Fix typos and punctuation in documentation
This commit is contained in:
@@ -16,7 +16,7 @@ Get The Source
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==============
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==============
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First step: download the platform-independent source! Either clone with Git
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First step: download the platform-independent source! Either clone with Git
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(recommended if you know Git) or download the most recent snapshot
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(recommended if you know Git) or download the most recent snapshot:
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* Git URL to clone: ``git://github.com/overviewer/Minecraft-Overviewer.git``
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* Git URL to clone: ``git://github.com/overviewer/Minecraft-Overviewer.git``
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* `Download most recent tar archive <https://github.com/overviewer/Minecraft-Overviewer/tarball/master>`_
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* `Download most recent tar archive <https://github.com/overviewer/Minecraft-Overviewer/tarball/master>`_
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@@ -160,7 +160,7 @@ macOS
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sudo easy_install pip
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sudo easy_install pip
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#. Install Pillow (overviewer needs PIL, Pillow is a fork of PIL that provides the same funcitonality)::
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#. Install Pillow (overviewer needs PIL, Pillow is a fork of PIL that provides the same functionality)::
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pip install Pillow
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pip install Pillow
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@@ -412,7 +412,7 @@ Custom web assets
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.. _customwebassets:
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.. _customwebassets:
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``customwebassets = "<path to custom web assets>"``
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``customwebassets = "<path to custom web assets>"``
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This option allows you to speciy a directory containing custom web assets
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This option allows you to specify a directory containing custom web assets
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to be copied to the output directory. Any files in the custom web assets
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to be copied to the output directory. Any files in the custom web assets
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directory overwrite the default files.
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directory overwrite the default files.
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@@ -431,7 +431,7 @@ Custom web assets
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.. _renderdict:
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.. _renderdict:
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Render Dictonary Keys
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Render Dictionary Keys
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---------------------
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---------------------
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The render dictionary is a dictionary mapping configuration key strings to
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The render dictionary is a dictionary mapping configuration key strings to
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@@ -17,7 +17,7 @@ So let's get started!
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.. note::
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.. note::
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This page is continually under construction
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This page is continually under construction.
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.. contents::
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.. contents::
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@@ -103,7 +103,7 @@ The first step is rendering the block sprites from the textures. Each block is
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Textures come from files inside of a "textures" folder. If the file is square (has equal width
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Textures come from files inside of a "textures" folder. If the file is square (has equal width
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and height dimensions), it is scaled down to 16 x 16 pixels. Non-square images are used with animated
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and height dimensions), it is scaled down to 16 x 16 pixels. Non-square images are used with animated
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textures. In this case, the first frame of the animated texture is used, and also scaled to a 16 by 16 image.
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textures. In this case, the first frame of the animated texture is used, and also scaled to a 16 by 16 image.
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In order to draw a cube out of the textuers, an `affine transformation`_ is applied to
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In order to draw a cube out of the textures, an `affine transformation`_ is applied to
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the images for the top and sides of the cube in order to transform it to the
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the images for the top and sides of the cube in order to transform it to the
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appropriate perspective.
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appropriate perspective.
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@@ -472,7 +472,7 @@ the upside is that arbitrarily sized maps can be viewed.
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The Overviewer uses a tile size of 384 by 384 pixels. This is the same as the
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The Overviewer uses a tile size of 384 by 384 pixels. This is the same as the
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size of a chunk section and is no coincidence. Just considering the top face of
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size of a chunk section and is no coincidence. Just considering the top face of
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a chunk, the 8 chunks directly below itget rendered into a tile in this
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a chunk, the 8 chunks directly below it get rendered into a tile in this
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configuration:
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configuration:
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.. image:: tilerendering/chunksintile.png
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.. image:: tilerendering/chunksintile.png
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@@ -679,7 +679,7 @@ corners on a given face, and for all visible faces.
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The `ambient occlusion`_ effect so strongly associated with smooth
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The `ambient occlusion`_ effect so strongly associated with smooth
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lighting in-game is a side effect of this method. Since solid blocks
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lighting in-game is a side effect of this method. Since solid blocks
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have both light values set to 0, the lighting coefficient is very
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have both light values set to 0, the lighting coefficient is very
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close to 0. For verticies in corners, at least 1 (or more) of the 4
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close to 0. For vertices in corners, at least 1 (or more) of the 4
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averaged lighting values is therefore 0, dragging the average down,
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averaged lighting values is therefore 0, dragging the average down,
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and creating the "dark corners" effect.
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and creating the "dark corners" effect.
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16
docs/faq.rst
16
docs/faq.rst
@@ -24,7 +24,7 @@ now uses Leaflet. All files which Overviewer needs are included in the output,
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so even if you have no internet connection, you will still be able to view the
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so even if you have no internet connection, you will still be able to view the
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map without any issues.
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map without any issues.
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When my map expands, I see remnants of another zoom level
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When my map expands, I see remnants of another zoom level.
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---------------------------------------------------------
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---------------------------------------------------------
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When your map expands ("Your map seems to have expanded beyond its previous
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When your map expands ("Your map seems to have expanded beyond its previous
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@@ -37,7 +37,7 @@ When you're copying the rendered map, you need to be sure files that *don't*
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exist in the source are *deleted* in the destination.
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exist in the source are *deleted* in the destination.
