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在Minecraft Beta 1.6中添加了可合成的地图物品。不像书, 地图不在物品内储存信息,它们的数据值对应着保存的文件。Their information is placed in the "data" directory within the world's save directory. Each map has its own file associated with its ID, and there is one file that keeps track of the highest (= most recently created) map ID. This is limited to the size of a short (65,536).[1] When Notch was adding them the first time he did not use the NBT format.[2]

There is support for The Nether, but it is obscured by the top blocks of the Nether and therefore unreadable. The End is supported without problems.

资料目录结构

idcounts.dat 包含最新的ID在当前的地图。 Each map's file name uses the format map<#>.dat, where <#> is the map's unique number.

map_<#>.dat 格式

map_<#>.dat files are GZip'd NBT files.

NBT 结构

  • 根标签
    •  data: 地图资讯
      •  scale: 地图缩放 (it is in 2scale 方块每像素, even for 0, where the map will be 1:1). 预设值是3,最小值是0而最大值是4。
      •  dimension: 0 = 主世界, -1 = 下界, 1 = 末路之地
      •  height: 地图的高度. 默认 (亦只可能会是) 128。
      •  width: 地图的宽度. 默认 (亦只可能会是) 128。
      •  xCenter: 地图的中心 according to real world by X.
      •  zCenter: 地的中心 according to real world by Z.
      •  colors: 颜色的宽度×高度的阵列 (16384 entries for a default 128x128 map). Color can be accessed via the following method: colorID = Colors[widthOffset + heightOffset * width], where (widthOffset==0, heightOffset==0) is left upper point.

当这个结构被载入时,颜色阵列就会被转换成标准尺寸(如需要)然后这个结构就会以标准的高度和宽度来储存。

idcounts.dat 格式

这个档案会保持追踪最新制作出来的地图。它以未经压缩的原始NBT档案储存。

NBT 结构

  • 根标签
    •  map: 最新的地图ID。

颜色表

地图会使用一个颜色表对应颜色ID来储存颜色。

Base colors

方块的属性指明了它们颜色。每种方块材料都拥有一个 base color which is multiplied by 180, 220 or 255, 然后除以255以取得地图的颜色。 Each base color below is associated with four map colors - to get the first map color ID for a base color, multiply the base color ID by 4.

ID 颜色 RGB 对应方块


0 透明
1 127,178,56
2 247,233,163
3 167,167,167
4 255,0,0
5 160,160,255
6 167,167,167
7 0,124,0
8 255,255,255
9 164,168,184
10 183,106,47
11 112,112,112
12 64,64,255
13 104,83,50

地图的颜色

Each base color above has 4 associated map colors below. The conversion works by multiplying each of the red, green, and blue values by a value and then dividing by 255, finally rounding to the nearest whole.

地图颜色ID 乘以R,G,B
Base Color ID*4 + 0 180
Base Color ID*4 + 1 220
Base Color ID*4 + 2 255 (same color)
Base Color ID*4 + 3 220

Here is a map color table provided as an example:

ID 颜色 RGB 对应方块


0 透明
1 透明
2 透明
3 透明
4 89,125,39
5 109,153,48
6 127,178,56
7 109,153,48
8 174,164,115
9 213,201,140
10 247,233,163
11 213,201,140
12 117,117,117
13 144,144,144
14 167,167,167
15 144,144,144
16 180,0,0
17 220,0,0
18 255,0,0
19 220,0,0
20 112,112,180
21 138,138,220
22 160,160,255
23 138,138,220
24 117,117,117
25 144,144,144
26 167,167,167
27 144,144,144
28 0,87,0
29 0,106,0
30 0,124,0
31 0,106,0
32 180,180,180
33 220,220,220
34 255,255,255
35 220,220,220
36 115,118,129
37 141,144,158
38 164,168,184
39 141,144,158
40 129,74,33
41 157,91,40
42 183,106,47
43 157,91,40
44 79,79,79
45 96,96,96
46 112,112,112
47 96,96,96
48 45,45,180
49 55,55,220
50 64,64,255
51 55,55,220
52 73,58,35
53 89,71,43
54 104,83,50
55 89,71,43

References

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