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docs update to Running page and new page Config. Removed Options.

Added all about the new config file format. Needs checking for accuracy.
Also need to update the faq and other sections of the docs now that the
options page is gone.
This commit is contained in:
Andrew Brown
2012-01-22 01:26:04 -05:00
parent 163dd66a38
commit 8c71c802d2
3 changed files with 133 additions and 858 deletions

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@@ -142,7 +142,7 @@ Documentation Contents
installing
building
running
options
config
faq
design/designdoc

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====================
Settings and Options
====================
Overviewer settings can be set in two places, on the command line when you run
the overviewer, or in a settings file. You specify a settings file to use with
the :option:`--settings` command line option.
.. note::
Any command line option can optionally be set in the settings file. However,
there are some settings that can only be set in the settings file.
.. note::
Some options go by different names on the command line and the settings
file. Those are noted in bold below.
The first section of this document covers command line options. The second part
covers the more advanced ways of customizing The Overviewer using settings
files.
.. contents::
:local:
Command line options
====================
All Options:
======================================== ==================================
:option:`--advanced-help` Print out help on all options
:option:`--bg-color` Change the background of the map
:option:`--changelist` Outputs a list of changed tiles
:option:`--changelist-format` Sets the format of the change list
:option:`--check-terrain` Output information on the textures
:option:`--display-config` Displays the configuration
:option:`--forcerender` Forces every tile to render
:option:`-h`, :option:`--help <-h>` Prints help on the basic options
:option:`--imgformat` Choose from png or jpg output
:option:`--imgquality` Change jpg output quality
:option:`--list-rendermodes` List the installed rendermodes
:option:`--no-signs` Do not place signs on the map
:option:`--north-direction` Choose which direction is north
:option:`--optimize-img` Run pngcrush on outputted tiles
:option:`-p`, :option:`--processes <-p>` Choose the number of worker processes
:option:`-q`, :option:`--quiet <-q>` Print less output
:option:`--regionlist` Only render specified areas of a map
:option:`--rendermodes` Choose which rendermode(s) to use
:option:`--settings` Specify an external settings file
:option:`--skip-js` Do not output generated javascript files
:option:`--stochastic-render` Re-render parts of the map randomly
:option:`--textures-path` Specify custom textures to use
:option:`-v`, :option:`--verbose <-v>` Print more output
:option:`-V`, :option:`--version <-V>` Print out the version
:option:`--web-assets-path` Specify alternate web assets
:option:`-z`, :option:`--zoom <-z>` Do not touch
======================================== ==================================
Help Options
------------
.. cmdoption:: -h, --help
Shows the list of options and exits
.. cmdoption:: --advanced-help
Display help - including advanced options
Useful Options
--------------
.. cmdoption:: --settings <PATH>
Use this option to load settings from a file. For more information see the
`Settings File`_ section below.
**Not available in settings file (duh)**
.. cmdoption:: --north-direction <NORTH_DIRECTION>
Specifies which corner of the screen north will point to.
Valid options are: lower-left, upper-left, upper-right, lower-right.
If you do not specify this option, it will default to whatever direction
the existing map uses. For new maps, it defaults to lower-left for
historical reasons.
.. note::
We define cardinal directions by the sun in game; the sun rises in the
East and sets in the West.
**Settings file:**
Option name: ``north_direction``
Format: One of the above strings.
.. cmdoption:: --rendermodes <MODE1>[,MODE2,...]
Use this option to specify which render mode to use, such as lighting or
night. Use :option:`--list-rendermodes` to get a list of available
rendermodes, and a short description of each. If you provide more than one
mode (separated by commas), Overviewer will render all of them at once, and
provide a toggle on the resulting map to switch between them.
If for some reason commas do not work for your shell (like if you're using
Powershell on Windows), you can also use a colon ':' or a forward slash '/'
to separate the modes.
**More information is available in the** :ref:`render-modes` **section of the
docs**
List of built-in render-modes:
* normal
* lighting
* smooth-lighting
* smooth-night
* night
* cave
Built-in overlays:
* spawn
* mineral
.. note::
You can create custom rendermodes too! See the :ref:`custom-rendermodes`
section for more information!
Example::
./overviewer.py --rendermodes=lighting,night /opt/server/world /opt/map
**Settings file:**
Option name: ``rendermode`` **Note the lack of an s**
Format: a list of strings.
Default: only render the normal mode
.. cmdoption:: --list-rendermodes
List the available render modes, and a short description of each, and exit.
**Not available in settings file**
Less Useful Options
-------------------
.. cmdoption:: --bg-color <color>
Configures the background color for the Google Map output. Specify in
#RRGGBB format.
