0

config.rst restructuring with new headings

This hopefully makes the page slightly less intimidating.
This commit is contained in:
Nicolas F
2014-06-04 12:17:29 +02:00
parent 192ff4c1a0
commit 57fd1e2ffb

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@@ -19,8 +19,14 @@ Python, don't worry, it's pretty simple. Just follow the examples.
Windows. This is required because the backslash ("\\") has special meaning
in Python.
Examples
========
The following examples should give you an idea of what a configuration file looks
like, and also teach you some neat tricks.
A Simple Example
================
----------------
::
@@ -60,7 +66,7 @@ The ``renders`` dictionary
``worlds["My world"]``
A more complicated example
==========================
--------------------------
::
worlds["survival"] = "/home/username/server/survivalworld"
@@ -130,7 +136,7 @@ renders.
example.
A dynamic config file
=====================
---------------------
It might be handy to dynamically retrieve parameters. For instance, if you
periodically render your last map backup which is located in a timestamped
@@ -192,6 +198,9 @@ If the above doesn't make sense, just know that items in the config file take
the form ``key = value``. Two items take a different form:, ``worlds`` and
``renders``, which are described below.
General
-------
``worlds``
This is pre-defined as an empty dictionary. The config file is expected to
add at least one item to it.
@@ -259,6 +268,9 @@ the form ``key = value``. Two items take a different form:, ``worlds`` and
processes = 2
Observers
~~~~~~~~~
.. _observer:
``observer = <observer object>``
@@ -367,6 +379,8 @@ the form ``key = value``. Two items take a different form:, ``worlds`` and
Custom web assets
~~~~~~~~~~~~~~~~~
.. _customwebassets:
@@ -411,6 +425,9 @@ values. The valid configuration keys are listed below.
'title': 'This render doesn't explicitly declare a world!',
}
General
~~~~~~~
``world``
Specifies which world this render corresponds to. Its value should be a
string from the appropriate key in the worlds dictionary.
@@ -454,6 +471,9 @@ values. The valid configuration keys are listed below.
**Default:** ``"overworld"``
Rendering
~~~~~~~~~
.. _option_rendermode:
``rendermode``
@@ -533,14 +553,107 @@ values. The valid configuration keys are listed below.
**Default:** ``"upper-left"``
.. _rerenderprob:
.. _option_overlay:
``rerenderprob``
This is the probability that a tile will be rerendered even though there may
have been no changes to any blocks within that tile. Its value should be a
floating point number between 0.0 and 1.0.
``overlay``
This specifies which renders that this render will be displayed on top of.
It should be a list of other renders. If this option is confusing, think
of this option's name as "overlay_on_to".
**Default:** ``0``
If you leave this as an empty list, this overlay will be displayed on top
of all renders for the same world/dimension as this one.
As an example, let's assume you have two renders, one called "day" and one
called "night". You want to create a Biome Overlay to be displayed on top
of the "day" render. Your config file might look like this:
::
outputdir = "output_dir"
worlds["exmaple"] = "exmaple"
renders['day'] = {
'world': 'exmaple',
'rendermode': 'smooth_lighting',
'title': "Daytime Render",
}
renders['night'] = {
'world': 'exmaple',
'rendermode': 'night',
'title': "Night Render",
}
renders['biomeover'] = {
'world': 'exmaple',
'rendermode': [ClearBase(), BiomeOverlay()],
'title': "Biome Coloring Overlay",
'overlay': ['day']
}
**Default:** ``[]`` (an empty list)
.. _option_texturepath:
``texturepath``
This is a where a specific texture or resource pack can be found to use
during this render. It can be a path to either a folder or a zip/jar file
containing the texture resources. If specifying a folder, this option should
point to a directory that *contains* the assets/ directory (it should not
point to the assets directory directly or any one particular texture image).
Its value should be a string: the path on the filesystem to the resource
pack.
.. _crop:
``crop``
You can use this to render a small subset of your map, instead of the entire
thing. The format is (min x, min z, max x, max z).
The coordinates are block coordinates. The same you get with the debug menu
in-game and the coordinates shown when you view a map.
