readme update
This commit is contained in:
50
README.rst
50
README.rst
@@ -40,8 +40,8 @@ This program requires:
|
||||
I develop and test this on Linux, but need help testing it on Windows and Mac.
|
||||
If something doesn't work, let me know.
|
||||
|
||||
Using the Google Map Tile Generator
|
||||
===================================
|
||||
Using the Overviewer
|
||||
====================
|
||||
|
||||
Disclaimers
|
||||
-----------
|
||||
@@ -81,24 +81,25 @@ Example to run 5 worker processes in parallel::
|
||||
|
||||
python gmap.py -p 5 <Path to World> <Output Directory>
|
||||
|
||||
Crushing the Output Tiles
|
||||
Specifying the Zoom Level
|
||||
-------------------------
|
||||
Image files taking too much disk space? Try using pngcrush. On Linux and
|
||||
probably Mac, if you have pngcrush installed, this command will go and crush
|
||||
all your images in the given destination. This took the total disk usage of the
|
||||
render for my world from 85M to 67M.
|
||||
The -z option will set the zoom level manually. Without this option, the
|
||||
Overviewer will detect the smallest number of zoom levels needed to render your
|
||||
entire map.
|
||||
|
||||
::
|
||||
Maybe that's too much though, or maybe you have some outlier chunks that are
|
||||
very far off making your map too large to render. That's where this option
|
||||
comes in handy.
|
||||
|
||||
find /path/to/destination -name "*.png" -exec pngcrush {} {}.crush \; -exec mv {}.crush {} \;
|
||||
This will render your map with 7 zoom levels::
|
||||
|
||||
If you're on Windows, I've gotten word that this command line snippet works
|
||||
provided pngout is installed and on your path. Note that the % symbols will
|
||||
need to be doubled up if this is in a batch file.
|
||||
python gmap.py -z 7 <Path to World> <Output Directory>
|
||||
|
||||
::
|
||||
|
||||
FOR /R c:\path\to\tiles\folder %v IN (*.png) DO pngout %v /y
|
||||
The zoom level specifies the number of tiles at the highest zoom level. A zoom
|
||||
level of z will generate up to 4^z tiles (2^z by 2^z in a square). This means
|
||||
each additional zoom level covers 4 times as much area as the last one. Tiles
|
||||
with no content will not be rendered, but they still take a small amount of
|
||||
time to process.
|
||||
|
||||
Viewing the Results
|
||||
-------------------
|
||||
@@ -130,6 +131,25 @@ otherwise not too useful.
|
||||
This is probably *not* a good idea for very large worlds, since it will take
|
||||
much longer to render the next time you do so.
|
||||
|
||||
Crushing the Output Tiles
|
||||
-------------------------
|
||||
Image files taking too much disk space? Try using pngcrush. On Linux and
|
||||
probably Mac, if you have pngcrush installed, this command will go and crush
|
||||
all your images in the given destination. This took the total disk usage of the
|
||||
render for my world from 85M to 67M.
|
||||
|
||||
::
|
||||
|
||||
find /path/to/destination -name "*.png" -exec pngcrush {} {}.crush \; -exec mv {}.crush {} \;
|
||||
|
||||
If you're on Windows, I've gotten word that this command line snippet works
|
||||
provided pngout is installed and on your path. Note that the % symbols will
|
||||
need to be doubled up if this is in a batch file.
|
||||
|
||||
::
|
||||
|
||||
FOR /R c:\path\to\tiles\folder %v IN (*.png) DO pngout %v /y
|
||||
|
||||
Bugs
|
||||
====
|
||||
This program has bugs. They are mostly minor things, I wouldn't have released a
|
||||
|
||||
Reference in New Issue
Block a user