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- World Edit Commands used in my video
- World Edit Base
- https://www.youtube.com/watch?v=kQITPxg8xJk
- Ant Of Thy 3 August 2017
- # On CubeKrowd, jump to build location
- # You need to be respected rank or above to jump to Flat World
- /warp flat
- /tppos 4000 171 2500
- # Set a block under feet when standing at y=171
- # block represents the height of the mountain
- # and start point for all the following builds
- /up 0
- # Upper Ring Working
- # Select reference block
- //shift 5 up
- //outset 45
- # Slanting a Plane
- //g -c -h 95:15 y<0
- //g -c -h 95:15 rotate(x,y,.1); y<0
- //g -c -h 95:15 rotate(x,z,1) rotate(x,y,-.1); y<0
- //g -c -h 95:15 rotate(x,z,1.11) rotate(x,y,-.1); y<0
- # Torus intersecting plane
- //g -c -h 95:14 rotate(x,z,1.11); rotate(x,y,-.1); (25-sqrt(x^2+z^2))^2+y^2<5^2
- # Torus and Plane combined (floor of torus base)
- //g -c -h 95:14 rotate(x,z,1.11); rotate(x,y,-.1); (25-sqrt(x^2+z^2))^2+y^2<5^2 && y<0
- # Color walls of the torus for base and roof
- //g -c -h 95:15 rotate(x,z,1.11); rotate(x,y,-.1); data=(y<.5)?15:13; (25-sqrt(x^2+z^2))^2+y^2<5^2
- # Lower ring
- # Reselect referance Block
- //shift 65 down
- //outset 45
- # Floor for a slaneted Torus: 35 major 8 minor
- //g -c -h 95:14 rotate(x,z,1.11+pi/2); rotate(x,y,.06); (35-sqrt(x^2+z^2))^2+y^2<8^2 && y<-3.5
- # Walls for the Torus
- //g -c -h 95:15 rotate(x,z,1.11+pi/2); rotate(x,y,.06); data=(y<-2.8)?15:13; (35-sqrt(x^2+z^2))^2+y^2<8^2
- # Helix Stair
- # reselect referance Block
- //shift 32 down
- //outset 45
- Remove green glass (for the moment)
- //replace 95:13 air
- # Vertical Cylinder (solid, offset to intersect toruses)
- //g -c 95 x-=28; x^2+z^2<3.4^2
- # Sloped Cylinder
- //g -c 95 x-=28-y*4/35; x^2+z^2<3.6^2
- # Adjust location until positioned right
- //g -c 95 x-=28-y*3/35; x^2+z^2<3.4^2
- //g -c 95 x-=28.5-y*2.5/35; x^2+z^2<3.4^2
- # Create a Rotational mirror of cylinder
- //g -c 95 x<0?rotate(x,z,pi):0; x-=28.5-y*2.5/35; x^2+z^2<3.4^2
- # Stretch cylinder into oval (as it will become a helix)
- //g -c 95 x<0?rotate(x,z,pi):0; z/=2; x-=28.5-y*2.5/35; x^2+z^2<3.4^2
- # Half the cylinder for a floor (stair case surface)
- //g -c 95 x<0?rotate(x,z,pi):0; z/=2; x-=28.5-y*2.5/35; x^2+z^2<3.4^2 && z<-1
- # Convert into a helix (check space for stair blocks)
- //g -c 95 rotate(x,z,pi*y/70); x<0?rotate(x,z,pi):0; z/=2; x-=28.5-y*2.5/35; x^2+z^2<3.4^2 && z<-1
- # Slowly adjust the helix (for stair blocks)
- //g -c 95 rotate(x,z,pi*y/60); x<0?rotate(x,z,pi):0; z/=2; x-=28.5-y*2.5/35; x^2+z^2<3.4^2 && z<-1
