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微生物群落_如何升級舊的Minecraft地圖以無縫過渡到新生物群落

微生物群落

微生物群落

Upgrading Minecraft to get to the newest features is always fununless it breaks your old maps and creates huge and ugly artifacts across them. Read on as we show you how you can take an old Minecraft map and bring it into a new version of Minecraft without risking really ugly glitches in your terrain.

升級Minecraft以獲得最新功能總是很有趣,除非它破壞了您的舊地圖並在它們之間建立了巨大且醜陋的工件。 請繼續閱讀,我們會向您展示如何獲取舊的Minecraft地圖並將其帶入Minecraft的新版本中,而又不會冒著地形上真正醜陋的故障的風險。

有什麼問題? (What’s the Problem?)

Minecraft’s enormous and procedurally generated map is created using a terrain generator algorithm fed by the world’s seed (an alpha-numeric string either generated at the time the world is created based on the system timestamp or supplied by the player). This seed serves as a pseudo-random number that is fed into a complex equation that then generates the Minecraft world around the player, chunk by chunk.

Minecraft龐大且由程式生成的地圖是使用地形種子演算法(由世界種子(根據系統時間戳建立世界時生成或由玩家提供)生成的字母數字字串)生成的。 該種子充當偽隨機數,被輸入到一個複雜的方程式中,該方程式隨後逐塊生成Minecraft玩家周圍的世界。

This system works very well, and it’s the magical underpinning of the Minecraft universe wherein players can keep roaming and roaming with new hills, mountains, caves, and more generated on the fly for them to explore.

該系統執行良好,是Minecraft宇宙的神奇基礎,玩家可以不斷漫遊並漫遊新的山丘,山脈,山洞和更多新生成的東西,供他們探索。

Where it breaks down (and what we’re concerned with today) is when players bring an old map from a previous version of Minecraft into a new version of Minecraft. The world seed remains with the world map for the life of that mapbutwhat the terrain generation algorithm creates based on that seed can change significantly between major Minecraft versions.

當玩家將舊地圖從以前的Minecraft版本帶入新版本的Minecraft時,它(以及我們今天關注的問題)崩潰了。 在該地圖的生命週期中,世界種子仍保留在世界地圖中,但是在該Minecraft的主要版本之間,地形生成演算法基於該種子建立的內容可能會發生重大變化。

This means if you load a map created in Minecraft 1.6.* into Minecraft 1.8.* then the transitional areas between the area you’ve already explored and the new areas you will explore in the future will be very ugly as the terrain generator will generate completely mismatched terrain. Mountains will plunge down sheer faces into oceans, strange perfectly square patches of forest will appear in deserts, and other ugly artifacts will appear on your maps.

這意味著,如果您將在Minecraft 1.6。*中建立的地圖載入到Minecraft 1.8。*中,則隨著地形生成器生成的結果,您已經探索的區域與將來將要探索的新區域之間的過渡區域將非常難看。完全不匹配的地形。 山脈將從陡峭的山脈降入海洋,奇怪的完全正方形的森林將出現在沙漠中,其他醜陋的文物也會出現在您的地圖上。

Let’s take a look at how ugly that can be by loading creating a map with Minecraft 1.6.4 and then loading in Minecraft 1.8.3. First, here’s a screenshot of our sample map. The seed for our map, if you wish to play along at home, is1261263041493870342. For information on using seeds, check out our Minecraft lesson Creating Custom Maps.

讓我們看一下如何載入Minecraft 1.6.4中的地圖,然後載入Minecraft 1.8.3中的地圖,這有多醜。 首先,這是示例地圖的螢幕截圖。 如果您想在家中玩,我們地圖的種子是1261263041493870342。有關使用種子的資訊,請參閱我們的Minecraft課程“建立自定義地圖”

First, let’s highlight our methodology. We’ve loaded the map in Creative mode and flown straight up from our starting square. The view distance is set to “Far” (early versions of Minecraft didn’t allow for numeric chunk-based view distance, but we know that Far is equivalent to a view distance of 16 chunks). This means that surrounding our spawn point there is a grid of 32×32 chunks generated by the terrain generator.