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Explanation: When Overviewer re-arranges tiles to make room for another zoom
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Explanation: When Overviewer re-arranges tiles to make room for another zoom
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level, it moves some tiles tiles at a particular zoom level and places them at a
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level, it moves some tiles at a particular zoom level and places them at a
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higher zoom level. The tiles that used to be at that zoom level should no longer
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higher zoom level. The tiles that used to be at that zoom level should no longer
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exist there, but if you're copying tiles, there is no mechanism to *delete*
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exist there, but if you're copying tiles, there is no mechanism to *delete*
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those files at the copy destination.
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those files at the copy destination.
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@@ -45,10 +45,10 @@ those files at the copy destination.
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If that explanation doesn't make full sense, then just know that you must do one
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If that explanation doesn't make full sense, then just know that you must do one
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of the following:
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of the following:
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* Render the tiles directly to the destination
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* Render the tiles directly to the destination.
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* Copy the tiles from the render destination in a way that deletes extra files,
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* Copy the tiles from the render destination in a way that deletes extra files,
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such as using ``rsync`` with ``--delete``
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such as using ``rsync`` with ``--delete``.
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* Erase and re-copy the files at the final destination when the map expands.
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* Erase and re-copy the files at the final destination when the map expands.
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Map expansions double the width and height of the map, so you will eventually
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Map expansions double the width and height of the map, so you will eventually
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@@ -118,7 +118,7 @@ you run this command line; to simply append the output to the file, use two grea
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.. _cropping_faq:
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.. _cropping_faq:
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I've deleted some sections of my world but they still appear in the map
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I've deleted some sections of my world, but they still appear in the map.
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-----------------------------------------------------------------------
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-----------------------------------------------------------------------
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Okay, so making edits to your world in e.g. worldedit has some caveats,
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Okay, so making edits to your world in e.g. worldedit has some caveats,
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especially regarding deleting sections of your world.
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especially regarding deleting sections of your world.
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@@ -175,7 +175,7 @@ two ways.
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people explore near there, because that will force that part of the map to
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people explore near there, because that will force that part of the map to
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update.
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update.
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My map is zoomed out so far that it looks (almost) blank
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My map is zoomed out so far that it looks (almost) blank.
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--------------------------------------------------------
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--------------------------------------------------------
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We see this quite a bit, and seems to stem from a bug in the Minecraft terrain
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We see this quite a bit, and seems to stem from a bug in the Minecraft terrain
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@@ -201,9 +201,9 @@ to render all of your map, but instead to only render the specified region.
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As always, if you need assistance, come chat with us on :ref:`irc<help>`.
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As always, if you need assistance, come chat with us on :ref:`irc<help>`.
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.. [*] They could also have been triggered by an accidential teleport where the coordinates were typed in manually.
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.. [*] They could also have been triggered by an accidental teleport where the coordinates were typed in manually.
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I want to put manual POI definitions or other parts of my config into a seperate file
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I want to put manual POI definitions or other parts of my config into a separate file.
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-------------------------------------------------------------------------------------
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-------------------------------------------------------------------------------------
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This can be achieved by creating a module and then importing it in
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This can be achieved by creating a module and then importing it in
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@@ -7,7 +7,7 @@ The Minecraft Overviewer
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========================
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========================
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See also the `Github Homepage`_ and the `Updates Blog`_, and follow us on
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See also the `Github Homepage`_ and the `Updates Blog`_, and follow us on
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our `Twitter account`_
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our `Twitter account`_.
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.. _Github Homepage: https://github.com/overviewer/Minecraft-Overviewer
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.. _Github Homepage: https://github.com/overviewer/Minecraft-Overviewer
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@@ -92,7 +92,7 @@ There are currently two special types of POIs. They each have a special id:
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PlayerSpawn
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PlayerSpawn
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Used to indicate the spawn location of a player. The player's name is set
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Used to indicate the spawn location of a player. The player's name is set
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in the ``EntityId`` key, and the location is in the x,y,z keys
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in the ``EntityId`` key, and the location is in the x,y,z keys.
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Player
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Player
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Used to indicate the last known location of a player. The player's name is set
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Used to indicate the last known location of a player. The player's name is set
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@@ -209,7 +209,7 @@ The following keys are accepted in the marker dictionary:
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``icon``
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``icon``
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Optional. Specifies the icon to use for POIs in this group. If omitted, it defaults
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Optional. Specifies the icon to use for POIs in this group. If omitted, it defaults
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to a signpost icon. Note that each POI can have different icon by setting the key 'icon'
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to a signpost icon. Note that each POI can have different icon by setting the key 'icon'
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on the POI itself (this can be done by modifying the POI in the filter function. See the
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on the POI itself. (this can be done by modifying the POI in the filter function. See the
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example above)
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example above)
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``createInfoWindow``
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``createInfoWindow``
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@@ -68,7 +68,7 @@ We're half way there!
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.. image:: location2.png
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.. image:: location2.png
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Got the location? Good. We're going to *change directory* to that directory
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Got the location? Good. We're going to *change directory* to that directory
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with the command prompt. Bring the command prompot window back up. The
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with the command prompt. Bring the command prompt window back up. The
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command we're going to use is called ``cd``, it stands for ... *change
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command we're going to use is called ``cd``, it stands for ... *change
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directory*!
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directory*!
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@@ -188,7 +188,7 @@ to use your favorite pastebin site, if you'd like.
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.. image:: gist1.png
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.. image:: gist1.png
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* Third, click the 'Create Secret Gist' button. A secret gist means that
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* Third, click the 'Create Secret Gist' button. A secret gist means that
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only someone with the exact URL can view your gist
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only someone with the exact URL can view your gist.
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.. image:: gist2.png
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.. image:: gist2.png
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Reference in New Issue
Block a user