08-25-2020, 10:08 PM
08-25-2020, 10:20 PM
Ah, you need proper configuration for the GalExport's web interface to appear. I think there should be a message in the log about it, when starting the server.
You should have a GalExport.example.cfg file next to the server that has an example config. This is my config, use it as basis for yours:
You should have a GalExport.example.cfg file next to the server that has an example config. This is my config, use it as basis for yours:
Config = { CommandPrefix = "/ge", ExportFolder = "GalExports", ExportLineEnds = "\r\n", WebPreview = { ThumbnailFolder = "GalExportWeb", MCSchematicToPng = { HostName = "blackbox", Port = 9998, }, MCSchematicToPngPort = 9999, } };Note that you need the WebPreview secvtion to enable the web handling, and for that, you need the MCSchematicToPng daemon to be running somewhere accessible. https://github.com/madmaxoft/MCSchematicToPng
08-25-2020, 11:30 PM
Ok now it works. The MCSchematicToPng server is actually need. Now I see everything. Thanks
08-26-2020, 06:18 AM
The generator works now.
May I make the prefabs ready for export on the Galery Server?
May I make the prefabs ready for export on the Galery Server?
08-26-2020, 06:28 AM
Are you reusing existing areas? Are they already approved? If so, clone a copy first.
08-26-2020, 07:28 AM
Quote:Are you reusing existing areas?
Sometimes - already did a clone because a block wasn't vanilla
The other ones I build myself
Quote:Are they already approved?
None of them
08-26-2020, 07:33 AM
for some i need the backup to experiment with the metadata to make it work
Gonna do this tomorrow so no hurry
Gonna do this tomorrow so no hurry
08-27-2020, 06:00 AM
Avaiable Pool Metadata:
Village specific Pool data: (quite self explainatory)
- GridSizeX
- Numeric Value: every n blocks in X direction the structure is placed
- GridSizeZ
- Numeric Value: every n blocks in Z direction the structure is placed
- MaxDepth
- Numeric Value: Maximum depth of recursion while placing the structure (limits the size of composed structures)
- MaxOffsetX
- Numeric Value: Maximum X deviation fromĀ the position resulting from GridSizeX
- MaxOffsetZ
- Numeric Value: Maximum Z deviation fromĀ the position resulting from GridSizeZ
- MaxStructureSizeX
- Numeric Value: Maximum size of the structure in X direction
- MaxStructureSizeZ
- Numeric Value: Maximum size of the structure in Z direction
- SeedOffset
- Numeric Value: a Value to add to the seed provided to generation (modifies the generation for every structure)
- AllowedBiomes
- list of all allowed biomes as strings and comma seperated
- AllowedRotations
- Numeric Value
- IsStarting
- NumericBool (0,1): defines if the piece is a starting piece
Village specific Pool data: (quite self explainatory)
- MaxDensity
- MinDensity
- VillageRoadBlockType
- VillageRoadBlockMeta
- VillageWaterRoadBlockType
- VillageWaterRoadBlockMeta
- AddWeightIfSame
- DefaultWeight
- DepthWeight
- MergeStrategy
- msOverwrite
- msFillAir
- msImprint
- msLake
- msSpongePrint
- msDifference
- msSimpleCompare
- msMask
- MoveToGround
- NumericBool (0,1)
- VerticalLimit (Sets the maximum value for y position)
- "", none
- Above
- AboveTerrain
- AboveTerrainAndOcean- Below- BelowTerrain- BelowTerrainOrOcean
- VerticalStrategy
- Fixed ("Fixed|NumericValue")
- Range ("Range|LowNumericValue|HighNumericValue")
- TerrainTop ("|LowNumericValue|RangeLimitNumericValue") the LowNumericValue describes the offset to terrain top. And RangeLimitNumericValue describes the possible range the object may be placed in. Positive values over Terrain. Negative below.
- TerrainOrOceanTop ("|NumericValue|RangeLimitNumericValue") the NumericValue describes the offset to terrain top. And RangeLimitNumericValue describes the possible range the object may be placed in.Positive values over Terrain. Negative below.
- ExpandFloorStrategyy (names are self explainatory)
- RepeatBottomTillNonAir
- RepeatBottomTillSolid (Note: Plants and so on are not overwritten)
- none
- ShouldExpandFloor
- Numeric Bool (0,1)
08-27-2020, 06:01 AM
How are we gonna do this with the prefabs?
Do I commit them? Do I send you the metadata to export them?
Do I commit them? Do I send you the metadata to export them?
08-27-2020, 03:08 PM
Great work with the metadata, we should definitely collect that somewhere in the DevDocs, and keep it updated.
With the prefabs, I guess it's easiest for you to send me the list of the prefabs and their metadata (possibly as exported cubeset files, I can read that
With the prefabs, I guess it's easiest for you to send me the list of the prefabs and their metadata (possibly as exported cubeset files, I can read that
