added an faq about deleting parts of your map
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@@ -358,6 +358,8 @@ values. The valid configuration keys are listed below.
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This is a where a specific texture pack can be found to be used during this render.
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It can be either a folder or a directory. Its value should be a string.
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.. _crop:
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``crop``
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You can use this to render a small subset of your map, instead of the entire
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thing. The format is (min x, min z, max x, max z).
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@@ -397,7 +399,7 @@ values. The valid configuration keys are listed below.
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once with the :option:`--check-tiles` mode activated, and then once with
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the :option:`--forcerender` option. The first run will go and delete tiles that
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should no longer exist, while the second will render the tiles around
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the edge properly.
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the edge properly. Also see :ref:`this faq entry<cropping_faq>`.
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Sorry there's no better way to handle these cases at the moment. It's a
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tricky problem and nobody has devoted the effort to solve it yet.
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58
docs/faq.rst
58
docs/faq.rst
@@ -90,3 +90,61 @@ If you are seeing exorbitant memory usage, then it is likely either a bug or a
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subtly corrupted world. Please file an issue or come talk to us on IRC so we can
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take a look! See :ref:`help`.
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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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-----------------------------------------------------------------------
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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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This faq also applies to using the :ref:`crop<crop>` option.
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Under normal operation with vanilla Minecraft and no external tools fiddling
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with the world, Overviewer performs correctly, rendering areas that have
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changed, and everything is good.
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Often with servers one user will travel reeeeally far out and cause a lot of
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extra work for the server and for The Overviewer, so you may be tempted to
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delete parts of your map. This can cause problems, so read on to learn what you
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can do about it.
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First some explanation: Until recently (Mid May 2012) The Overviewer did not
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have any facility for detecting parts of the map that should no longer exist.
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Remember that the map is split into small tiles. When Overviewer starts up, the
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first thing it does is calculate which tiles should exist and which should be
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updated. This means it does not check or even look at tiles that should not
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exist. This means that parts of your world which have been deleted will hang
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around on your map because Overviewer won't even look at those tiles and notice
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they shouldn't be there. You may even see strange artifacts around the border as
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tiles that should exist get updated.
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Now, with the :option:`--check-tiles` option, The Overviewer *will* look for and
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remove tiles that should no longer exist. So you can render your map once with
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that option and all those extra tiles will get removed automatically. However,
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this is only half of the solution. The other half is making sure the tiles along
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the border are re-rendered, or else it will look like your map is being cut off.
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Explanation: The tiles next to the ones that were removed are tiles that should
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continue to exist, but parts of them have chunks that no longer exist. Those
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tiles then should be re-rendered to show that. However, since tile updates are
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triggered by the chunk last-modified timestamp changing, and the chunks that
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still exist have *not* been updated, those tiles will not get re-rendered.
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The consequence of this is that your map will end up looking cut-off around the
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new borders that were created by the parts you deleted. You can fix this one of
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two ways.
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1. You can run a render with :option:`--forcerender`. This has the unfortunate
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side-effect of re-rendering *everything* and doing much more work than is
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necessary.
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2. Manually navigate the tile directory hierarchy and manually delete tiles
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along the edge. Then run once again with :option:`--check-tiles` to re-render
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the tiles you just deleted. This may not be as bad as it seems. Remember each
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zoom level divides the world into 4 quadrants: 0, 1, 2, and 3 are the upper
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left, upper right, lower left, and lower right. It shouldn't be too hard to
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navigate it manually to find the parts of the map that need re-generating.
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3. The third non-option is to not worry about it. The problem will fix itself if
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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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