Sorry for resurrecting an older thread, but I've been using mcmapDZ and am trying to sort out a way to properly color some blocks that have been coming out as the wrong color.
I'm trying to get a colors.txt to work for:
Redwood leaves
Construction Foam
Autumn Leaves
Greatwood + Silverwood leaves
Rubber tree leaves (both from IC2 and the other, huge type)
Basalt (working)
Red Rock (working)
I've managed to get some working, but mcmap appears to be disregarding certain blockids as invalid. Through testing it appears that a blockid value larger than 255 will be rejected. Here's my current colors.txt:
(please excuse the strange spacing)
Code:
#ID R G B A Noise
1309 49 150 5 255 0
1312 128 68 28 255 0
1313 128 68 28 255 0
1314 128 68 28 255 0
1315 128 68 28 255 0
610 99 99 99 255 0
1301 219 116 2 255 10
1610 49 150 5 255 0
1610:1 9 80 213 255 0
625 101 150 27 255 0
211 101 150 27 255 0
212 128 68 28 255 0
215 60 60 60 255 15
251 148 70 44 255 10
All but the last four ids are rejected. If there's a program that works like mcmap but allows for blockids larger than 255, I should be able to get my colors.txt to work fine. Any thoughts?
*edit* upon looking at what I think is the correct code on github, it appears that the reason for the restriction is that an 8-bit integer is being used to read blockIDs. This means that for larger ids, the result would probably be wrapped around 256 a number of times. For example, here's the wrapped blockid number for construction foam:
610 % 256 = 98
To test this theory I placed construction foam in a square next to stone bricks (both have a wrapped blockid of 98) and ran the mapping program twice. When rendered without a custom colors.txt entry, they both appeared grey. When rendered WITH the custom colors.txt entry, they both appeared white.
I suppose this means that the reason why our redwood trees and whatnot are rendering with strange colors is because the blockids are being wrapped around and probably end up overlapping with other blocks' colors.