**Settings file:**
Option name: ``bg_color``
Format: A string in the above format.
Default: "#1A1A1A"
.. cmdoption:: --changelist <filename>
Outputs a list of changed tiles to the named file. If the file doesn't
exist, it is created. If it does exist, its contents are overwritten.
This could be useful for example in conjunction with a script to upload only
changed tiles to your web server.
**Settings file:**
Option name: ``changelist``
Format: String (path plus filename)
Default: Not specified (no changelist outputted)
.. cmdoption:: --changelist-format <format>
Chooses absolute or relative paths for the output with the
:option:`--changelist` option. Valid values for format are "relative" or
"absolute".
**Settings file:**
Option name: ``changelist_format``
Format: A string (one of the above)
Default: "relative"
.. cmdoption:: --check-terrain
When this option appears on the command line, Overviewer prints the location
and hash of the terrain.png it will use, and then exits.
This is useful for debugging terrain.png path problems, especially with
:option:`--textures-path`. Use this to see what terrain.png your current
setup has selected.
See the :ref:`installing-textures` section for an example.
**Not available in settings file**
.. cmdoption:: --display-config
Display the configuration parameters and exit. Doesn't render the map. This
is useful to help validate a configuration setup.
**Not available in settings file**
.. cmdoption:: --forcerender
Force re-rendering the entire map (or the given regionlist). This
is an easier way to completely re-render without deleting the map.
This is useful if you change texture packs and want to re-render everything
in the new textures, or if you're changing the :option:`--north-direction`.
**Settings file:**
Option name: ``forcerender``
Format: A boolean
Default: False
.. cmdoption:: --imgformat <format>
Specifies the output format for the tiles. Currently supported options are
"png" or "jpg".
**Settings file:**
Option name: ``imgformat``
Format: A string, either "png" or "jpg"
Default: "png"
.. cmdoption:: --imgquality <quality>
When using ":option:`--imgformat` jpg", this specifies the jpeg quality
parameter. This can help save disk space for larger maps.
For saving space with pngs, see :option:`--optimize-img`
**Settings file:**
Option name: ``imgquality``
Format: An integer 1-100
Default: 95
.. cmdoption:: --no-signs
Doesn't output signs to markers.js. This has the effect of disabling signs
on your map.
**Settings file:**
Option name: ``nosigns``
Format: Boolean
Default: False
.. cmdoption:: --optimize-img <level>
When using ":option:`--imgformat` png" (the default), this performs file
size optimizations on the output. The level parameter is an integer
specifying one of the following:
1. Run pngcrush on all tiles
2. Run pngcrush plus advdef on all tiles
3. Run pngcrush plus advdef with more aggressive settings.
These options may double the time or worse it takes to render your map, and
can be expected to give around 19-23% reduction in file size.
These options also require the corresponding program(s) installed and in
your system path ($PATH or %PATH% environment variable)
**Settings file:**
Option name: ``optimizeimg``
Format: an integer
Default: not set (no optimization)
.. cmdoption:: -p <procs>, --processes <procs>
On multi-cored or multi-processor machines, The Overviewer will perform its
work on *all* cores by default. If you want to manually specify how many
workers to run in parallel, use this option.
Example to run 5 worker processes in parallel::
overviewer.py -p 5 <Path to World> <Output Directory>
**Settings file:**
Option name: ``procs``
Format: an integer.
Default: ``multiprocessing.cpu_count()``
.. cmdoption:: -q, --quiet
Prints less output. You can specify this multiple times.
**Settings file:**
Option name: ``quiet``
Format: an integer
Default: 0
.. cmdoption:: --regionlist <regionlist>
Use this option to specify manually a list of regions to consider for
updating. In normal operation, every chunk in every region is checked for
update and if necessary, re-rendered. With this option, only the chunks in
the specified regions are checked.
This option should name a file containing, 1 per line, the path to the
region files to be considered for update.
It's up to you to build such a list. On Linux or Mac, try using the "find"
command. You could, for example, output all region files that are older than
a certain date. Or perhaps you can incrementally update your map by passing
in a subset of regions each time. It's up to you!
.. warning::
This option may currently be broken. Use at your own risk! Patches
welcome!
**Settings file:**
Option name: ``regionlist``
Format: A string representing the region list file.
Default: Scan all region files.
.. note::
See sample.settings.py for an example on how to build a region list
file.
.. cmdoption:: --skip-js
Skip the generation and output of markers.js, which is typically generated
from the signs in your world. This is useful if you want to generate your
own and don't want this one getting in the way.