首先,讓我們重點介紹一下我們的方法。 我們已將地圖載入為“創意”模式,並從起始廣場開始直飛。 視距設定為“遠”(Minecraft的早期版本不允許基於數字塊的視距,但我們知道遠等於16個塊的視距)。 這意味著在我們的生成點周圍有一個由地形生成器生成的32×32塊的網格。

After creating this map we waited for all the chunks to generate and our view to populate in all directions. We then we logged out and loaded the same map in Minecraft 1.8.3 and set our view distance to 32 chunks. After waiting for the distance to render we flew around the edge of the old map (approximately 16 chunks away from the center) and looked at where the edges of map generated with the old algorithm merged with the new one. You know the village you can see in the distance in the desert above? It has a rather peculiar shoreline now.

建立此地圖後,我們等待所有塊生成並在各個方向填充檢視。 然後,我們登出並在Minecraft 1.8.3中載入相同的地圖,並將檢視距離設定為32個塊。 在等待渲染距離之後,我們繞過了舊地圖的邊緣(距離中心大約16個塊),並查看了用舊演算法生成的地圖邊緣與新演算法合併的位置。 您知道您可以在遠處沙漠中看到的村莊嗎? 現在它有一條相當奇特的海岸線。

The above screenshot was taken after flying to the other side of the desert village, looking back toward the center of the map from the newly generated terrain. The old generator read the seed and said, “Make this area a desert!” but the new generator said, “Make this area an ocean!” You can see the crisp line traveling horizontally that delineates the old terrain from the new.

上面的螢幕截圖是在飛到沙漠村莊的另一側後拍攝的,從新生成的地形回望地圖的中心。 老發電機讀了種子說:“把這個地區變成沙漠!” 但是新發電機說:“讓這個地區一片海洋!” 您會看到清晰的水平線,將舊地形與新地形區分開來。

If that’s not glitchy and ugly enough for you, consider this screenshot from the jungle area seen to the north of the spawn point and the village in the image above.

如果這對您來說還不夠小巧和醜陋,請考慮這張截圖,該截圖是從上圖所示的生成點和村莊北部看到的叢林區域。

There it is, a big beautiful mountainous jungle biome. Let’s take a look at how great it looks from the other side.

在那裡,有一個大而美麗的山區叢林生物群落。 讓我們從另一面看它的外觀。

Lovely. More ocean and, thanks to the height of the terrain generated before we loaded the old map into the newer version of Minecraft, the drop from the top of the of the jungle mountain to the ocean below is a around 50 blocks. Perhaps we should be thankful the glitch generated an ocean and not a field as such a drop would have surely done us in.

可愛。 更多的海洋,以及由於在將舊地圖載入到較新版本的Minecraft中之前生成的地形高度,從叢林山頂到下方海洋的下降約為50個街區。 也許我們應該感謝小故障產生了一片海洋,而不是像這樣的下降一定會使我們進入的領域。

Just in case you’re still not convinced that rendering glitches aren’t completely hideous, let’s enlist the help of our old friend Mapcrafter to render a 3D Google Earth-style view of the map we’re currently exploring to show you how truly brutal the clashing of terrain generators really is.

以防萬一您仍然不相信渲染故障並不完全可怕,讓我們尋求老朋友Mapcrafter的幫助,以3D Google Earth風格渲染當前正在檢視的地圖檢視,向您展示真正的殘酷程度地形生成器的衝突確實是。

What we can determine from this top-down view is that the seed in the 1.6.4 generator wanted to create an area around the spawn point that was an intersection of jungle, desert, plains, and taiga snow forests. What the 1.8.3 generator wanted to create in that exact same place is a huge ocean with a spattering of small islands and a large (as seen in the lower area) land mass with mountains and forests.

從此俯檢視可以確定的是1.6.4生成器中的種子想要在生成點周圍建立一個區域,該區域是叢林,沙漠,平原和針葉林雪林的交集。 1.8.3生成器想要在那個完全相同的地方建立的是一個巨大的海洋,上面散落著小島,並且有大片(如在下部區域所示)山地和森林。

When the two clashed together Minecraft essentially said, “OK, these chunks already exist so we will not attempt to generate them again, but the player needsnew chunks so we’ll apply the current version’s generator.” The result is the horrible mishmash you see above.

當兩者碰撞在一起時,Minecraft本質上說:“好的,這些塊已經存在,因此我們將不再嘗試再次生成它們,但是播放器需要新的塊,因此我們將應用當前版本的生成器。” 結果就是您在上面看到的可怕的雜燴。

Now, we’ll be the first to tell you that our perfect 32×32 out-of-place square is an extreme example where the edges are painfully obvious. We purposely created a small square map in Minecraft 1.6.4 expressly to both hyper accentuate and localize the extreme changes between the old and new terrainto showcase it for you.

