文件夹,将导出的文件移动到 **地图文件目录**(1)下。
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**2.** 打开游戏,这`n`个地图应当已经被成功的替换为地图画。

??? question "为什么地图画边缘会有平滑石头?"

![北侧的平滑石头](./assets/SlopeCraft-tutorial-images.lang-indenpent/smooth_stone-in-north.png)

这是为了保证最北侧的像素有正确的阴影。这是必须的,请不要移除或忽略它。

## 🛠 高级功能

![menu-advanced](./assets/SlopeCraft-tutorial-images/menu-advanced.png)
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| 1.19 立体 | 1.19 平面 | 1.19 纯文件 |

??? question "有什么用?"

输出颜色表实际上就是导出“色板”,以便于像素画创作

如果你想要自己作画,并用在游戏里,请遵循以下步骤,避免发生意料之外的错误:
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1 change: 0 additions & 1 deletion mkdocs.yml
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- pymdownx.tilde
- attr_list
- md_in_html
- pymdownx.superfences

# Navigation
nav:
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