Scale minecraft

Scale minecraft DEFAULT

Someone's built the entire Earth in Minecraft - to scale

Seeing as nobody's going outside at the moment, it would be pretty great to have an entire version of Earth to explore in a video game, right?

Enter PippenFTS, a YouTuber who claims to have made a 1:1 scale version of the Earth in Minecraft for the very first time. It's been made possible through the use of two mods, Terra 1-to-1 and Cubic Chunks. As explained by PippenFTS, Minecraft normally has a height limit of 255m, which would have made full-scale Earth terrain impossible. Using Cubic Chunks "changes the shape of Minecraft chunks to 16x16x16 cube, giving you infinite build depth in both vertical directions".

"With the Cubic Chunks mod breaking Minecraft's vertical limitations, we can now experience the Earth in Minecraft, just as it is, with no downscaling of any kind."

The next stage is applying the Terra 1-1 mod, which takes information from geographical data archives (such as Google Maps) and converts it into Minecraft blocks. The video shows a number of vast landmarks realised in Minecraft, such as Mount Everest, the Grand Canyon, and Half Dome from Yosemite National Park in the US.

The problem is that this is only the first step to creating a fully-accurate world: human-generated structures are rebuilt by the mod as part of the landscape, so Egypt's pyramids just become... a big pile of mud. Similarly, the peaks of some mountains which should have snow are currently bare, while glaciers which should contain ice register as just snowy terrain. And at the South Pole, the world border merely shows an endless snowy wasteland - as the Minecraft model of Earth doesn't exactly curve.

To solve these issues, PippenFTS has started a collective project called "Build The Earth" to get other Minecraft players to decorate the Earth with man-made structures, and also create an edge for the borders, fulfilling the centuries-old myth of being able to sail off the edge of the Earth. PippenFTS is hoping players will download the mods, rebuild specific areas in 1 to 1 scale, and then join them all together at the end using map editors. It's a massive undertaking, but PippenFTS has started up a Discord server to help coordinate efforts, and is contributing by building Seattle. "Hardware limitations are ours, and certainly my, main obstacle towards achieving the dream of viewing Minecraft terrain thousands of miles in each direction from the top of Mount Rainier, but one day this obstacle will be overcome", PippenFTS added.

It's going to be one major building project - but the initative has already received a significant amount of attention, establishing its own subreddit and patreon to cover server costs. People are already contributing models of universities, Manhattan skyscrapers and even their own streets. Should you want to contribute, make sure to watch the video for instructions on how to install the mods and get involved. It should be a fun one to watch - even if the full project is never actually completed.

Sours: https://www.eurogamer.net/

A 1:1 scale model of Earth is possible in Minecraft, with mods and your help

Building the entire world in Minecraft on a 1:1 scale seems like it should be possible. It's not, though: Minecraft has limitations, most importantly its 256 block height limitation, which won't exactly allow the construction of, say, Mount Everest. But with the use of two important mods, one YouTuber has not only avoided that height limitation, but has also automated the process of mapping the world.

In the video above, PippenFTS explains how. Using the mod Cubic Chunks, it's possible to effectively remove the game's height limitation. Meanwhile, Terra 1-to-1 does what the name implies: it draws from map data, chiefly Google Earth, in order to closely recreate actual real world landscapes. 

As a result, PippenFTS claims to have generated a full 1:1 map of the world in Minecraft. Examples used in the video include the Grand Canyon and Mount Everest, and it's definitely true: you've never seen terrain on this scale in a video game. It's not without its problems, though. Human made structures, in cases where their dimensions are recorded by mapping services, make use of normal Minecraft terrain blocks, meaning they don't look as they should - even by Minecraft standards. That means if a more realistic model is going to exist, it needs the help of human hands.

So PippenFTS has started an initiative called Build The Earth. The hope is that hundreds of others will help optimise the map, with each user specialising in their own chunk of the world. There's a Discord server if you want to get involved.

Cheers, Eurogamer.