現在,我們將第一個告訴您,完美的32×32錯位正方形是一個極端的示例,其中的邊緣非常明顯。 我們特意在Minecraft 1.6.4中建立了一個小正方形地圖,以明確強調和定位新舊地形之間的極端變化,以向您展示。

A “lived in” map where you’ve been organically exploring and playing the game won’t have such a perfect square shape but will instead have all sorts of forks, curves, and such where you’ve moved around the map without thoroughly exploring every inch edge-to-edge. This kind of map will have sprawling glitches along the extensive edges as well as pockets of glitches inside the interior map where the player never ventured and thus no chunks were very generated. Those too, the missing interior chunks, will suffer from generation glitches that will leave strange artifacts behind (like a perfectly square patch of desert sand in a the middle of a snowy biome).

您一直在有機探索和玩遊戲的“居住”地圖不會具有如此完美的正方形,而是會具有各種叉子,曲線等,因此您在地圖上四處走動而沒有徹底探索每一英寸都到邊。 這種地圖將在廣泛的邊沿上出現小故障,並且內部地圖中的小故障區域使玩家從未冒險,因此不會產生大量塊。 那些缺失的內部塊也將遭受世代故障的困擾,這些世代故障將留下奇怪的偽像(例如,在白雪皚皚的生物群落中間完美的正方形沙漠沙塊)。

Fortunately for all of us, there’s a very clever tool out there which does a fantastic job smoothing the seams between the old terrain generated by a previous version of Minecraft and the new terrain generated by the new version. Let’s take a look at how we can save our maps from a life of ugly glitched-out terrain with it.

幸運的是,對於我們所有人來說,這裡有一個非常聰明的工具,它可以出色地平滑Minecraft先前版本生成的舊地形和新版本生成的新地形之間的接縫。 讓我們看一下如何使用它來儲存我們的地圖,使其擺脫難看的地形。

使用MCMerge平滑地形過渡 (Smoothing Terrain Transitions with MCMerge)

MCMerge is an open source Minecraft editor that does one thing and one thing very well: it carefully massages the borders between old terrain and new terrain so that the transitional space is a gentle slope down to a river that unites the two biomes without the jarring and unnatural transitions we saw in the previous section.

MCMerge是Minecraft的一個開放原始碼編輯器,它做的一件事和一件事做得很好:它仔細按摩舊地形和新地形之間的邊界,以便過渡空間是一條平緩的斜坡,向下延伸到一條河流,將兩個生物群落結合在一起而不會造成刺激和破壞我們在上一節中看到了不自然的過渡。

You deploy MCMerge in between upgrades so that it can learn and chart the boundaries of your old map, then you load the map in thenew version of Minecraft and do some exploring (or use a tool like Minecraft Land Generator to do the exploring for you with automatic chunk-generation), and then you run MCMerge again, and it traces over the seams between the old terrain and the new terrain, sculpting them into natural looking valleys and crevices with a river at the bottom such that your transitions no longer look like broken china but natural landscaping.

您可以在兩次升級之間部署MCMerge,以便它可以學習並繪製舊地圖的邊界,然後將地圖載入到版本的Minecraft中並進行一些探索(或使用Minecraft Land Generator之類的工具為您進行探索(具有自動塊生成功能),然後再次執行MCMerge,它會在舊地形和新地形之間的接縫上追蹤,將它們雕刻為自然的山谷和裂縫,底部有一條河流,這樣您的過渡就不再看起來像破碎的瓷器,但自然美化。

Let’s break down the sequence of events outlined above and illustrate the transitions with screenshots and renderings to highlight how the changes take shape.

讓我們分解上面概述的事件序列,並用螢幕截圖和渲染圖說明過渡,以突出顯示更改的形成方式。

選擇你的地圖 (Select Your Map)

For the purposes of this tutorial we’ve opted to use the same seed and the same before and after Minecraft versions as we did in the previous section: Minecraft 1.6.4 and Minecraft 1.8.3. The only difference is that we recreated the map with the same seed and then roamed around in a more organic fashion in survival mode to create a more natural map shape (and not the perfect square we previously showcased).

出於本教程的目的,我們選擇在Minecraft版本之前和之後使用與上一節相同的種子和相同的種子:Minecraft 1.6.4和Minecraft 1.8.3。 唯一的不同是,我們使用相同的種子重新建立了地圖,然後以更自然的方式在生存模式下漫遊,以建立更自然的地圖形狀(而不是我們之前展示的完美正方形)。

Here’s what the tutorial map looks like when rendered in Mapcrafter.

