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readme update

This commit is contained in:
Andrew Brown
2010-09-18 00:32:59 -04:00
parent 430ee24830
commit 7e62ab355f

View File

@@ -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