Shaun is PC Gamer’s Australian editor and news writer. He mostly plays platformers and RPGs, and keeps a close eye on anything of particular interest to antipodean audiences. He (rather obsessively) tracks the movements of the Doom modding community, too.
Sours: https://www.pcgamer.com/a-11-scale-model-of-earth-is-possible-in-minecraft-with-mods-and-your-help/
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Best Java code snippets using net.minecraft.client.renderer.GlStateManager.scale(Showing top 20 results out of 675)

  • Add the Codota plugin to your IDE and get smart completions

    private void myMethod () {

    }

    publicvoid scale(float f) { GlStateManager.scale(f, f, f); }
    publicstaticvoid defaultTransforms() { GlStateManager.translate(0.0, 3.0, 1.0); GlStateManager.scale(0.55, 0.55, 0.55); }
    publicvoid render(float fract) { float f5 = 1F / 16F; base.render(f5); pipe.render(f5); float mov = (1F - fract) * 0.5F; GlStateManager.translate(0F, mov, 0F); top.render(f5); GlStateManager.translate(0F, -mov, 0F); GlStateManager.rotate(180F, 1F, 0F, 0F); GlStateManager.translate(-0.19F, -1.375F, -0.19F); GlStateManager.scale(1F, fract, 1F); funnel.render(f5); GlStateManager.scale(1F, 1F / fract, 1F); }
    publicvoid renderItemStack(ItemStack stack) { if(!stack.isEmpty()) { Minecraft mc = Minecraft.getMinecraft(); GlStateManager.pushMatrix(); mc.renderEngine.bindTexture(TextureMap.LOCATION_BLOCKS_TEXTURE); float s = 0.25F; GlStateManager.scale(s, s, s); mc.getRenderItem().renderItem(stack, ItemCameraTransforms.TransformType.GROUND); GlStateManager.scale(1F / s, 1F / s, 1F / s); GlStateManager.popMatrix(); Minecraft.getMinecraft().renderEngine.bindTexture(texture); } }
    @Override @SideOnly(Side.CLIENT) publicvoid onPlayerBaubleRender(ItemStack stack, EntityPlayer player, RenderType type, float partialTicks) { if(type == RenderType.BODY) { Minecraft.getMinecraft().renderEngine.bindTexture(texture); Helper.rotateIfSneaking(player); GlStateManager.translate(0F, 0.2F, 0F); float s = 1.05F / 16F; GlStateManager.scale(s, s, s); if(model == null) model = new ModelBiped(); model.bipedBody.render(1F); } }
    @Override publicvoid render(@Nullable TileBrewery brewery, double d0, double d1, double d2, float f, int digProgress, float unused) { this.brewery = brewery; GlStateManager.pushMatrix(); GlStateManager.enableRescaleNormal(); GlStateManager.color(1F, 1F, 1F, 1F); GlStateManager.translate(d0, d1, d2); Minecraft.getMinecraft().renderEngine.bindTexture(texture); GlStateManager.scale(1F, -1F, -1F); GlStateManager.translate(0.5F, -1.5F, -0.5F); double time = ClientTickHandler.ticksInGame + f; model.render(this, time); GlStateManager.enableRescaleNormal(); GlStateManager.popMatrix(); }
    @Override @SideOnly(Side.CLIENT) publicvoid onPlayerBaubleRender(ItemStack stack, EntityPlayer player, RenderType type, float partialTicks) { if(type == RenderType.HEAD) { Minecraft.getMinecraft().renderEngine.bindTexture(TextureMap.LOCATION_BLOCKS_TEXTURE); GlStateManager.scale(0.5F, 0.5F, 0.5F); GlStateManager.translate(0, -1.5F, 0.5F); Minecraft.getMinecraft().getBlockRendererDispatcher().renderBlockBrightness(ModBlocks.tinyPlanet.getDefaultState(), 1.0F); } }
