This command add's a custom block or Sprite to your levels block list. Example: /os lb add 249 This would add a new block with the id of 249
/os lb copy [Source id] [new id]
This command lets you copy an existing block and add's it to the block list with the second id given. Example: /os lb copy 249 248 This would create a new block with the id of 248 that has exactly the same properties as 249.
/os lb edit [id] [propety] [value]
This command lets you edit an existing blocks properties on your level. (See block properties for more info.) Example: /os lb edit 249 name Chocolate This Would change block 249's name to become Chocolate.
/os lb list <offset>
This command shows you what custom blocks are on your levels blocklist. Example: /os lb list 1 This would display custom blocks 1-10 on your level. You can also do /os lb list all This would display all custom blocks on your level.
/os lb remove [id]
This command removes a custom block from your levels block list. Example: /os lb remove 249 This will remove block 249 from your levels blocklist.
/os lb info [id]
This command lists the properties of the specified block and their values. Example: /os lb info 249 This will display all the information about the custom block with the id of 249.
A brief block List Explanation: Cubes and Sprites.
Just a brief summary of cubes and sprites first.
Sprites:
Sprites are 2D images that are repeated in a X pattern to give the image more depth. The most known example of this is flowers, saplings and mushrooms. Rope and fire are also sprites, though fire is (usually) an animated sprite. (I'll explain animations in my upcoming textures tutorial.) Usually these blocks have no collision with the player and serve as more of a decoration than anything.
Cubes:
Cubes are 3D objects that all of you should be familiar with. Most cubes are a 16x16x16 block that collide with the player, however, they don't have to follow this pattern, for example, snow doesn't collide with players, slabs are 16x8x16, players swim through water blocks etc.
Block Name, for example, this block is just called "Block", Block ID. This Blocks ID is 253, An example of a custom made block. An example of a custom made sprite.
Name: The name of the block. Collide: How the player interacts with the block. 0 = No collission, the player walks through it. 1 = Swim, the player swims through the block like lava and water. 2 = Solid. The block collides with the player like your average block. Speed: How fast the player moves through the block. Must be a value between 0.25 and 3.96. Value is a percentage, for example, 0.25 would be 25% of the players normal speed, 3.96 would be 296% of the normal speed and 1 would be 100%, aka, the normal playerspeed. Toptex: Set's the texture on the top of the block to match the numbered square on the levels terrain.png Must be a value between 0 and 255. Alltex: Set's the all textures on the every side of the block to match the numbered square on the levels terrain.png Must be a value between 0 and 255. Sidetex: Set's the texture on the sides of the block to match the numbered square on the levels terrain.png Must be a value between 0 and 255. Bottomtex: Set's the texture on the bottom of the block to match the numbered square on the levels terrain.png Must be a value between 0 and 255. Blockslight: Determines if the block casts a shadow. 1 if the block does cast a shadow, 0 if it does not (like glass). Sound: Sets the sound played when this block is walked on or broken. (I have MC muted anyway because why would anyone want to listen to it... in other words, I set all my blocks to 0) 0 for no sound. 1 for wood. 2 for gravel. 3 for grass. 4 for stone. 5 for metal. 6 for glass. 7 for cloth. 8 for sand. 9 for snow. Fullbright: Set if the block is constantly bright, even on maps with dark env settings. 0 for normal/unlit, 1 for bright (like lava, magma and fire). Shape: Set if the block is a cube or a sprite. 0 for a cube, 1 for a sprite. Blockdraw: Tells the game for to draw this block (view if you like). 0 for opaque (Solid, like a dirt block). 1 for transparent like glass (see screenshot below). 2 for transparent like leaves (see screenshot below). 3 for translucent like ice. 4 for gas like air.
Min: Sets the minimum co-ordinates of a block (explained more in my adding a block tutorial) Must be three numbers between 0 and 16. Max: Sets the maximum co-ordinates of a block (explained more in my adding a block tutorial) Must be three numbers between 0 and 16. Fogdensity: Sets the density of the fog inside this block. Must either be between 1 and 255 or 0 for no fog. Fogcolor: Sets the colour of the fog, must be a hexidecimal value. Fallback: If a client doesn't support your custom block, this block is used instead. Can either be set to an id or name. Lefttex: Set's the texture on the left side of the block to match the numbered square on the levels terrain.png Must be a value between 0 and 255. Righttex: Set's the texture on the right of the block to match the numbered square on the levels terrain.png Must be a value between 0 and 255. Fronttex: Set's the texture on the front of the block to match the numbered square on the levels terrain.png Must be a value between 0 and 255. Backtex: Set's the texture on the back of the block to match the numbered square on the levels terrain.png Must be a value between 0 and 255.