- //g -c 95 rotate(x,z,pi*y/55); x<0?rotate(x,z,pi):0; z/=2; x-=28.5-y*2.5/35; x^2+z^2<3.4^2 && z<-1
- # Adjust rotated position of the helix (avoid large flat areas of toruses
- //g -c 95 rotate(x,z,pi*y/55+1); x<0?rotate(x,z,pi):0; z/=2; x-=28.5-y*2.5/35; x^2+z^2<3.4^2 && z<-1
- //g -c 95 rotate(x,z,pi*y/55+1.3); x<0?rotate(x,z,pi):0; z/=2; x-=28.5-y*2.5/35; x^2+z^2<3.4^2 && z<-1
- //g -c 95 rotate(x,z,pi*y/55+.7); x<0?rotate(x,z,pi):0; z/=2; x-=28.5-y*2.5/35; x^2+z^2<3.4^2 && z<-1
- //g -c 95 rotate(x,z,pi*y/55+.4); x<0?rotate(x,z,pi):0; z/=2; x-=28.5-y*2.5/35; x^2+z^2<3.4^2 && z<-1
- # Adjust height
- //inset -v 9
- # Final build of helix (coloring the 3 areas)
- //shift 32 down
- //outset 45
- //inset -v 9
- # stair block floor
- //g -c -h 95:1 rotate(x,z,pi*y/55+.4); x<0?rotate(x,z,pi):0; z/=2; x-=28.5-y*2.5/35; x^2+z^2<3.4^2 && z<-1
- # outside casing
- //g -c -h 95 rotate(x,z,pi*y/55+.4); x<0?rotate(x,z,pi):0; z/=2; data=(z<-.8)?7:8; x-=28.5-y*2.5/35; x^2+z^2<3.4^2
- # ----------------------------
- # Final Build from scratch
- # Lower Ring
- //shift 65 down
- //outset 45
- //g -c -h 95:14 rotate(x,z,1.11+pi/2); rotate(x,y,.06); (35-sqrt(x^2+z^2))^2+y^2<8^2 && y<-3.5
- //g -c -h 95:15 rotate(x,z,1.11+pi/2); rotate(x,y,.06); data=(y<-2.8)?15:13; (35-sqrt(x^2+z^2))^2+y^2<8^2
- # Helix Stairs (hollow out roof of lower ring)
- //shift 32 down
- //outset 45
- //inset -v 8
- //g -c 95:0 rotate(x,z,pi*y/55+.4); x<0?rotate(x,z,pi):0; z/=2; x-=28.5-y*2.5/35; x^2+z^2<3.4^2
- //replace 95:0 air
- //g -c -h 95:1 rotate(x,z,pi*y/55+.4); x<0?rotate(x,z,pi):0; z/=2; x-=28.5-y*2.5/35; x^2+z^2<3.4^2 && z<-1
- //g -c -h 95 rotate(x,z,pi*y/55+.4); x<0?rotate(x,z,pi):0; z/=2; data=(z<-.8)?7:8; x-=28.5-y*2.5/35; x^2+z^2<3.4^2
- # Manual cleanup of lower joins
- # Upper Ring
- //shift 5 up
- //outset 45
- //g -c -h 95:14 rotate(x,z,1.11); rotate(x,y,-.1); (25-sqrt(x^2+z^2))^2+y^2<5^2 && y<0
- //g -c -h 95:15 rotate(x,z,1.11); rotate(x,y,-.1); data=(y<.5)?15:13; (25-sqrt(x^2+z^2))^2+y^2<5^2
- # Manual cleanup of upper joins
- # Block Replacement
- //shift 32 down
- //outset 45
- # replace black glass : 5567 blocks
- //replace 95:15 251:15
- # replace grey glass : 1740 blocks
- //replace 95:7 251:15
- # Total : ~ 7310 -> 114 stacks -> 2 chests + 1 row Concrete
- # replace green glass : 7317 block
- //replace 95:13 95:15
- # replace lt.grey glass : 2202 block
- //replace 95:8 95:15
- # Total : ~ 7520 -> 117 stacks -> 2 chests + 1 row Glass
- # We can now make layer images, to generate plans for building in survival
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