Add saplings to generate_special_textures function.
Also, remove all the torches from the _build_blocks.
This commit is contained in:
31
textures.py
31
textures.py
@@ -226,8 +226,7 @@ def _build_block(top, side, blockID=None):
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## special case for non-block things
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## special case for non-block things
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# TODO once torches are handled by generate_special_texture, remove
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# TODO once torches are handled by generate_special_texture, remove
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# them from this list
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# them from this list
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if blockID in (37,38,6,39,40,50,83,75,76): ## flowers, sapling, mushrooms, regular torch, reeds,
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if blockID in (37,38,6,39,40,83): ## flowers, sapling, mushrooms, reeds
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# redstone torch on, redstone torch off
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#
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#
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# instead of pasting these blocks at the cube edges, place them in the middle:
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# instead of pasting these blocks at the cube edges, place them in the middle:
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# and omit the top
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# and omit the top
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@@ -348,7 +347,7 @@ def _build_blockimages():
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# texture array (terrain_images), which comes from terrain.png's cells, left to right top to
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# texture array (terrain_images), which comes from terrain.png's cells, left to right top to
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# bottom.
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# bottom.
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# 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
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# 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
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topids = [ -1, 1, 0, 2, 16, 4, 15, 17,205,205,237,237, 18, 19, 32, 33,
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topids = [ -1, 1, 0, 2, 16, 4, -1, 17,205,205,237,237, 18, 19, 32, 33,
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# 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31
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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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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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# 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47
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@@ -365,7 +364,7 @@ def _build_blockimages():
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# And side textures of all block types
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# And side textures of all block types
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# 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
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# 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
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sideids = [ -1, 1, 3, 2, 16, 4, 15, 17,205,205,237,237, 18, 19, 32, 33,
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sideids = [ -1, 1, 3, 2, 16, 4, -1, 17,205,205,237,237, 18, 19, 32, 33,
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# 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31
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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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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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# 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47
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@@ -438,6 +437,23 @@ def generate_special_texture(blockID, data):
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return (img.convert("RGB"), img.split()[3])
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return (img.convert("RGB"), img.split()[3])
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if blockID == 6: # saplings
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if data == 1: # spruce sapling
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toptexture = terrain_images[64]
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sidetexture = terrain_images[64]
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if data == 2: # birch sapling
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toptexture = terrain_images[80]
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sidetexture = terrain_images[80]
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else: # usual and future saplings
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toptexture = terrain_images[15]
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sidetexture = terrain_images[15]
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img = _build_block(toptexture, sidetexture, blockID)
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return (img.convert("RGB"),img.split()[3])
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if blockID == 9: # spring water, flowing water and waterfall water
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if blockID == 9: # spring water, flowing water and waterfall water
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watertexture = _load_image("water.png")
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watertexture = _load_image("water.png")
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@@ -1231,15 +1247,16 @@ def getBiomeData(worlddir, chunkX, chunkY):
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# (when adding new blocks here and in generate_special_textures,
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# (when adding new blocks here and in generate_special_textures,
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# please, if possible, keep the ascending order of blockid value)
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# please, if possible, keep the ascending order of blockid value)
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special_blocks = set([ 2, 9, 17, 18, 23, 27, 28, 35, 43, 44, 50, 51, 53,
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special_blocks = set([ 2, 6, 9, 17, 18, 23, 27, 28, 35, 43, 44, 50, 51,
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55, 58, 59, 61, 62, 64, 65, 66, 67, 71, 75, 76, 85,
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53, 55, 58, 59, 61, 62, 64, 65, 66, 67, 71, 75, 76,
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86, 91, 92])
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85, 86, 91, 92])
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# this is a map of special blockIDs to a list of all
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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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# possible values for ancillary data that it might have.
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special_map = {}
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special_map = {}
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special_map[6] = range(4) # saplings: usual, spruce, birch and future ones (rendered as usual saplings)
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special_map[9] = range(32) # water: spring,flowing, waterfall, and others (unknown) ancildata values.
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special_map[9] = range(32) # water: spring,flowing, waterfall, and others (unknown) ancildata values.
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special_map[17] = range(4) # wood: normal, birch and pine
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special_map[17] = range(4) # wood: normal, birch and pine
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special_map[23] = range(6) # dispensers, orientation
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special_map[23] = range(6) # dispensers, orientation
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