Example that only renders a 1000 by 1000 square of land about the origin::
renders['myrender'] = {
'world': 'myworld',
'title': "Cropped Example",
'crop': (-500, -500, 500, 500),
}
This option performs a similar function to the old ``--regionlist`` option
(which no longer exists). It is useful for example if someone has wandered
really far off and made your map too large. You can set the crop for the
largest map you want to render (perhaps ``(-10000,-10000,10000,10000)``). It
could also be used to define a really small render showing off one
particular feature, perhaps from multiple angles.
.. warning::
If you decide to change the bounds on a render, you may find it produces
unexpected results. It is recommended to not change the crop settings
once it has been rendered once.
For an expansion to the bounds, because chunks in the new bounds have
the same mtime as the old, tiles will not automatically be updated,
leaving strange artifacts along the old border. You may need to use
:option:`--forcerender` to force those tiles to update. (You can use
the ``forcerender`` option on just one render by adding ``'forcerender':
True`` to that render's configuration)
For reductions to the bounds, you will need to render your map at least
once with the :option:`--check-tiles` mode activated, and then once with
the :option:`--forcerender` option. The first run will go and delete tiles that
should no longer exist, while the second will render the tiles around
the edge properly. Also see :ref:`this faq entry<cropping_faq>`.
Sorry there's no better way to handle these cases at the moment. It's a
tricky problem and nobody has devoted the effort to solve it yet.
Image options
~~~~~~~~~~~~~
``imgformat``
This is which image format to render the tiles into. Its value should be a
@@ -645,12 +758,10 @@ values. The valid configuration keys are listed below.
**Default:** ``[]``
``bgcolor``
This is the background color to be displayed behind the map. Its value
should be either a string in the standard HTML color syntax or a 4-tuple in
the format of (r,b,g,a). The alpha entry should be set to 0.
Zoom
~~~~
**Default:** ``#1a1a1a``
These options control the zooming behavior in the JavaScript output.
``defaultzoom``
This value specifies the default zoom level that the map will be
@@ -691,6 +802,9 @@ values. The valid configuration keys are listed below.
**Default:** 0 (zero, which does not disable any zoom levels)
Other HTML/JS output options
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
``showlocationmarker``
Allows you to specify whether to show the location marker when accessing a URL
with coordinates specified.
@@ -704,63 +818,50 @@ values. The valid configuration keys are listed below.
tiles folder itself. For example, if the tile images start at
http://domain.com/map/world_day/ you want to set this to http://domain.com/map/
.. _option_texturepath:
.. _option_markers:
``texturepath``
This is a where a specific texture or resource pack can be found to use
during this render. It can be a path to either a folder or a zip/jar file
containing the texture resources. If specifying a folder, this option should
point to a directory that *contains* the assets/ directory (it should not
point to the assets directory directly or any one particular texture image).
``markers``
This controls the display of markers, signs, and other points of interest
in the output HTML. It should be a list of dictionaries.
Its value should be a string: the path on the filesystem to the resource
pack.
.. note::
.. _crop:
Setting this configuration option alone does nothing. In order to get
markers and signs on our map, you must also run the genPO script. See
the :doc:`Signs and markers<signs>` section for more details and documenation.
``crop``
You can use this to render a small subset of your map, instead of the entire
thing. The format is (min x, min z, max x, max z).
The coordinates are block coordinates. The same you get with the debug menu
in-game and the coordinates shown when you view a map.
**Default:** ``[]`` (an empty list)
Example that only renders a 1000 by 1000 square of land about the origin::
renders['myrender'] = {
'world': 'myworld',
'title': "Cropped Example",
'crop': (-500, -500, 500, 500),
}
``poititle``
This controls the display name of the POI/marker dropdown control.
This option performs a similar function to the old ``--regionlist`` option
(which no longer exists). It is useful for example if someone has wandered
really far off and made your map too large. You can set the crop for the
largest map you want to render (perhaps ``(-10000,-10000,10000,10000)``). It
could also be used to define a really small render showing off one
particular feature, perhaps from multiple angles.