    @Override @SideOnly(Side.CLIENT) publicvoid onPlayerBaubleRender(ItemStack stack, EntityPlayer player, RenderType type, float partialTicks) { if(type == RenderType.BODY) { Minecraft.getMinecraft().renderEngine.bindTexture(getRenderTexture()); Helper.rotateIfSneaking(player); GlStateManager.translate(0F, 0.2F, 0F); float s = 1.05F / 16F; GlStateManager.scale(s, s, s); if(model == null) model = new ModelBiped(); model.bipedBody.render(1F); } }
    publicstaticvoid renderItem2dWithAmount( IAEItemStack itemStack, float itemScale, float spacing ) { final ItemStack renderStack = itemStack.asItemStackRepresentation(); TesrRenderHelper.renderItem2d( renderStack, itemScale ); finallong stackSize = itemStack.getStackSize(); final String renderedStackSize = NUMBER_CONVERTER.toWideReadableForm( stackSize ); final FontRenderer fr = Minecraft.getMinecraft().fontRenderer; finalint width = fr.getStringWidth( renderedStackSize ); GlStateManager.translate( 0.0f, spacing, 0 ); GlStateManager.scale( 1.0f / 62.0f, 1.0f / 62.0f, 1.0f / 62.0f ); GlStateManager.translate( -0.5f * width, 0.0f, 0.5f ); fr.drawString( renderedStackSize, 0, 0, 0 ); }
    @Override @SideOnly(Side.CLIENT) publicvoid onPlayerBaubleRender(ItemStack stack, EntityPlayer player, RenderType type, float partialTicks) { if(type == RenderType.HEAD) { Helper.translateToHeadLevel(player); Minecraft.getMinecraft().renderEngine.bindTexture(TextureMap.LOCATION_BLOCKS_TEXTURE); GlStateManager.scale(0.8, 0.8, 0.8); GlStateManager.rotate(-90, 0, 1, 0); GlStateManager.rotate(180, 1, 0, 0); GlStateManager.translate(0.1625, -1.625, 0.40); Minecraft.getMinecraft().getRenderItem().renderItem(new ItemStack(this, 1), ItemCameraTransforms.TransformType.GROUND); } }
    @SuppressWarnings("deprecation") privatestaticvoid renderFlower(EntityPlayer player, ItemStack flower) { GlStateManager.pushMatrix(); Helper.translateToHeadLevel(player); Minecraft.getMinecraft().renderEngine.bindTexture(TextureMap.LOCATION_BLOCKS_TEXTURE); GlStateManager.rotate(180, 0, 0, 1); GlStateManager.translate(0, -0.85, 0); GlStateManager.rotate(-90, 0, 1, 0); GlStateManager.scale(0.5, 0.5, 0.5); ShaderHelper.useShader(ShaderHelper.gold); Minecraft.getMinecraft().getRenderItem().renderItem(flower, player, ItemCameraTransforms.TransformType.NONE, false); ShaderHelper.releaseShader(); GlStateManager.popMatrix(); }
    @Override @SideOnly(Side.CLIENT) publicvoid onPlayerBaubleRender(ItemStack stack, EntityPlayer player, RenderType type, float partialTicks) { if(type == RenderType.HEAD) { boolean armor = !player.getItemStackFromSlot(EntityEquipmentSlot.HEAD).isEmpty(); Minecraft.getMinecraft().renderEngine.bindTexture(TextureMap.LOCATION_BLOCKS_TEXTURE); Helper.translateToHeadLevel(player); Helper.translateToFace(); Helper.defaultTransforms(); GlStateManager.rotate(180F, 0F, 1F, 0F); GlStateManager.scale(0.5F, 0.5F, 0.5F); GlStateManager.translate(0.5F, -0.2F, armor ? 0.12F : 0F); Minecraft.getMinecraft().getRenderItem().renderItem(stack, ItemCameraTransforms.TransformType.NONE); } }
    privatestaticvoid renderGoldfish(EntityPlayer player) { GlStateManager.pushMatrix(); TextureAtlasSprite icon = MiscellaneousIcons.INSTANCE.goldfishIcon; float f = icon.getMinU(); float f1 = icon.getMaxU(); float f2 = icon.getMinV(); float f3 = icon.getMaxV(); Helper.rotateIfSneaking(player); GlStateManager.rotate(180F, 0F, 0F, 1F); GlStateManager.rotate(90F, 0F, 1F, 0F); GlStateManager.scale(0.4F, 0.4F, 0.4F); GlStateManager.translate(-0.5F, 1.6F, 0F); Minecraft.getMinecraft().renderEngine.bindTexture(TextureMap.LOCATION_BLOCKS_TEXTURE); IconHelper.renderIconIn3D(Tessellator.getInstance(), f1, f2, f, f3, icon.getIconWidth(), icon.getIconHeight(), 1F / 16F); GlStateManager.popMatrix(); }
