overhauled options descriptions in readme
This commit is contained in:
128
README.rst
128
README.rst
@@ -52,7 +52,7 @@ Disclaimers
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-----------
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Before you dive into using this, just be aware that, for large maps, there is a
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*lot* of data to parse through and process. If your world is very large, expect
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the initial render to take at least an hour, possibly more. (Since minecraft
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the initial render to take at least an hour, possibly more. (Since Minecraft
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maps are practically infinite, the maximum time this could take is also
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infinite!)
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@@ -69,72 +69,102 @@ Running
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-------
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To generate a set of Google Map tiles, use the gmap.py script like this::
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python gmap.py <Path to World> <Output Directory>
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python gmap.py [OPTIONS] <World Number / Path to World> <Output Directory>
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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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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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Using more Cores
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----------------
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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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**Important note about Caches**
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Example to run 5 worker processes in parallel::
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The Overviewer will put a cached image for every chunk *directly in your world
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directory by default*. If you do not like this behavior, you can specify
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another location with the --chunkdir option. See below for details.
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python gmap.py -p 5 <Path to World> <Output Directory>
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Options
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-------
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Specifying the Zoom Level
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-------------------------
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The -z option will set the zoom level manually. Without this option, the
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Overviewer will detect the smallest number of zoom levels needed to render your
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entire map.
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-h, --help
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Shows the list of options and exits
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Maybe that's too much though, or maybe you have some outlier chunks that are
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very far off making your map too large to render. That's where this option
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comes in handy.
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--cachedir=CACHEDIR
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By default, the Overviewer will save in your world directory one image
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file for every chunk in your world. If you do backups of your world,
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you may not want these images in your world directory.
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This will render your map with 7 zoom levels::
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Use this option to specify an alternate location to put the rendered
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chunk images. You must specify this same directory each rendering so
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that it doesn't have to render every chunk from scratch every time.
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python gmap.py -z 7 <Path to World> <Output Directory>
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Example::
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The zoom level specifies the number of tiles at the highest zoom level. A zoom
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level of z will generate up to 4^z tiles (2^z by 2^z in a square). This means
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each additional zoom level covers 4 times as much area as the last one. Tiles
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with no content will not be rendered, but they still take a small amount of
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time to process.
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python gmap.py --cachedir=<chunk cache dir> <world> <output dir>
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-p PROCS, --processes=PROCS
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Adding the "-p" option will utilize more cores during processing. This
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can speed up rendering quite a bit. The default is set to the same
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number of cores in your computer, but you can adjust it.
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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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-z ZOOM, --zoom=ZOOM
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The Overviewer by default will detect how many zoom levels are required
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to show your entire map. This is equivilant to the dimensions of the
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highest zoom level, in tiles. A zoom level of z means the highest zoom
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level of your map will be 2^z by 2^z tiles.
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The -z option will set the zoom level manually. This could be useful if
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you have some outlier chunks causing your map to be too large.
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This will render your map with 7 zoom levels::
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python gmap.py -z 7 <Path to World> <Output Directory>
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Remember that each additional zoom level adds 4 times as many tiles as
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the last. This can add up fast, zoom level 10 has over a million tiles.
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Tiles with no content will not be rendered, but they still take a small
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amount of time to process.
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-d, --delete
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This option changes the mode of execution. No tiles are rendered, and
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instead, cache files are deleted.
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Explanation: The Overviewer keeps two levels of cache: it saves each
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chunk rendered as a png, and it keeps a hash file along side each tile
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in your output directory. Using these cache files allows the Overviewer
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to skip rendering of any tile image that has not changed.
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By default, the chunk images are saved in your world directory. This
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example will remove them::
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python gmap.py -d <World # / Path to World / Path to cache dir>
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You can also delete the tile cache as well. This will force a full
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re-render, useful if you've changed texture packs and want your world
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to look uniform. Here's an example::
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python gmap.py -d <# / path> <Tile Directory>
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Be warned, this will cause the next rendering of your map to take
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significantly longer, since it is having to re-generate the files you just
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deleted.
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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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Within the output directory you will find two things: an index.html file, and a
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directory hierarchy full of images. To view your world, simply open index.html
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in a web browser. Internet access is required to load the Google Maps API
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files, but you otherwise don't 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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API), so just copying the directory to your web server should suffice. You are,
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however, bound by the Google Maps API terms of service.
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Clearing the Cache
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------------------
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The Overviewer keeps two levels of cache: it saves each chunk rendered
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individually along side your chunk files in your saved world directory, and it
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keeps a hash file along side each tile in your output directory. Using these
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cache files it will not re-render any image that has not changed.
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If you want to clear the cache and re-render everything, run gmap.py with the
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-d option::
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python gmap.py -d <Path to World> <Output Directory>
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The next time your map is rendered, it will re-render every chunk. This is
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useful if you've changed texture packs or want to save disk space, but
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otherwise not too useful.
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This is probably *not* a good idea for very large worlds, since it will take
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much longer to render the next time you do so.
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http://code.google.com/apis/maps/terms.html
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Crushing the Output Tiles
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-------------------------
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@@ -167,7 +197,9 @@ http://github.com/brownan/Minecraft-Overviewer/issues
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Feel free to comment on issues, report new issues, and vote on issues that are
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important to you, so I can prioritize accordingly.
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An incomplete list of things I want to fix soon is:
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An incomplete list of things I want to do soon is:
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* Improve efficiency
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* Rendering non-cube blocks, such as torches, flowers, mine tracks, fences,
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doors, and the like. Right now they are either not rendered at all, or
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