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.
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29
README.rst
29
README.rst
@@ -96,8 +96,33 @@ render for my world from 85M to 67M.
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find /path/to/destination -name "*.png" -exec pngcrush {} {}.crush \; -exec mv {}.crush {} \;
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Windows users, you're on your own, but there's probably a way to do this. (If
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someone figures it out, let me know I'll update this README)
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If you're on Windows, I've gotten word that this command line snippet works
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provided pngout is installed and on your path. Note that the % symbols will
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need to be doubled up if this is in a batch file.
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::
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FOR /R c:\path\to\tiles\folder %v IN (*.png) DO pngout %v /y
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Viewing the Results
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-------------------
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The output is two things: an index.html file, and a directory hierarchy full of
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images. To view your world, simply open index.html in a web browser. Internet
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access is required to load the Google Maps API files, but you otherwise don't
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need anything else.
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You can throw these files up to a web server to let others view your map. You
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do not need a Google Maps API key (as was the case with older versions of the
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API), so just copying the directory to your web server should suffice.
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Tip: Since Minecraft worlds rarely produce perfectly square worlds, there will
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be blank and non-existent tiles around the borders of your world. The Google
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Maps API has no way of knowing this until it requests them and the web server
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returns a 404 Not Found. If this doesn't bother you, then fine, stop reading.
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Otherwise: you can avoid a lot of 404s to your logs by configuring your web
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server to redirect all 404 requests in that directory to a single 1px
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"blank.png". This may or may not save on bandwidth, but it will probably save
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on log noise.
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Using the Large Image Renderer
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==============================
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