這是在Mapcrafter中渲染後的教程地圖的外觀。

We’ve zoomed in on the south-western edge where we’ll easily see, later on, where the new seam is smoothed over.

我們放大了西南邊緣,稍後我們將很容易看到新接縫已平滑的地方。

Whichever of your maps you select it’s important that you absolutely, under no circumstances, load and explore the map from your old version of Minecraft in the newer version of Minecraft until you complete the first round of the MCMerge process as doing so may introduce irreparable glitches to your map.

無論您選擇哪一張地圖,絕對重要的是,絕對不要在任何情況下都從舊版本的Minecraft載入並瀏覽新版本的Minecraft中的地圖,直到完成第一輪MCMerge流程為止,因為這樣做可能會導致無法彌補的故障到您的地圖。

Also, before you proceed it is important you’ve backed up your selected map for safekeeping. We’ve had no trouble with MCMerge or, for that matter, any of the numerous world editing tools we’ve used over the years, but it’s always better to be safe than sorry.

另外,在繼續操作之前,請務必備份所選地圖以進行保管,這一點很重要。 對於MCMerge或我們多年來使用過的眾多世界編輯工具中的任何一個,我們都沒有遇到任何麻煩,但是安全起總比後悔好。

下載MCMerge (Downloading MCMerge)

You can grab a copy of the most recent edition of MCMerge over at the official MCMerge topic on the Minecraft forums.The download comes in two flavors, the Python code for Mac OS X, Linux, and other OS users (which requires you to download and install Python for your OS and a handful of dependencies outlined in the readme file) or the pre-compiled Windows version which only requires you download theMicrosoft Visual C++ 2008 Redistributable Package (x86) if it is not already installed on your machine.

您可以在Minecraft論壇上的官方MCMerge主題上獲取最新版本的MCMerge 該下載有兩種形式,分別是Mac OS X,Linux和其他OS使用者的Python程式碼(要求您下載和安裝適用於您的OS的Python以及自述檔案中概述的少數依賴項)或預編譯的Windows如果您的計算機上尚未安裝Microsoft Visual C ++ 2008可再發行元件包(x86),則僅下載該版本。

Note: For this tutorial we’ll be using the Windows version; for those following along with the Python version simply replace “mcmerge.exe” in all the commands that follow with “python mcmerge.py” as a substitution. All additional command switches and modifiers remain in place.

注意:在本教程中,我們將使用Windows版本。 對於隨Python版本一起使用的使用者,只需在所有以“ python mcmerge.py”代替的命令中替換“ mcmerge.exe”即可。 所有其他命令開關和修飾符均保留在原位。

Copy the save directory of the world you wish to work with into the /MCMerge/ folder before proceeding. (e.g. If your world is called “Funland” there should now be a directory /MCMerge/Funland/.)

在繼續之前,將您想要使用的環境的儲存目錄複製到/ MCMerge /資料夾中。 (例如,如果您的世界被稱為“ Funland”,那麼現在應該有一個目錄/ MCMerge / Funland /。)

執行初始MCMerge Pass (Running the Initial MCMerge Pass)

With the save directory placed in the /worlds/ folder, it’s time to proceed to running the first pass. This is the stage of the procedure where MCMerge will perform a contour trace along the existing map boundaries and make a note of which chunks lie directly on the edge of the explored world.

將儲存目錄放置在/ worlds /資料夾中後,就該繼續執行第一遍了。 在此階段,MCMerge將沿現有地圖邊界執行輪廓跟蹤,並記下哪些塊直接位於探索世界的邊緣。

To perform the trace run the following command from within the /MCMerge/ directory via the command line where “world” is the name of your world save directory.

要執行跟蹤,請在/ MCMerge /目錄中通過命令列執行以下命令,其中“ world”是您的world儲存目錄的名稱。

mcmerge.exe trace “world”

mcmerge.exe跟蹤“世界”

The tracing process is pretty snappy, even for large worlds, and you’ll an output like this.

跟蹤過程非常靈活,即使對於大型世界也是如此,您將獲得這樣的輸出。

Getting existing world contour…

獲取現有的世界輪廓…

Tracing world contour…

追蹤世界輪廓…

Recording world counter data…

記錄世界計數器資料…

World contour detection complete

世界輪廓檢測完成

At this point MCMerge has the data it needs. You can confirm the process by looking in your world directory, there should now be a new folder labeled “##MCEDIT.TEMP##” and file named “contour.dat”. If the command results in an error and/or no extra files appear in the folder then you may need to run the command as an administrator.

