And also for double slabs.
This commit is contained in:
17
textures.py
17
textures.py
@@ -279,7 +279,7 @@ def _build_blockimages():
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# 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31
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34, -1, 52, 48, 49,160,144, -1,176, 74, -1, -1, -1, -1, -1, -1, # Cloths are left out, sandstone (it has top, side, and bottom wich is ignored here), note block
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# 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47
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-1, -1, -1, -1, -1, 13, 12, 29, 28, 23, 22, 6, -1, 7, 8, 35, # Gold/iron blocks? Doublestep? TNT from above?
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-1, -1, -1, -1, -1, 13, 12, 29, 28, 23, 22, -1, -1, 7, 8, 35, # Gold/iron blocks? Doublestep? TNT from above?
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# 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63
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36, 37, 80, -1, 65, 4, 25, -1, 98, 24, 43, -1, 86, -1, -1, -1, # Torch from above? leaving out fire. Redstone wire? Crops/furnaces handled elsewhere. sign post
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# 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79
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@@ -296,7 +296,7 @@ def _build_blockimages():
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# 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31
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34, -1, 52, 48, 49,160,144, -1,192, 74, -1, -1,- 1, -1, -1, -1,
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# 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47
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-1, -1, -1, -1, -1, 13, 12, 29, 28, 23, 22, 5, -1, 7, 8, 35,
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-1, -1, -1, -1, -1, 13, 12, 29, 28, 23, 22, -1, -1, 7, 8, 35,
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# 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63
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36, 37, 80, -1, 65, 4, 25,101, 98, 24, 43, -1, 86, -1, -1, -1,
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# 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79
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@@ -777,28 +777,28 @@ def generate_special_texture(blockID, data):
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return (img.convert("RGB"),img.split()[3])
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if blockID == 44:
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if blockID in (43,44): # slab and double-slab
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if data == 0: # stone slab
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top = terrain_images[6]
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side = terrain_images[5]
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img = _build_block(top, side, 44)
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img = _build_block(top, side, blockID)
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return (img.convert("RGB"), img.split()[3])
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if data == 1: # stone slab
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top = terrain_images[176]
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side = terrain_images[192]
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img = _build_block(top, side, 44)
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img = _build_block(top, side, blockID)
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return (img.convert("RGB"), img.split()[3])
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if data == 2: # wooden slab
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top = side = terrain_images[4]
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img = _build_block(top, side, 44)
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img = _build_block(top, side, blockID)
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return (img.convert("RGB"), img.split()[3])
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if data == 3: # cobblestone slab
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top = side = terrain_images[16]
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img = _build_block(top, side, 44)
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img = _build_block(top, side, blockID)
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return (img.convert("RGB"), img.split()[3])
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return None
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@@ -892,7 +892,7 @@ def getBiomeData(worlddir, chunkX, chunkY):
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# This set holds block ids that require special pre-computing. These are typically
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# things that require ancillary data to render properly (i.e. ladder plus orientation)
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special_blocks = set([66,59,61,62, 65,64,71,91,86,2,18,85,17,23,35,51,44])
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special_blocks = set([66,59,61,62, 65,64,71,91,86,2,18,85,17,23,35,51,43,44])
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# this is a map of special blockIDs to a list of all
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# possible values for ancillary data that it might have.
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@@ -911,6 +911,7 @@ special_map[17] = range(4) # wood: normal, birch and pine
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special_map[23] = range(6) # dispensers
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special_map[35] = range(16) # wool, colored and white
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special_map[51] = range(16) # fire
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special_map[43] = range(4) # stone, sandstone, wooden and cobblestone double-slab
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special_map[44] = range(4) # stone, sandstone, wooden and cobblestone slab
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# apparently pumpkins and jack-o-lanterns have ancillary data, but it's unknown
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