**Settings file:**
Option name: ``skipjs``
Format: Boolean
Default: False
.. cmdoption:: --stochastic-render <probability>
Provides a probability that a non-updated tile will be rerendered
anyway. Use this if there's a new rendering feature you want to
use, but you don't want to rerender the entire map at once.
**Settings file:**
Option name: ``stochastic_render``
Format: a floating-point number in the range 0.0 to 1.0
Default: 0.0
.. cmdoption:: --textures-path <path>
Use this option to specify an alternate terrain.png (and other
textures) to when rendering a world. ``path`` specifies the
**containing directory** of terrain.png. Alternately, ``path`` can
specify a zip file containing the textures, such as a texture
pack.
The Overviewer will look for terrain.png in the following places in this
order: path specified by this option, the program's directory, the
overviewer_core/data/textures directory within the source directory, the
default textures that come with Minecraft if it's installed.
.. note::
If you installed Overviewer from the Debian package or chose to install
the overviewer from source (``python setup.py install``), then there
isn't a source directory; this option may be necessary to specify
non-default textures.
If you're having trouble getting The Overviewer to recognize your textures,
see the :option:`--check-terrain` option.
Also see the :ref:`installing-textures` section of the documentation.
**Settings file:**
Option name: ``textures_path``
Format: A string (path to a dir with a terrain.png)
Default: None
.. cmdoption:: -v, --verbose
Prints more output. You can specify this multiple times.
Specifying this option also has the effect of changing the output format to
a more verbose one with additional information, in addition to outputting
more lines. If you specify both :option:`-v` and :option:`-q`, you can get
the more verbose line without additional output from debug lines.
**Settings file:**
Option name: ``verbose``
Format: an integer
Default: 0
.. cmdoption:: -V, --version
Displays the version information and exits
**Not available in settings file**
.. cmdoption:: --web-assets-path <path>
When The Overviewer runs, it copies the files from the web_assets directory
to the destination directory. If you wish to override a file with your own,
for example, to make changes, you may put your modified copies in your own
directory and specify the directory with this option.
Files in the folder specified by ``path`` will override files from the
web_assets directory, letting you customize the files.
If you're running from source and are comfortable merging with Git, it may
be better to edit the web_assets directly. If we update one of the files,
you can use Git to merge in our changes with yours.
If, however, you do not like Git, and don't mind having to manually update
or merge web assets (or don't care for web asset updates at all), then copy
all the web assets to a directory of your own and use this option.
See the :ref:`web-assets` section for more info on customizing your web
assets.
**Settings file:**
Option name: ``web_assets_path``
Format: A string (path to a directory to use for custom web assets)
Default: Not set (no additional web assets used)
.. cmdoption:: -z <zoom>, --zoom <zoom>
.. warning::
This option does not do what you think it does. You almost certainly do
not want to set this.
This option effectively sets *how far the map can be zoomed out*. The
Overviewer will by default determine how many *zoom levels* your map needs
to show the entire map. This option overrides that; setting this option
lower than automatically determined will *crop your map* and parts will be
cut off. (We acknowledge that name zoom is misleading)
To be precise, it sets the width and height of the highest zoom level, in
tiles. A zoom level of z means the highest zoom level of your map will be
2^z by 2^z tiles.
This option map be useful if you have some outlier chunks causing your map
to be too large, or you want to render a smaller portion of your map,
instead of rendering everything.
**If you are getting a "your map is waaaay too big" error** then this option
may help you render your map. That error is unlikely in naturally generated
worlds, but some really giant worlds may still cross the threshold. The
Overviewer will refuse to automatically render maps that require zoom level
15 and above, so if you get this error, try specifying ``--zoom 15``. If
your map is still cut off around the edges, increase the zoom level by 1 and
try again.
**Settings file:**
Option name: ``zoom``
Format: An integer.
Default: Automatically calculated from the world size.
.. note::
There are **more settings** that cannot be specified on the command line.
See the section below!
.. _settings-file:
Settings File
=============
You can optionally store settings in a file named settings.py (or really,
anything you want). It is a regular python script, so you can use any python
functions or modules you want. To use a settings file, use the
:option:`--settings` command line option when you run the Overviewer.
For a sample settings file, look at 'sample.settings.py'. Note that this file is
not meant to be used directly, but instead it should be used as a collection of
examples to guide writing your own. It contains a number of examples to get you
started, but you almost certainly don't want to use it as-is.
You can specify *any of the above* options in your settings file *in addition to
the ones documented below*. For the command-line options, find its listed
"Option name" which is the Python identifier you will use. For example, if you
wanted to specify :option:`--bg-color`, you would look and see its option name
is "bg_color" (note the underscore) and you would put this line in your settings
file::
bg_color = "#000000"
Settings file options
---------------------
In addition to the `Command line options`_, you can specify these options.