此時,MCMerge已擁有所需的資料。 您可以通過在世界目錄中查詢來確認該過程,現在應該有一個名為“ ## MCEDIT.TEMP ##”的新資料夾和名為“ contour.dat”的檔案。 如果命令導致錯誤和/或資料夾中沒有其他檔案,則您可能需要以管理員身份執行命令。

生成新的塊資料 (Generate New Chunk Data)

Once the contour process is complete the next step is to load your Minecraft map in thenew version of Minecraft. We can’t emphasis that bit enough as if you load it with the original version of Minecraft you won’t get the new biomes from the new terrain generator; you’ll get the old biome data which renders the whole process worthless as you’ll have to start all over again.

完成輪廓處理後,下一步就是將Minecraft地圖載入到版本的Minecraft中。 我們不能太強調它,就好像您將其載入到Minecraft的原始版本中一樣,您也不會從新的地形生成器中獲得新的生物群系。 您將獲得舊的生物群系資料,這將使整個過程變得毫無價值,因為您必須重新開始。

There are two ways to generate the new chunk data. You can actually play the game and fly around in creative mode, following the border of your world and loading new data. If you have a very small map like the one we’re using for this tutorial that’s a perfectly plausible method.

有兩種生成新塊資料的方法。 實際上,您可以玩遊戲並以創意模式四處飛行,跟隨世界邊界並載入新資料。 如果您有一個非常小的地圖(例如我們在本教程中使用的地圖),那麼這是一個非常合理的方法。

If you have a larger map the process of exploring the old world border could take anywhere from hours to days. Further you may wish to skip the actual exploration for fear of spoiling surprises in a survival mode map. To that end, it’s useful to use the Minecraft Land Generator to automatically load map data without the requirement that you play the game and manually explore.

如果您的地圖較大,則探索舊世界邊界的過程可能要花費數小時至數天的時間。 此外,您可能希望跳過實際的探索,以免破壞生存模式圖中的意外驚喜。 為此,使用Minecraft Land Generator自動載入地圖資料非常有用,而無需您玩遊戲並手動瀏覽。

If you don’t want to explore all the borders and the Minecraft Land Generator is more tweaking than you care to do right now, don’t worry. The contour data we made in the last step doesn’t expire as it precisely charted out the outline of your old map. You can run the merge function as many times as you want in the future as you uncover areas that don’t render well.

如果您不想探索所有邊界,並且Minecraft Land Generator比您現在想做的要微調,請不要擔心。 我們在最後一步中製作的輪廓資料不會過期,因為它可以精確繪製出舊地圖的輪廓。 在發現效果不好的區域時,您可以在將來多次執行合併功能。

After completing the contour pass, copy your world data back to your Minecraft directory and then load the map with thenew version of Minecraft. Roam around the edges of the mapuntil you end up with the kind of jagged and ugly seams seen in the render above.

完成輪廓傳遞後,將您的世界資料複製回到Minecraft目錄,然後使用版本的Minecraft載入地圖。 在地圖的邊緣漫遊,直到最終出現上面渲染中看到的鋸齒狀和醜陋的接縫。

Once you’ve explored the map and generated the new chunk data it’s time to perform the cleanup pass.

瀏覽完地圖並生成新的塊資料後,就可以執行清除過程了。

合併塊資料 (Merging the Chunk Data)

The final step of the process is to copy over the save file from your Minecraft save directory (now that you’ve generated the new data with the new version of Minecraft) back to the /MCMerge/ folder you were working in.

該過程的最後一步是將儲存檔案從Minecraft的儲存目錄(現在已經使用新版本的Minecraft生成了新資料)複製回您正在使用的/ MCMerge /資料夾中。

With the updated map file in place, run the following command:

放置更新的地圖檔案後,執行以下命令:

mcmerge.exe merge “world”

mcmerge.exe合併“世界”

Sit back and relax. The process on a small world is a few minutes long, the process on a very large world could take the better part of an hour or more. When the process is complete copy the save file from the MCMerge directory back to your Minecraft saves directory and load it up. Your freshly updated world will now have radically smoother transitions between biomes without jagged and jarring transitions between old and new terrain.

高枕無憂。 在一個很小的世界上,此過程需要幾分鐘,而在一個很大的世界上,則可能需要一個小時或更長時間才能完成。 完成該過程後,將儲存檔案從MCMerge目錄複製回到您的Minecraft儲存目錄並載入它。 現在,您新近更新的世界將在生物群落之間實現從根本上更加平滑的過渡,而在新舊地形之間不會出現鋸齒狀和刺激性的過渡。

Remember how obvious the transitions were in the render above? Let’s look at a new render of the new map data with the merged edges in place.

