readme updates
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82
README.rst
82
README.rst
@@ -42,7 +42,6 @@ If something doesn't work, let me know.
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Using the Google Map Tile Generator
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===================================
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This is the new and preferred way to generate images of your map.
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Disclaimers
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-----------
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@@ -64,25 +63,16 @@ To generate a set of Google Map tiles, use the gmap.py script like this::
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The output directory will be created if it doesn't exist. This will generate a
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set of image tiles for your world in the directory you choose. When it's done,
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it will put an index.html file in the same directory that you can use to view
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you will find an index.html file in the same directory that you can use to view
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it.
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Note that this program renders each chunk of your world as an intermediate step
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and stores the images in your world directory as a cache. You usually don't
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need to worry about this, but if you want to delete them, see the section below
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about `Deleting the Cache`_.
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Also note that this program outputs hash files alongside the tile images in the
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output directory. These files are used to quickly determine if a tile needs to
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be re-generated on subsequent runs of the program on the same world. This
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greatly speeds up the rendering.
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Using more Cores
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----------------
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Adding the "-p" option will utilize more cores to generate the chunk files.
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This can speed up rendering quite a bit.
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Adding the "-p" option will utilize more cores during processing. This can
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speed up rendering quite a bit. The default is set to the same number of cores
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in your computer, but you can adjust it.
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Example::
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Example to run 5 worker processes in parallel::
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python gmap.py -p 5 <Path to World> <Output Directory>
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@@ -125,64 +115,6 @@ 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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The Large Image Renderer creates one large image of your world. This was
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originally the only option, but uses a large amount of memory and generates
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unwieldy large images. It is still included in this package in case someone
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finds it useful, but the preferred method is the Google Map tile generator.
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Be warned: For even moderately large worlds this may eat up all your memory,
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take a long time, or even just outright crash. It allocates an image large
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enough to accommodate your entire world and then draws each block on it. It
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would not be surprising to need gigabytes of memory for extremely large
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worlds.
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To render a world, run the renderer.py script like this::
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python renderer.py <Path to World> <image out.png>
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The <Path to world> is the path to the directory containing your world files.
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Cave mode
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---------
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Cave mode renders all blocks that have no sunlight hitting them. Additionally,
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blocks are given a colored tint according to how deep they are. Red are closest
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to bedrock, green is close to sea level, and blue is close to the sky.
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Cave mode is like normal mode, but give it the "-c" flag. Like this::
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python renderer.py -c <Path to World> <image out.png>
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Deleting the Cache
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------------------
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The Overviewer keeps a cache of each world chunk it renders stored within your
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world directory. When you generate a new image of the same world, it will only
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re-render chunks that have changed, speeding things up a lot.
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If you want to delete these images, run the renderer.py script with the -d flag::
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python renderer.py -d <Path to World>
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To delete the cave mode images, run it with -d and -c
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::
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python renderer.py -d -c <Path to World>
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You may want to do this for example to save space. Or perhaps you've changed
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texture packs and want to force it to re-render all chunks.
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Using More Cores
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----------------
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The Overviewer will render each chunk separately in parallel. You can tell it
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how many processes to start with the -p option. This is set to a default of 2,
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which will use 2 processes to render chunks, and 1 to render the final image.
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To bump that up to 3 processes, use a command in this form::
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python renderer.py -p 3 <Path to World> <image out.png>
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Bugs
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====
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This program has bugs. They are mostly minor things, I wouldn't have released a
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@@ -206,8 +138,4 @@ An incomplete list of things I want to fix soon is:
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* Add lighting
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* Speed up the tile rendering. I can parallelize that process.
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* I want to add some indication of progress to the tile generation.
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* Some kind of graphical interface.
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