.. describe:: web_assets_hook
This option lets you define a function to run after the web assets have
been copied into the output directory, but before any tile rendering takes
place. This is an ideal time to do any custom postprocessing for
markers.js or other web assets.
Set this identifier to a Python *function object* to be called.
This function should accept one argument: a
:class:`overviewer_core.googlemap.MapGen` object.
.. warning::
Currently, this option only works if the :option:`--skip-js` option is
set
.. describe:: rendermode_options
Different rendermodes have different options. This option is a dictionary
that maps rendermode names to option dictionaries.
See the `Render Modes`_ section for relevant options to the render modes.
.. describe:: custom_rendermodes
You can also specify your own custom rendermodes with this option. This is a
dictionary mapping your rendermode name to a dictionary of parameters to
use.
See the `Defining Custom Rendermodes`_ section for more information.
.. _render-modes:
Render Modes
============
A rendermode is a unique way of rendering a Minecraft map. The normal render
mode was the original, and we've since added a render mode with proper lighting,
a rendermode for nighttime lighting, and we have a rendermode that only shows
caves.
Beyond that, there are also render "overlays" that can be toggled on or off,
overlaying a proper rendering. These can be used to show where minerals are and
such.
Specify your rendermodes with :option:`--rendermodes`. You can get a list of all
rendermodes installed with :option:`--list-rendermodes`.
Options and Rendermode Inheritance
----------------------------------
Each mode will accept its own options, as well as the options for
parent modes; for example the 'night' mode will also accept options
listed for 'lighting' and 'normal'. Also, if you set an option on a
mode, all its children will also have that option set. So, setting the
'edge_opacity' option on 'normal' will also set it on 'lighting' and
'night'.
Basically, each mode inherits available options and set options from
its parent.
Eventually the :option:`--list-rendermodes` option will show parent
relationships. Right now, it looks something like this:
* normal
* lighting
* smooth-lighting
* smooth-night
* night
* cave
* overlay
* spawn
* mineral
How to Set Options
------------------
Available options for each mode are listed below, but once you know what to set
you'll have to edit your settings file to set them. Here's an example::
rendermode_options = {
'lighting': {
'edge_opacity': 0.5,
},
'cave': {
'lighting': True,
'depth_tinting': False,
},
}
As you can see, each entry in ``rendermode_options`` starts with the mode name
you want to apply the options to, then a dictionary containing each option. So
in this example, 'lighting' mode has 'edge_opacity' set to 0.5, and 'cave' mode
has 'lighting' turned on and 'depth_tinting' turned off.
Option Listing
--------------
Soon there should be a way to pull out supported options from Overviewer
directly, but for right now, here's a reference of currently supported options.
normal
~~~~~~
* **edge_opacity** - darkness of the edge lines, from 0.0 to 1.0 (default: 0.15)
* **min_depth** - lowest level of blocks to render (default: 0)
* **max_depth** - highest level of blocks to render (default: 127)
* **height_fading** - darken or lighten blocks based on height (default: False)
lighting
~~~~~~~~
all the options available in 'normal', and...
* **shade_strength** - how dark to make the shadows, from 0.0 to 1.0 (default: 1.0)
night
~~~~~
'night' mode has no options of its own, but it inherits options from
'lighting'.
cave
~~~~
all the options available in 'normal', and...
* **depth_tinting** - tint caves based on how deep they are (default: True)
* **only_lit** - only render lit caves (default: False)
* **lighting** - render caves with lighting enabled (default: False)
mineral
~~~~~~~
The mineral overlay supports one option, **minerals**, that has a fairly
complicated format. **minerals** must be a list of ``(blockid, (r, g, b))``
tuples that tell the mineral overlay what blocks to look for. Whenever a block
with that block id is found underground, the surface is colored with the given
color.
See the *settings.py* example below for an example usage of **minerals**.
.. _custom-rendermodes:
Defining Custom Rendermodes
---------------------------
Custom rendermodes allow you to take an existing rendermode, and define a new
one with a particular set of options. You can, for example, render two map
layers with the same mode, but with two different sets of options. You can do
this by defining a custom rendermode in your :ref:`settings-file`
.. note::
You *must* use a :ref:`settings file <settings-file>` in order to define custom rendermodes.
Let's say you want to render a cave mode with depth tinting, and another cave
mode with lighting and no depth tinting. In this case, you can to define a
custom render mode that inherits from 'cave' and uses the options you want. Like
this::
custom_rendermodes = {
'cave-lighting': {
'parent': 'cave',
'label': 'Lit Cave',
'description': 'cave mode, with lighting',
'options': {
'depth_tinting': False,
'lighting': True,
}
},
}
rendermode = ['cave', 'cave-lighting']
These lines would go in your settings file as written.
