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Web Editor Import

github-actions edited this page Jul 12, 2026 · 4 revisions

Web editor · Step 1: Import

The import step turns your source image into map-palette pixels. Everything happens locally in your browser — the image never leaves your machine.

The import page before loading an image

Loading an image

Drop a file onto the dropzone or click to browse. Supported: PNG, JPEG, WebP, BMP, and animated GIF (GIFs bring all their frames — see Animated Art). You can also import a state JSON you exported earlier to resume editing without the source image, and previous sessions are auto-saved in the browser for one-click resume.

The preview pane

The right side shows the quantized result — exactly what the map will display. Scroll to zoom, drag to pan. Above it, a match quality score reports how many pixels landed within a perceptual hair's breadth of the original; use it to compare settings objectively.

A loaded image with its quantized preview

Settings that matter

  • Grid — how many maps the image spans (1×1 for a single map; see Multi-Tile & Mux for bigger). "Auto" suggests a grid from the aspect ratio.
  • Scale vs. center-crop — fit the whole image or fill the frame.
  • Adjustments — brightness, contrast, saturation, and friends, applied before quantization. Small saturation boosts often help; the map palette is muted.
  • Palette restriction — limit which palette entries are used (e.g. exclude hard-to-obtain colors, or force a mood).
  • Dithering — the algorithm and strength used to fake in-between colors. Adaptive Floyd–Steinberg in OKLab space is the default: gradients dither smoothly, hard edges stay crisp. Try Atkinson for a softer retro look, Bayer for patterns.
  • Match metric — how "closest color" is judged. OKLab (perceptual) is almost always right; the chroma-boost slider trades luminance accuracy for more saturated palette use.

Legal palette vs. all shades: Minecraft's map format has 4 brightness shades per base color, but only 3 occur from real blocks. "All shades" unlocks the fourth for extra fidelity — at the cost that the art can only exist as encoded data, never as an actual block build. Leave it on unless you care about that distinction.

Moving on

Click Proceed to Editor → when the preview looks right. Heavy images take a moment to encode — the button shows progress.

Step 2: Edit

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