    @Override @SideOnly(Side.CLIENT) publicvoid onPlayerBaubleRender(ItemStack stack, EntityPlayer player, RenderType type, float partialTicks) { if(type == RenderType.BODY) { Minecraft.getMinecraft().renderEngine.bindTexture(TextureMap.LOCATION_BLOCKS_TEXTURE); Helper.rotateIfSneaking(player); boolean armor = !player.getItemStackFromSlot(EntityEquipmentSlot.CHEST).isEmpty(); GlStateManager.rotate(180F, 1F, 0F, 0F); GlStateManager.translate(-0.2F, -0.45F, armor ? 0.2F : 0.15F); GlStateManager.scale(0.5F, 0.5F, 0.5F); TextureAtlasSprite gemIcon = MiscellaneousIcons.INSTANCE.nimbusGem; float f = gemIcon.getMinU(); float f1 = gemIcon.getMaxU(); float f2 = gemIcon.getMinV(); float f3 = gemIcon.getMaxV(); IconHelper.renderIconIn3D(Tessellator.getInstance(), f1, f2, f, f3, gemIcon.getIconWidth(), gemIcon.getIconHeight(), 1F / 32F); } }
    @Override @SideOnly(Side.CLIENT) publicvoid onPlayerBaubleRender(ItemStack stack, EntityPlayer player, RenderType type, float partialTicks) { if(type == RenderType.BODY) { Minecraft.getMinecraft().renderEngine.bindTexture(TextureMap.LOCATION_BLOCKS_TEXTURE); Helper.rotateIfSneaking(player); boolean armor = !player.getItemStackFromSlot(EntityEquipmentSlot.CHEST).isEmpty(); GlStateManager.scale(0.5, 0.5, 0.5); GlStateManager.rotate(180, 0, 0, 1); GlStateManager.translate(-0.5, -0.90, armor ? -0.4 : -0.25); TextureAtlasSprite gemIcon = MiscellaneousIcons.INSTANCE.pyroclastGem; float f = gemIcon.getMinU(); float f1 = gemIcon.getMaxU(); float f2 = gemIcon.getMinV(); float f3 = gemIcon.getMaxV(); IconHelper.renderIconIn3D(Tessellator.getInstance(), f1, f2, f, f3, gemIcon.getIconWidth(), gemIcon.getIconHeight(), 1F / 32F); } }
    @Override @SideOnly(Side.CLIENT) publicvoid onPlayerBaubleRender(ItemStack stack, EntityPlayer player, RenderType type, float partialTicks) { if(type == RenderType.BODY) { Minecraft.getMinecraft().renderEngine.bindTexture(TextureMap.LOCATION_BLOCKS_TEXTURE); Helper.rotateIfSneaking(player); boolean armor = !player.getItemStackFromSlot(EntityEquipmentSlot.CHEST).isEmpty(); GlStateManager.rotate(180F, 1F, 0F, 0F); GlStateManager.translate(-0.2F, -0.3F, armor ? 0.2F : 0.15F); GlStateManager.scale(0.5F, 0.5F, 0.5F); TextureAtlasSprite gemIcon = MiscellaneousIcons.INSTANCE.cirrusGem; float f = gemIcon.getMinU(); float f1 = gemIcon.getMaxU(); float f2 = gemIcon.getMinV(); float f3 = gemIcon.getMaxV(); IconHelper.renderIconIn3D(Tessellator.getInstance(), f1, f2, f, f3, gemIcon.getIconWidth(), gemIcon.getIconHeight(), 1F / 32F); } }
    @Override @SideOnly(Side.CLIENT) publicvoid onPlayerBaubleRender(ItemStack stack, EntityPlayer player, RenderType type, float partialTicks) { if(type == RenderType.BODY) { Minecraft.getMinecraft().renderEngine.bindTexture(TextureMap.LOCATION_BLOCKS_TEXTURE); Helper.rotateIfSneaking(player); boolean armor = !player.getItemStackFromSlot(EntityEquipmentSlot.CHEST).isEmpty(); GlStateManager.scale(0.5, 0.5, 0.5); GlStateManager.rotate(180, 0, 0, 1); GlStateManager.translate(-0.5, -0.90, armor ? -0.4 : -0.25); TextureAtlasSprite gemIcon = MiscellaneousIcons.INSTANCE.crimsonGem; float f = gemIcon.getMinU(); float f1 = gemIcon.getMaxU(); float f2 = gemIcon.getMinV(); float f3 = gemIcon.getMaxV(); IconHelper.renderIconIn3D(Tessellator.getInstance(), f1, f2, f, f3, gemIcon.getIconWidth(), gemIcon.getIconHeight(), 1F / 32F); } } }