**Default:** "Signs"
.. warning::
``showspawn``
This is a boolean, and defaults to ``True``. If set to ``False``, then the spawn
icon will not be displayed on the rendered map.
If you decide to change the bounds on a render, you may find it produces
unexpected results. It is recommended to not change the crop settings
once it has been rendered once.
``bgcolor``
This is the background color to be displayed behind the map. Its value
should be either a string in the standard HTML color syntax or a 4-tuple in
the format of (r,b,g,a). The alpha entry should be set to 0.
For an expansion to the bounds, because chunks in the new bounds have
the same mtime as the old, tiles will not automatically be updated,
leaving strange artifacts along the old border. You may need to use
:option:`--forcerender` to force those tiles to update. (You can use
the ``forcerender`` option on just one render by adding ``'forcerender':
True`` to that render's configuration)
**Default:** ``#1a1a1a``
For reductions to the bounds, you will need to render your map at least
once with the :option:`--check-tiles` mode activated, and then once with
the :option:`--forcerender` option. The first run will go and delete tiles that
should no longer exist, while the second will render the tiles around
the edge properly. Also see :ref:`this faq entry<cropping_faq>`.
Map update behavior
~~~~~~~~~~~~~~~~~~~
.. _rerenderprob:
``rerenderprob``
This is the probability that a tile will be rerendered even though there may
have been no changes to any blocks within that tile. Its value should be a
floating point number between 0.0 and 1.0.
**Default:** ``0``
Sorry there's no better way to handle these cases at the moment. It's a
tricky problem and nobody has devoted the effort to solve it yet.
``forcerender``
This is a boolean. If set to ``True`` (or any non-false value) then this
@@ -816,72 +917,6 @@ values. The valid configuration keys are listed below.
removed some tiles, you may need to do some manual deletion on the
remote side.
.. _option_markers:
``markers``
This controls the display of markers, signs, and other points of interest
in the output HTML. It should be a list of dictionaries.
.. note::
Setting this configuration option alone does nothing. In order to get
markers and signs on our map, you must also run the genPO script. See
the :doc:`Signs and markers<signs>` section for more details and documenation.
**Default:** ``[]`` (an empty list)
``poititle``
This controls the display name of the POI/marker dropdown control.
**Default:** "Signs"
.. _option_overlay:
``overlay``
This specifies which renders that this render will be displayed on top of.
It should be a list of other renders. If this option is confusing, think
of this option's name as "overlay_on_to".
If you leave this as an empty list, this overlay will be displayed on top
of all renders for the same world/dimension as this one.
As an example, let's assume you have two renders, one called "day" and one
called "night". You want to create a Biome Overlay to be displayed on top
of the "day" render. Your config file might look like this:
::
outputdir = "output_dir"
worlds["exmaple"] = "exmaple"
renders['day'] = {
'world': 'exmaple',
'rendermode': 'smooth_lighting',
'title': "Daytime Render",
}
renders['night'] = {
'world': 'exmaple',
'rendermode': 'night',
'title': "Night Render",
}
renders['biomeover'] = {
'world': 'exmaple',
'rendermode': [ClearBase(), BiomeOverlay()],
'title': "Biome Coloring Overlay",
'overlay': ['day']
}
**Default:** ``[]`` (an empty list)
``showspawn``
This is a boolean, and defaults to ``True``. If set to ``False``, then the spawn
icon will not be displayed on the rendered map.
.. _customrendermodes:
Custom Rendermodes and Rendermode Primitives
@@ -1072,6 +1107,7 @@ BiomeOverlay
Defining Custom Rendermodes
---------------------------
Each rendermode primitive listed above is a Python *class* that is automatically
imported in the context of the config file (They come from
overviewer_core.rendermodes). To define your own rendermode, simply define a
@@ -1099,7 +1135,8 @@ are referencing the previously defined list, not one of the built-in
rendermodes.
Built-in Rendermodes
====================
--------------------
The built-in rendermodes are nothing but pre-defined lists of rendermode
primitives for your convenience. Here are their definitions::