0

readme updates, texture code updates.

Re-factored the way the textures and blocks are being built. It should
be easier to understand and add new exceptions (sorta). Also fixed the
water and lava with other texture packs by putting a static water.png
and lava.png in with the code.
This commit is contained in:
Andrew Brown
2010-09-10 00:04:02 -04:00
parent 0b77c02a62
commit 1e296e858a
6 changed files with 175 additions and 104 deletions

View File

@@ -96,8 +96,33 @@ render for my world from 85M to 67M.
find /path/to/destination -name "*.png" -exec pngcrush {} {}.crush \; -exec mv {}.crush {} \;
Windows users, you're on your own, but there's probably a way to do this. (If
someone figures it out, let me know I'll update this README)
If you're on Windows, I've gotten word that this command line snippet works
provided pngout is installed and on your path. Note that the % symbols will
need to be doubled up if this is in a batch file.
::
FOR /R c:\path\to\tiles\folder %v IN (*.png) DO pngout %v /y
Viewing the Results
-------------------
The output is two things: an index.html file, and a directory hierarchy full of
images. To view your world, simply open index.html in a web browser. Internet
access is required to load the Google Maps API files, but you otherwise don't
need anything else.
You can throw these files up to a web server to let others view your map. You
do not need a Google Maps API key (as was the case with older versions of the
API), so just copying the directory to your web server should suffice.
Tip: Since Minecraft worlds rarely produce perfectly square worlds, there will
be blank and non-existent tiles around the borders of your world. The Google
Maps API has no way of knowing this until it requests them and the web server
returns a 404 Not Found. If this doesn't bother you, then fine, stop reading.
Otherwise: you can avoid a lot of 404s to your logs by configuring your web
server to redirect all 404 requests in that directory to a single 1px
"blank.png". This may or may not save on bandwidth, but it will probably save
on log noise.
Using the Large Image Renderer
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