Adding a custom block to your level - A step by step walkthrough.
For this example, we will make a custom snow block.
1. Go to your level /os go
2. Start the process by doing /os lb add. /os lb add.
3. At this point, we are asked to name the block we wish to make. Since we're making a snow block, let's call it "SnowBlock" by typing the command below. /os lb SnowBlock
4. The game then asks if we want it to be a cube or a sprite. Since we want a snow block, we will go with cube. /os lb 0
5. Now we're asked for a texture for the block. Using my half finished guide below, we can see that snow would be texture 50. (I intend to finish the guide for my next tutorial on textures). /os lb 50
6. We're asked for the side texture this time, and since we want it to be snow all over, we'll do the same command again. /os lb 50
7. Lastly, the texture on the bottom of the block, which we'd like to be snow also. /os lb 50
8. This is the part that confuses most people so I'll try to explain it as best I can. We're asked for the minimum block coordinates, which simply puts means where does this block start. All blocks are cubes in a 16x16x16 space.
If we want a block to be a full sized block, which we do, we'd want it to start at 0 0 0, and end at 16 16 16, so it would be 16 long, 16 wide and 16 deep. The 3 numbers represent the 3 axis, X,Y and Z.
Take a look at this.
Pretend the corner closest to us is our starting point of 0 0 0. We'd wwant the block to extend to all edges to make a cube, so to reach the blue block, we'd need to move 16 blocks along the x axis. To reach the pink block, we'd need to move 16 blocks across the y axis. to reach the green block and make a full cube, we'd need to move 16 blocks across all 3 axis.
Using this information, to make a full cube, we know that our start point has to be 0 0 0. /os lb 0 0 0
9. ...and our end point has to be 16 16 16. /os lb 16 16 16
10. Now we're being asked how the player interacts with this block. For the sake of argument, we want to be able to go inside this block, so we will choose option 0. /os lb 0
11. Now for the speed me move inside the block. Sinces it's thick snow, we want it to slow us down a bit, so let's say 50% of the players speed (aka 0.5) /os lb 0.5
12. We want this block to cast a shadow, so we'll do option 1. /os lb 1
13. If you're some weirdo who likes sound in this game and doesn't listen to music instead, you can choose option 9 to make snow the sound played when this block is walked on. /os lb 9
14. This block has no reason to emit light or be lit, so we'll choose to keep it unlit by going with option 0. /os lb 0
15. We want this to be a solid looking block with no transparency, so again, we'll go with option 0. /os lb 0
16. Since our block is a snow, we want to make it look snowy when we're inside it. As such, let's set the fog to max to really make it look like we're wading through some snow. /os lb 255
17. Now that we're being asked for a colour, let's go with a very light grey. /os lb dddddd
18. Last but not least, for people that can't see our custom block, we want them to see a block that's similar, so let's go with white wool. /os lb white
Now that our block is created, let's test it! It should look like a snowy block that we can jump inside, and when we do, it's hard to see and we move slowly. Hopefully this will have worked and you will have just created a custom block in minecraft classic! If you feel like changing this block in some way, you can do so by finding the block's id in your block list and doing /os lb edit [id].
I'll breifly go over the two most requested blocks, slabs and upside down slabs. the rest, I'll let you figure out Be creative! Try to make a pillar, a wall, some stairs. PM me if you get stuck though .
Half Block/Slab.
Since this is half of a block vertically, we'll want to make it like a normal cube, except half as tall. We would keep the minimum coordinates the same, 0 0 0, but for our maximum coordinates, we would make the y axis half the size of a normal block. Our maximum coordinates would be 16 8 16 as the middle number is the Y coordinate.
Upside-down Slab.
This block follows the same pattern as the other slab, except the trick to getting it upside down is to make the block start in the air. What I mean by this is have our block start at the coordinates 0 8 0, and extend to 16 16 16. This is still a slab that is 16 units long, 16 units wide and 8 units high, but since we've started drawing it at 8 on the y axis, it appears 8 units up in the air. Our minimum coordinates would be 0 8 0, and our maximum coordiantes would be 16 16 16.
Try using a photo editing tool or software and edit it into the terrain.png file most of the time you can just size it to fit the box and slap it in there
Try using a photo editing tool or software and edit it into the terrain.png file most of the time you can just size it to fit the box and slap it in there