還記得上面的渲染中的過渡有多明顯嗎? 讓我們看一下合併了邊的新地圖資料的新渲染。

Not bad at all. It’s hard to tell just how smooth everything looks from way up in the sky, however, so let’s zoom down and compare a spot from an in-game perspective. Here’s a location where there was a distinct and ugly stair-step pattern where the forestmet the ocean biome and then, in the same view, an ugly seam between the plains area and the mountain area.

一點也不差。 很難說出從天上看所有事物的平滑程度,因此,讓我們從遊戲內的角度進行縮小和比較。 在這裡,有一個明顯且醜陋的階梯狀圖案,森林與海洋生物群落相遇,然後在同一檢視中,平原地區和山區之間出現了醜陋的接縫。

In the MCMerge fixed map, seen below from a slight different angle that really shows off the changes, the shoreline is chopped up and varied and the seam between the plains and the mountains is fixed with a river and elevation adjustment on the edge of the mountain biome.

在MCMerge固定地圖中,下面從稍微不同的角度真正顯示出變化,可以看到海岸線被切開並變化了,平原和山脈之間的接縫通過河流和海拔調整裝置固定在山脈邊緣生物群落。

What was a very apparent eyesore that would make you assume the game had glitched out now looks right at home in the Minecraft world, no questions asked. Even when you have a long and linear seam to conceal it still looks pretty natural.

顯而易見的令人眼花ore亂的感覺會讓您以為遊戲已經出現故障,現在在Minecraft世界中看起來就像在家裡一樣,沒有任何問題。 即使當您需要隱藏長長的線性接縫時,它看起來仍然很自然。

In the screenshot below you can see a spot, dozens of chunks long, where two biomes met along a very straight line. Although the generated river looks a tad bit unnatural given the normally meandering nature of Minecraft rivers (and a sharp eyed player would certainly note it’s unusually straight nature from a high vantage point) it still looks far more natural than a perfectly straight line marking the border between the two biomes.

在下面的螢幕截圖中,您可以看到一個長數十個塊的點,其中兩個生物群落沿一條非常直線相遇。 儘管考慮到Minecraft河流的正常曲折性質(儘管敏銳的玩家肯定會注意到從高角度來看這是筆直的自然性質),生成的河流看起來有些不自然,但它仍然比標記邊界的完美直線自然得多在兩個生物群落之間。

When dealing with perfectly straight seams MCMerge does a definitely-good-enough job cleaning up and fuzzing the seams (to the point that only when viewed from the air or in a rendering to the lines become obvious). When dealing with more organic and wandering map edges, the clean up job is virtually undetectable.

當處理完美筆直的接縫時,MCMerge會做得非常好,清理並模糊了接縫(以至於只有從空中檢視或渲染到線條時才變得明顯)。 當處理更多有機的和徘徊的地圖邊緣時,清理工作實際上是不可檢測的。

In today’s tutorial we used the default settings under less than ideal circumstances (our map had a mix of both sharp straight edges and meandering stair-step edges) and we still had great results. If you run MCMerge on a larger more organically explored map and you further fuss around with the merging options (check the readme file to see how you can adjust the fuzzing algorithm, depth of the river valley and surrounding cover, and so on) you can create merged edges so natural in appearance that it would be easy to forget, even as the person who inserted them, where they were.

在今天的教程中,我們在不太理想的情況下使用了預設設定(我們的地圖混合了尖銳的筆直邊緣和曲折的階梯邊緣),但仍然取得了不錯的效果。 如果您在較大的有機探索地圖上執行MCMerge,然後進一步大驚小怪的使用合併選項(請檢視自述檔案以瞭解如何調整模糊演算法,河谷深度和周圍的覆蓋物等)。建立合併後的邊緣,使其看起來很自然,以至於容易忘記,即使插入邊緣的人也是如此。



Have a pressing Minecraft question big or small? Shoot us an email at [email protected] and we’ll do our best to answer it!

有一個緊迫的Minecraft問題,大小不一? 向我們傳送電子郵件至[email protected],我們將盡最大努力予以答覆!

翻譯自: https://www.howtogeek.com/213964/how-to-upgrade-your-old-minecraft-maps-for-seamless-transitions-to-new-biomes/

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