forked from mirror/ObjToSchematic
Update Minecraft Wiki links to new domain after fork
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@ -111,7 +111,7 @@ Here is where you can edit the materials that the loaded model uses. Any changes
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* **Smart averaging** - When performing colour-to-block conversions only block faces that are visible are used in calculating the 'average' face colour. There's no reason to turn this off apart from it being slower.
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* **Smart averaging** - When performing colour-to-block conversions only block faces that are visible are used in calculating the 'average' face colour. There's no reason to turn this off apart from it being slower.
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* **Smoothness** - A high smoothness value will prevent block with noisey textures being used. This is very sensitive to small changes. High smoothness values will decrease the colour accuracy as under-the-hood it is trading off colour error for std error.
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* **Smoothness** - A high smoothness value will prevent block with noisey textures being used. This is very sensitive to small changes. High smoothness values will decrease the colour accuracy as under-the-hood it is trading off colour error for std error.
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* **Calculate lighting** - Turn this on if you want don't want night-vision in the editor. Only turn this on if you really need it as it is considerably slower.
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* **Calculate lighting** - Turn this on if you want don't want night-vision in the editor. Only turn this on if you really need it as it is considerably slower.
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* **Light threshold** - Requires *Calculate lighting* to be on. Will place light blocks (not the [Light Block](https://minecraft.fandom.com/wiki/Light_Block)) in places where the light value is less than the threshold. Useful in automatically lighting up the dark areas of your structure.
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* **Light threshold** - Requires *Calculate lighting* to be on. Will place light blocks (not the [Light Block](https://minecraft.wiki/w/Light_Block)) in places where the light value is less than the threshold. Useful in automatically lighting up the dark areas of your structure.
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### Export
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### Export
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* **File format** - The format to save your structure to. The [Litematica](https://www.curseforge.com/minecraft/mc-mods/litematica) format is strongly recommended and is significantly faster to export to for large structures. The Schematic exporter is useful if you still play in 1.12 as it uses the old block ID system before The Flattening, however many new blocks cannot be encoded in this format so they will be turned into Stone blocks. The NBT exporter is used for Minecraft's [structure blocks](https://minecraft.fandom.com/wiki/Structure_Block). The OBJ exporter can be used to render your structres in a program such as Blender.
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* **File format** - The format to save your structure to. The [Litematica](https://www.curseforge.com/minecraft/mc-mods/litematica) format is strongly recommended and is significantly faster to export to for large structures. The Schematic exporter is useful if you still play in 1.12 as it uses the old block ID system before The Flattening, however many new blocks cannot be encoded in this format so they will be turned into Stone blocks. The NBT exporter is used for Minecraft's [structure blocks](https://minecraft.wiki/w/Structure_Block). The OBJ exporter can be used to render your structres in a program such as Blender.
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@ -11,7 +11,7 @@ export namespace AppUtil {
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* For example `namespaceBlock('stone')` returns `'minecraft:stone'`
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* For example `namespaceBlock('stone')` returns `'minecraft:stone'`
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*/
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*/
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export function namespaceBlock(blockName: string): AppTypes.TNamespacedBlockName {
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export function namespaceBlock(blockName: string): AppTypes.TNamespacedBlockName {
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// https://minecraft.fandom.com/wiki/Resource_location#Namespaces
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// https://minecraft.wiki/w/Resource_location#Namespaces
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return isNamespacedBlock(blockName) ? blockName : ('minecraft:' + blockName);
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return isNamespacedBlock(blockName) ? blockName : ('minecraft:' + blockName);
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}
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}
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