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    Insane's Avatar
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    [RELEASE] MCEdit Map Editor

    MCEdit is a versatile map utility, designed for moving blocks from one level to another. With it, you can open a level of nearly any type and fly around in glorious 3D with multiple levels of detail! Select millions of blocks and clone them anywhere else in the level. Fill a boxy selection with the block of your choice, or replace one kind of block with another. Export blocks to a "schematic" file for later use. Import a schematic or an entire level into any world using the crane. Move the player or his spawn point. Create and and remove chunks from the world. Fill blackened areas with light. Find bugs!
    Controls:
    WASD - Move
    Q / Z - Altitude
    SPACE - Stop

    Right-Click - Toggle Look-Mode

    Right-Click and Drag - Quick Look

    Left-Click - Use Tool
    1-9 - Select Tool
    Mousewheel - Change Tool Distance

    E - Rotate Blocks
    R - Roll Blocks
    F - Flip Blocks

    ESCAPE - Holster Tools
    DELETE - Remove Selected Blocks

    F1-F5 - Open World1-World5
    O - Open Level...
    N - Create World...
    Control-S - Save World

    Control-A - Select All
    Control-D - Deselect

    Control-F - Change view distance

    Alt-F4 - Leave

    Control-Z - Undo

    Here's a quick overview of a few of the different tools we have:

    Selection: Make a selection by marking its corners. Press again to switch corners.

    Clone: Copies the selected blocks. Click to set the copy down, then press "Clone" to clone. E R F to transform blocks.

    Fill: Fills the selection with a chosen block type, optionally replacing another type. R to start replacing, E to swap materials.

    Pencil: Export the selection as a Schematic file for later use.

    Crane: Import a Schematic file or an entire level. Use this to convert older levels by importing them into an Alpha world.

    Player: Click to move the player. Press twice to teleport.

    Spawn: Click to move the player's spawn. Press twice to teleport.

    Chunk: Create, delete, and light chunks. Prune away all of the chunks outside the selection.

    There are a few Nudge buttons scattered around. To use them, click and hold down on one. While holding the mouse button, use the movement keys (defaults: WASDQZ ) to move the related item around. Hold Shift to nudge further.

    If you have a powerful computer, press Control-F to see farther into the map.

    Tips and Tricks
    If you're looking for a "Cut" command to move blocks, try doing this: Select your blocks, press 3 to clone them, and then press DELETE to remove the old ones. The blocks you selected were copied into a temporary area when you pressed 3, so you can still click to set them down and copy them. If you mess up, Control-Z to undo.

    You can use MCEdit to import blocks from any of the old terrain generators, including ZOMG and the spectacular Floating generator in Indev. You can also use MCEdit to make use of features of the old Classic editors, like Omen's heightmap import. Best of all, you can use INVEdit to create a chest's contents and save it as an .inv file, then import that file via MCEdit as a chest.

    Replacing one solid block with another solid block (such as Dirt to Iron ore or Grass to Wood) is fast because it avoids an expensive lighting calculation. Similarly, replacing a transparent block with another one (such as Air to Glass, or Air to any of the transparent feature-blocks like rails, levers, doors, and redstone) is fast. Finally, replacing Ice with Water and vice versa is also fast because they have the same transparency value.

    You can't see them in MCEdit, but entities in the selection will be copied along with the blocks. This has the hidden caveat of sometimes creating more monsters than you wanted.

    For programmers wanting to get their procedurally-made blocks into the game without learning the level format, MCEdit can import raw arrays of blocks. Make sure the array indices are ordered y,z,x (where the x coordinate varies the fastest when stepping through the array) and name the file with the array's dimensions. For historical reasons, the dimensions should appear in the filename in the order x,z,y. This feature emerges from the method used to import Classic levels without using knowledge of the Java serialization protocol.

    Screenshot:



    [IMG]https://davidvierr*****m/images/selection0.jpg[/IMG]

    [IMG]https://davidvierr*****m/images/selection1.jpg[/IMG]

    [IMG]https://davidvierr*****m/images/clone0.jpg[/IMG]

    [IMG]https://davidvierr*****m/images/clone1.jpg[/IMG]

    [IMG]https://davidvierr*****m/images/clone2.jpg[/IMG]

    [IMG]https://davidvierr*****m/images/clone3.jpg[/IMG]

    [IMG]https://davidvierr*****m/images/replace.jpg[/IMG]

    [IMG]https://davidvierr*****m/images/crane0.jpg[/IMG]

    [IMG]https://davidvierr*****m/images/crane1.jpg[/IMG]

    [IMG]https://davidvierr*****m/images/crane2.jpg[/IMG]



    [IMG]https://davidvierr*****m/images/chunk.jpg[/IMG]

    Virus Scans: Jotti Nothanksvirus

    Download - Attachments

    Credits:
    codewarrior - everything but,
    me - removed outside links etc
    Last edited by Insane; 10-02-2010 at 05:02 PM.

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  2. The Following 2 Users Say Thank You to Insane For This Useful Post:

    Insane² (10-02-2010),nuckable (11-03-2014)

  3. #2
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  4. #3
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    Quote Originally Posted by Helger View Post
    You dont have to put
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    Yeah I know

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