    @Override @SideOnly(Side.CLIENT) publicvoid onPlayerBaubleRender(ItemStack stack, EntityPlayer player, RenderType type, float partialTicks) { TextureAtlasSprite gemIcon = MiscellaneousIcons.INSTANCE.itemFinderGem; if(type == RenderType.HEAD) { float f = gemIcon.getMinU(); float f1 = gemIcon.getMaxU(); float f2 = gemIcon.getMinV(); float f3 = gemIcon.getMaxV(); boolean armor = !player.getItemStackFromSlot(EntityEquipmentSlot.HEAD).isEmpty(); Helper.translateToHeadLevel(player); Minecraft.getMinecraft().renderEngine.bindTexture(TextureMap.LOCATION_BLOCKS_TEXTURE); GlStateManager.rotate(90F, 0F, 1F, 0F); GlStateManager.rotate(180F, 1F, 0F, 0F); GlStateManager.translate(-0.4F, -1.4F, armor ? -0.3F : -0.25F); GlStateManager.scale(0.75F, 0.75F, 0.75F); IconHelper.renderIconIn3D(Tessellator.getInstance(), f1, f2, f, f3, gemIcon.getIconWidth(), gemIcon.getIconHeight(), 1F / 16F); } }
    @Override @SideOnly(Side.CLIENT) publicvoid onPlayerBaubleRender(ItemStack stack, EntityPlayer player, RenderType type, float partialTicks) { if(type == RenderType.BODY) { Minecraft.getMinecraft().renderEngine.bindTexture(TextureMap.LOCATION_BLOCKS_TEXTURE); Helper.rotateIfSneaking(player); boolean armor = !player.getItemStackFromSlot(EntityEquipmentSlot.CHEST).isEmpty(); GlStateManager.rotate(180F, 1F, 0F, 0F); GlStateManager.translate(-0.36F, -0.3F, armor ? 0.2F : 0.15F); GlStateManager.rotate(-45F, 0F, 0F, 1F); GlStateManager.scale(0.5F, 0.5F, 0.5F); TextureAtlasSprite gemIcon = MiscellaneousIcons.INSTANCE.snowflakePendantGem; float f = gemIcon.getMinU(); float f1 = gemIcon.getMaxU(); float f2 = gemIcon.getMinV(); float f3 = gemIcon.getMaxV(); IconHelper.renderIconIn3D(Tessellator.getInstance(), f1, f2, f, f3, gemIcon.getIconWidth(), gemIcon.getIconHeight(), 1F / 32F); } }
    @SideOnly(Side.CLIENT) publicstaticvoid renderOnPlayer(ItemStack stack, EntityPlayer player) { if(hasAnyWill(stack) && !((ItemTerrasteelArmor) stack.getItem()).hasPhantomInk(stack)) { GlStateManager.pushMatrix(); float f = MiscellaneousIcons.INSTANCE.terrasteelHelmWillIcon.getMinU(); float f1 = MiscellaneousIcons.INSTANCE.terrasteelHelmWillIcon.getMaxU(); float f2 = MiscellaneousIcons.INSTANCE.terrasteelHelmWillIcon.getMinV(); float f3 = MiscellaneousIcons.INSTANCE.terrasteelHelmWillIcon.getMaxV(); IBaubleRender.Helper.translateToHeadLevel(player); Minecraft.getMinecraft().renderEngine.bindTexture(TextureMap.LOCATION_BLOCKS_TEXTURE); GlStateManager.rotate(90F, 0F, 1F, 0F); GlStateManager.rotate(180F, 1F, 0F, 0F); GlStateManager.translate(-0.26F, -1.45F, -0.39F); GlStateManager.scale(0.5F, 0.5F, 0.5F); IconHelper.renderIconIn3D(Tessellator.getInstance(), f1, f2, f, f3, MiscellaneousIcons.INSTANCE.terrasteelHelmWillIcon.getIconWidth(), MiscellaneousIcons.INSTANCE.terrasteelHelmWillIcon.getIconHeight(), 1F / 16F); GlStateManager.popMatrix(); } }
    Sours: https://www.tabnine.com/code/java/methods/net.minecraft.client.renderer.GlStateManager/scale
    I Beat Minecraft on Earth 1:1000 Scale
    You will begin to build a scale model of Siena Hall (the main building). In order to build Siena Hall in Minecraft, you will need to determine the scale size or ratio of the blocks you will use to re-create the facade, side, and back of the building.  
    Objectives: Scholars will be able to...
    - identify appropriate scale for Siena Hall, classrooms, etc.
    - define and apply principles of massing and proportion to a Minecraft structure

