Difference between revisions of "Map Format"
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=General Information= | =General Information= | ||
− | Maps are represented as a series of regions, within which are a number of columns, and chunks. Each region is 32x1x32 columns, each column is 1x16x1 chunks, and each chunk is 16x16x16 blocks. The overall block height of a column is 256. Each chunk stores four (or five) things - block IDs (8-bit), block metadata (4-bit), block light (4-bit), and sky light (4-bit). Block light is light cast by things like torches and glowstone, and is calculated with a 3D [http://en.wikipedia.org/wiki/Flood_fill Flood Fill] algorithm. Sky light is the light cast by the sky, and is calculated by starting at the top and working your way down. As you pass through semi-transparent blocks, you decrease the lighting value until you hit an opaque block. The opaque block is the last block whose skylight has a nonzero value. Lighting starts at 0xF (brightest) and works down to 0x0 (dimmest). Map columns store biome information. Each 1x256x1 cuboid of blocks has the same biome value, for a total of 256 possible biome values per chunk (16x16). | + | Maps are represented as a series of regions, within which are a number of columns, and chunks. Each region is 32x1x32 columns, each column is 1x16x1 chunks, and each chunk is 16x16x16 blocks. The overall block height of a column is 256. Each chunk stores four (or five) things - block IDs (8-bit), block metadata (4-bit), block light (4-bit), and sky light (4-bit). The optional fifth value is "add" data, which is four bits to be added to block IDs for additional block ID support. Block light is light cast by things like torches and glowstone, and is calculated with a 3D [http://en.wikipedia.org/wiki/Flood_fill Flood Fill] algorithm. Sky light is the light cast by the sky, and is calculated by starting at the top and working your way down. As you pass through semi-transparent blocks, you decrease the lighting value until you hit an opaque block. The opaque block is the last block whose skylight has a nonzero value. Lighting starts at 0xF (brightest) and works down to 0x0 (dimmest). Map columns store biome information. Each 1x256x1 cuboid of blocks has the same biome value, for a total of 256 possible biome values per chunk (16x16). |
=Protocol= | =Protocol= |
Revision as of 20:31, 27 March 2012
This page covers the map information as of 1.2.4. See Alpha Map Format for Alpha information.
General Information
Maps are represented as a series of regions, within which are a number of columns, and chunks. Each region is 32x1x32 columns, each column is 1x16x1 chunks, and each chunk is 16x16x16 blocks. The overall block height of a column is 256. Each chunk stores four (or five) things - block IDs (8-bit), block metadata (4-bit), block light (4-bit), and sky light (4-bit). The optional fifth value is "add" data, which is four bits to be added to block IDs for additional block ID support. Block light is light cast by things like torches and glowstone, and is calculated with a 3D Flood Fill algorithm. Sky light is the light cast by the sky, and is calculated by starting at the top and working your way down. As you pass through semi-transparent blocks, you decrease the lighting value until you hit an opaque block. The opaque block is the last block whose skylight has a nonzero value. Lighting starts at 0xF (brightest) and works down to 0x0 (dimmest). Map columns store biome information. Each 1x256x1 cuboid of blocks has the same biome value, for a total of 256 possible biome values per chunk (16x16).
Protocol
For sending map packets to a client, some information is required.