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Map Files: MC Map <-> C#raft Map #92
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C#raft has its own map generator. What if C#raft will generate a chunk that weren't imported? Imported area would look consistent, but border chunks may have totally different landscape. How can we solve it? |
Updated NBT code to latest. Creates a new "Converter" directory if not exits. Any player NBT files in here will be converted. Part of #92
Updated NBT code to latest. Creates a new "Converter" directory if not exits. Any player NBT files in here will be converted. Part of #92
Well, you could have it detect the world's seed, biomes and edge block heights. Then develop a way to tell the server-side map generator this information allowing it to create "smart transitions" so to speak. It could even be possible to make it transition into similar notchian style map generation (not important but something to consider) |
It handles seeds differently. Will look 100% different. |
Alright I can see how that would be an issue |
Couldnt we convert the map than get its Seed? |
But wouldn't it be possible to not use the seed directly, but instead have it detect seeds and convert them to something it can use? I mean, it wouldn't have to generate off the seed, it would just have to use it to see how the MC map was generated, and use the data provided in the map to smoothly transition it into C#raft-type terrain |
Both way conversions, probably as a seperate exe
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