    Key Vocabulary & Information:
    - 1 Minecraft block = 1 square meter (length, width, and depth are all 1 meter)

    - Height of a Minecraft person = about 1.5 blocks

    - Scale for Siena classroom = about 4 blocks in height

    - Massing - a design term that relates to shapes and the arrangement of shapes that gives a structure its form; massing is NOT concerned with the materials, just how the materials are arranged to make the structure look balanced and in proportion
    - Facade -- the front of the structure
    - Golden ratio -- the ratio that can be applied though the entire structure, or parts of the structure
    Resources

    - Minecraft Design & Massing: http://www.youtube.com/watch?v=koV927-Kogs

    - Crafting Recipes: http://minecraft.gamepedia.com/Crafting#Complete_recipe_list

    - How to Craft Like an Architect (Episode 2, Massing): http://www.youtube.com/watch?v=koV927-Kogs


    We Will Learn...

    1. How to calculate Surface Area: Area (in square units like inches or meters) = length x width

    2. About the Concept of Massing - massing is a design term that relates to shapes and the arrangement of shapes that gives a structure its form; massing is NOT concerned with the materials, just how the materials are arranged to make the structure look balanced and in proportion

    3. That Architects Generate a Program List - an index of all of the features of an architectural structure that need to be considered at the beginning of a building design project
    4. How calculate scale and ratios
    Challenge 1: Generate a Program Index for Facade, Sides, Back, and Interior of Siena Hall

    Go to Siena Hall and note all of the architectural features you will need to account for in your scale model of Minecraft.

    1. Identify all of the features you will include in your scale model for the front

    2. Identify the smallest feature you will account for. (Remember: You won't be able to account for smaller features and maintain an appropriate scale in Minecraft.

    3. Measure and estimate important dimensions of the key design features.



    Challenge 2: Scale factors: Math Mini-Lesson (Group)
    (Whiteboards)

    Problem: We determined last week that stacking 4 Minecraft block gave us a reasonable height for a Siena classroom.

    a. If 1 Minecraft Block = 1 meter, what would the height of the Minecraft classroom be?
    Does that make sense? is that the actual height of the classroom?

    b. We estimated that the ACTUAL height of a real Siena classroom is about 8 feet. So, What is the scale or ratio blocks you'd need for Minecraft (height) compared to a Actual height?


    4 Minecraft Blocks (to build a Minecraft classroom) needed for every 8 feet of ACTUAL Siena classroom. What is the scale factor or ratio?     

    4:8
    1:2

    Or, you need 1 Minecraft block (in minecraft world, for every 2 feet of ACTUAL length in real world)

    1. What if my scale is: 1:3. What does that mean


    2. The scale you'll need for Siena will need to be much greater than 1:2. Siena Hall is big. What scale factor or ratio of Minecraft blocks will you use to create a scale model of Siena Hall that looks balanced and in proportion?


    3. Explain your thinking with a mentor.
    Challenge 3:Build a Scale Model of the Siena Hall
    Test and use the scale factors you calculated and complete the model of Siena Hall in Minecraft.

    1. If you complete the facade and outside, begin to build the inside of the building (classrooms, offices, stairways, etc.)



    Sours: https://sites.google.com/site/sienasaturdayseminars/fall-2013-1/minecraft-architecture/architecture-session-5---scale-ratio

    Minecraft scale

    As mentioned in my previous blog post, it will be possible to choose between these different scales:

    • 1:200
    • 1:100
    • 1:50
    • 1:25
    • 1:33
    • 1:10

    Smallest scale: 1:200

    This scales are somehow limited to the progress of the map creation. Since the Minecraft maps are stored in 512×512 block large sections (called region files), the smallest size for a single Tile is 512×512 blocks.

    At the Equator this corresponds to a scale of about 1:217 and at 23.5° N and 23.5° S (Tropic of Cancer and Tropic of Capricorn) it corresponds to a scale of exactly 1:200. For easier use I will stick to the scales at 23.5°.

    Now we have the smallest scale of 1:200 due to the region files, but what about the larger scales?

    You might think that a scale of 1:1 is the biggest and best.

    Biggest scale: 1:10

    In reality, however, it is not useful to create a map on a scale of 1:1. This has several reasons:

    First of all: Minecraft has a view distance of 32 chunks, with a chunck consisting of 16×16 blocks, this corresponds to a view distance of 512 blocks. (With some mods you can increase this value, but we will stick to the vanilla experience.)

