README update for settings.py, --rendermodes
This commit is contained in:
138
README.rst
138
README.rst
@@ -8,14 +8,19 @@ 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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resolution images. It performs a similar function to the existing Minecraft
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Cartographer program but with a slightly different goal in mind: to generate
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large resolution images such that one can zoom in and see details.
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resolution images that can be viewed through a Google Maps interface. It
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performs a similar function to the existing Minecraft Cartographer program but
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with a slightly different goal in mind: to generate large resolution images
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such that one can zoom in and see details.
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See some examples here!
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http://github.com/brownan/Minecraft-Overviewer/wiki/Map-examples
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(To contact me, send me a message on Github)
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Further documentation may be found at
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https://github.com/brownan/Minecraft-Overviewer/wiki/Documentation
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To contact the developers and other users, go to the site at the top of this
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README, or go to #overviewer on irc.freenode.net.
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Features
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========
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@@ -56,6 +61,12 @@ If something doesn't work, let me know.
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Using the Overviewer
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====================
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For a quick-start guide, see
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https://github.com/brownan/Minecraft-Overviewer/wiki/Quick-Start-Guide
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If you are upgrading from an older Overviewer to the new DTT code, see
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https://github.com/brownan/Minecraft-Overviewer/wiki/DTT-Upgrade-Guide
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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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@@ -89,7 +100,7 @@ you can use the Overviewer:
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texture packs out there.
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Biome Tinting
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~~~~~~~~~~~~~
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-------------
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With the Halloween update, biomes were added to Minecraft. In order to get
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biome-accurate tinting, the Overviewer can use biome data produced by the
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Minecraft Biome Extractor tool. This tool can be downloaded from:
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@@ -102,12 +113,12 @@ then the Overviewer will use a static tinting for grass and leaves.
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Compiling the C Extension
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-------------------------
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The C Extension for Overviewer is no longer optional. In addition to providing
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a higher quality image compositing function that looks better on maps with lighting
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enabled, it now does the bulk of the rendering.
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The C Extension for Overviewer is no longer optional. In addition to
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providing a higher quality image compositing function that looks better on
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maps with lighting enabled, it now does the bulk of the rendering.
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If you downloaded Overviewer as a binary package, this extension will already be
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compiled for you.
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If you downloaded Overviewer as a binary package, this extension will already
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be compiled for you.
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If you have a C compiler and the Python development libraries set up, you can
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compile this extension like this::
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@@ -119,7 +130,7 @@ look for a package named 'python-dev', 'python-devel' or similar. Also, some
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Python distributions do not install "Imaging.h" and "ImPlatform.h" properly. If
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you get errors complaining about them, you can get them from the PIL source, or
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at <http://svn.effbot.org/public/tags/pil-1.1.7/libImaging/>. Just put them in
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the same directory as "_composite.c".
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the same directory as "overviewer.py".
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For more detailed instructions, check the wiki:
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https://github.com/brownan/Minecraft-Overviewer/wiki/Build-Instructions
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@@ -142,12 +153,6 @@ Options
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-h, --help
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Shows the list of options and exits
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--imgformat=FORMAT
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Set the output image format used for the tiles. The default is 'png',
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but 'jpg' is also supported. Note that regardless of what you choose,
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Overviewer will still use PNG for cached images to avoid recompression
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artifacts.
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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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@@ -157,34 +162,6 @@ Options
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python overviewer.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 option sets it manually.
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*You do not normally need to set this option!*
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This is equivalent to setting the dimensions of the highest zoom level. It
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does not actually change how the map is rendered, but rather *how much of
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the map is rendered.* (Calling this option "zoom" may be a bit misleading,
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I know)
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To be precise, it sets the width and height of the highest zoom level, in
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tiles. A zoom level of z means the highest zoom level of your map will be
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2^z by 2^z tiles.
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This option map be useful if you have some outlier chunks causing your map
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to be too large, or you want to render a smaller portion of your map,
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instead of rendering everything.
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This will render your map with 7 zoom levels::
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python overviewer.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, files are deleted.
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@@ -204,38 +181,65 @@ Options
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a certain date. Or perhaps you can incrementally update your map by passing
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in a subset of regions each time. It's up to you!
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--lighting
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This option enables map lighting, using lighting information stored by
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Minecraft inside the chunks. This will make your map prettier, at the cost
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of update speed.
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--rendermodes=MODE1[,MODE2,...]
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Use this option to specify which render mode to use, such as lighting or
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night. Use --list-rendermodes to get a list of available rendermodes, and
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a short description of each. If you provide more than one mode (separated
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by commas), Overviewer will render all of them at once, and provide a
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toggle on the resulting map to switch between them.
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Note that for existing, unlit maps, you may want to clear your cache
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(with -d) before updating the map to use lighting. Otherwise, only updated
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chunks will have lighting enabled.
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--night
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This option enables --lighting, and renders the world at night.
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--web-assets-hook=HOOK
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This option lets you specify a script to run after the web assets have been
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copied into the output directory, but before any tile rendering takes
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place. This is an ideal time to do any custom postprocessing for markers.js
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or other web assets.
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The script should be executable, and it should accept one argument:
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the path to the output directory.
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--list-rendermodes
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List the available render modes, and a short description of each.
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Settings
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--------
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You can optionally store settings in a file named settings.py. It is a regular
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python script, so you can use any python functions or modules you want.
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This section needs to be expanded
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For a sample settings file, look at 'sample.settings.py'. Note that this file
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is not meant to be used directly, but instead it should be used as a
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collection of examples to guide writing your own.
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For a sample settings file, look at sample.settings.py
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Here's a (possibly incomplete) list of available settings, which are available
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in settings.py. Note that you can also set command-line options in a similar
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way.
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imgformat=FORMAT
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Set the output image format used for the tiles. The default is 'png',
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but 'jpg' is also supported.
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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 option sets it manually.
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*You do not normally need to set this option!*
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This is equivalent to setting the dimensions of the highest zoom level. It
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does not actually change how the map is rendered, but rather *how much of
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the map is rendered.* (Calling this option "zoom" may be a bit misleading,
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I know)
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To be precise, it sets the width and height of the highest zoom level, in
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tiles. A zoom level of z means the highest zoom level of your map will be
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2^z by 2^z tiles.
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This option map be useful if you have some outlier chunks causing your map
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to be too large, or you want to render a smaller portion of your map,
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instead of rendering everything.
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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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web_assets_hook
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This option lets you define a function to run after the web assets have
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been copied into the output directory, but before any tile rendering takes
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place. This is an ideal time to do any custom postprocessing for
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markers.js or other web assets.
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This function should accept one argument: a QuadtreeGen object.
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Viewing the Results
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-------------------
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