updated readme
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76
README.txt
76
README.txt
@@ -3,6 +3,8 @@ Minecraft Overviewer
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====================
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By Andrew Brown
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http://github.com/brownan/Minecraft-Overviewer
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Generates large resolution images of a Minecraft map.
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In short, this program reads in Minecraft world files and renders very large
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@@ -12,8 +14,8 @@ Cartographer program.
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I wrote this with an additional goal in mind: to generate large images that I
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could zoom in and see details.
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Using the Overviewer
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====================
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**New**: gmap.py generates tiles for a Google Map interface, so that people
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with large worlds can still benefit!
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Requirements
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------------
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@@ -24,10 +26,43 @@ This program requires:
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* Numpy
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I developed and tested this on Linux. It has been reported to work on Windows
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and Mac, but if something doesn't, let me know.
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and Mac, but if something doesn't, 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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Before you dive into using this, let it be known that there are a few minor
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problems. First, it's slow. If your map is really large, this could take at
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least half an hour. Second, there's no progress bar. You can watch the tiles
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get generated, but the program gives no feedback at this time on how far it is.
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There are probably some other minor glitches along the way, hopefully they will
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be fixed soon. See the `Bugs`_ section below.
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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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The output directory must already exist. This will generate a set of image
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tiles for your world. When it's done, it will put an index.html file in the
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same directory that you can use to view 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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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 would crash and use too much memory for very
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large worlds. You may still find a use for it though.
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Right now there's only a console interface. Here's how to use it:
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To render a world, run the renderer.py script like this:
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@@ -75,17 +110,28 @@ To bump that up to 3 processes, use a command in this form:
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Bugs
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====
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* This program is memory intensive. Obviously if you have a 20000x10000 pixel
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image, it's going to take up quite a bit of room. This program may not work
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if you have a gigantic world. The program may crash, or even if the image is
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successfully generated, your image viewer may crash or refuse to display it.
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I am working on a solution to this involving a google maps like interface
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where the world is split up into tiles.
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This program has bugs. They are mostly minor things, I wouldn't have released a
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completely useless program. However, there are a number of things that I want
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to fix or improve.
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* Some types of block are not rendered correctly yet. This includes torches,
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mushrooms, flowers, and anything that is not a traditional "block". Some are
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still rendered, but look funny. Others are not rendered at all currently.
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For a current list of issues, visit
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http://github.com/brownan/Minecraft-Overviewer/issues
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* Water transparency is not working yet. I'm trying to come up with a good
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solution, but I think it has to do with the image blending algorithm in the
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Python Imaging Library. There may not be an easy solution to this.
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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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* 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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rendered as if they were a cube, so it looks funny.
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* Water transparency. There are a couple issues involved with that, and I want
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to fix them.
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* Add lighting
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* Speed up the tile rendering. I can parallelize that process, and add more
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caches to the tiles so subsequent renderings go faster.
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* I want to add some indication of progress to the tile generation.
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