    If we take a look at the following table, we will see that a person of about 2 meters height is visible in a 5 km radius (if the earth is a perfect sphere). In Minecraft, we can only see the area of 500 meters around us, which is roughly one tenth of the real view distance. And keep in mind: higher mountains are visible from much further distances.

    distancevisible object height
    5 km1.96 meter
    10 km7.85 meter
    15 km17.66 meter
    20 km31.39 meter
    25 km49.05 meter
    30 km70.63 meter
    35 km96.14 meter
    40 km125.57 meter
    45 km158.92 meter
    50 km196.2 meter
    60 km282.52 meter
    70 km384.54 meter
    80 km502.26 meter
    90 km635.66 meter
    100 km784.76 meter

    As a result, almost the entire map would look like a super-flat world that goes up or down a block every now and then. SUPER BORING!

    Secondly, the exported image used in WorldPainter to create one Tile (which corresponds to 1° longitude and 1° latitude) would be about 100000×100000 pixels and this size can’t be handled with WorldPainter.

    Furthermore, the accuracy of the elevation map is not good enough to represent the earth 1:1. The horizontal resolution is only 30 m and the vertical accuracy is about 10 m.

    Vertical scale

    One could imagine that the vertical scale corresponds exactly to the horizontal scale. But there are good reasons to deviate from this assumption.

    At a scale of 1:200, Mount Everst, the largest mountain on earth with 8848 m would only be about 44 blocks high.

    At a scale of 1:100 it would be 88 blocks high. With the water level at 62, that makes an ingame height of 150 blocks. At a scale of 1:50 the Mount Everest would be 239 (177+62) blocks high. Ideal for the minecraft limit of 255 blocks.

    For larger scales, such as 1:25 and 1:10, the Minecraft limit is simply not enough. At least not for the whole planet. For Central Europe, for example, Mont Blanc (4810 m) would be 255 blocks high at 1:25 scale. And for Great Britain even 1:10 would be possible without mods. But for the rest of the planet, i’m currently experimenting with the mod CubicChunks, which has a theoretical build limit of 8388608 blocks.

    Sicily

    To get a small comparison of the scales, I generated 4 maps of the island Sicily.

    Full size gallery:

    scaleroughly ingame sizefilesize
    1:2001700 x 800 blocks49 mb
    1:1003400 x 1600 blocks196 mb
    1:506800 x 3200 blocks804 mb
    1:2513600 x 6400 blocks3,11 gb

    Here is another comparison for the city of Palermo in 1:25 and 1:50 scale (vertical scale both 1:25). You can clearly see the famous mountain / plateau at the cost. But you also notice the checkerboard pattern at the terrain, which is caused by the poor resolution of the source image material (globcover, only 300 m resolution).

    Full size gallery:

    Sours: https://earthtiles.motfe.net/2020/01/30/about-the-scales/
    I Beat Minecraft on Earth 1:1000 Scale

    We are recreating the entire planet in Minecraft

    Our mission is to fully recreate the entire Earth in Minecraft at a 1:1 scale. One block in Minecraft equates to roughly one meter in the real world, meaning that this project will fully recreate the size of our planet. Anyone is able to join us and contribute to the largest and most expansive build project to ever have been attempted in Minecraft. Every language, nationality, and regional difference is accepted and regarded as our greatest attribute as we continue our journey to unite all of Humanity's greatest achievements into a single Minecraft world.

    What have we built so far?

    And so much more. Look at our world map to see all the places people are working on!

    View the map

    How can you help?

    1. Join our Discord chat server

    We use a Discord chat server to communicate with each other about our project. Join it now using the following button:

    Join the Discord

    2. Log in to My BuildTheEarth

    My BuildTheEarth is your personal section on this website. This is the place where you will upload your work to the project.

    Log in using Discord

    3. Join a Build Team, or start building by yourself

    On your My BuildTheEarth page, you can join a build team, or apply for a solo build. Build teams work on projects like cities, while solo builds are better suited to smaller villages.

    Join a build teamApply for a solo build

    4. Upload your work to the website

    When your build is done, you can upload it to the website on your My BuildTheEarth page. We will copy your build into our master world, which contains everyone's builds.

    Upload my world

    Sours: https://buildtheearth.net/

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