Each entry in ``custom_rendermodes`` starts with the mode name, and is followed
by a dictionary of mode information, such as the parent mode and description
(for your reference), a label for use on the map, as well as the options to
apply.
Every custom rendermode you define is on exactly equal footing with the built-in
modes: you can put them in the ``rendermode`` list to render them, you can
inherit from them in other custom modes, and you can even add options to them
with ``rendermode_options``, though that's a little redundant.
Example *settings.py*
---------------------
This *settings.py* will render three layers: a normal 'lighting' layer, a 'cave'
layer restricted to between levels 40 and 55 to show off a hypothetical subway
system, and a 'mineral' layer that has been modified to show underground rail
tracks instead of ore.
::
rendermode = ['lighting', 'subway-cave', 'subway-overlay']
custom_rendermodes = {
'subway-cave' : {'parent' : 'cave',
'label' : 'Subway',
'description' : 'a subway map, based on the cave rendermode',
'options' : {
'depth_tinting' : False,
'lighting' : True,
'only_lit' : True,
'min_depth' : 40,
'max_depth' : 55,
}
},
'subway-overlay' : {'parent' : 'mineral',
'label' : 'Subway Overlay',
'description' : 'an overlay showing the location of minecart tracks',
'options' : {'minerals' : [
(27, (255, 234, 0)),
(28, (255, 234, 0)),
(66, (255, 234, 0)),
]}
},
}
rendermode_options = {
'lighting' : {'edge_opacity' : 0.5},
# 'night' : {'shade_strength' : 0.5},
# 'cave' : {'only_lit' : True, 'lighting' : True, 'depth_tinting' : False},
}
.. _web-assets:
Customizing Web Assets
======================
The web assets are the static html files stored in
overviewer_core/data/web_assets that are copied to the destination directory
when you run the Overviewer. Some of these files are actually templates and
certain parameters are set at render time depending on various factors. Others
are just straight up copied.
You should not typically need to edit the files in here, but if you like
customizing things or want to edit them for whatever reason, here's two ways:
1. If you're not afraid of Git and you're running the Overviewer from a Git
clone of our repository, you can edit the files in
overviewer_core/data/web_assets directly. When you pull in changes from us,
you will have to merge, but using Git should make this relatively painless.
2. Otherwise, the recommended way is to use the :option:`--web-assets-path`
option. Use this option and point it to a directory of customized web assets
to copy.
Files from the original web_assets directory are still copied, but any files
in the custom web assets directory will override the originals. This way you
can customize a few files and leave the rest alone.
The downside is, if you want to upgrade you will have to merge in your
changes with any of our changes manually. To avoid merging entirely, just
copy *all* the web assets to your custom web assets folder. You'll keep the
old version of all files for eternity, missing out on new features we may
add, but you won't have to deal with merges at all.

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@@ -11,32 +11,87 @@ command line. If you installed Overviewer from a package manager, the command is
navigate to wherever you downloaded Overviewer. For pre-compiled Windows builds,
the command is ``overviewer.exe``. For other systems, it's ``overviewer.py``.
The basic usage for Windows is::
What follows in this section is a few examples to get you started. For full
usage, see the :ref:`usage` section.
overviewer.exe [options] <World> <Output Dir>
So, let's render your first map! Let's say you want to render your single player
world called "My World". Let's also say you want to save it c:\mcmap. You
would type into your command prompt the following::
And similarly for other systems::
overviewer.exe "My World" c:\mcmap
overviewer.py [options] <World> <Output Dir>
If you're on Linux or a Mac, you could do something like one of the following::
**World**
World can be one of several things.
overviewer.py "My World" /home/username/mcmap
1. The path to your Minecraft world on your hard drive
2. The name of a single player world on your current system. Note that if it
has spaces, you will need to put the world name in quotes.
3. If your single-player world name is in the format "World #" (e.g. "World
1"), you can just specify the number.
or
**Output Dir**
This is the directory you would like to put the rendered tiles and
supporting HTML and javascript files. You should use the same output
directory each time; the Overviewer will automatically re-render only the
tiles that need rendering on subsequent runs.
::
**options**
See the :doc:`options` page for a list of options you can
specify.
overviewer.py "My World" /Users/username/mcmap
Those will look for a single player world by that name. You can also specify the
path to the world you want to render. This is useful for rendering servers.
Let's say you have a server installed in /home/username/mcserver. This command
will render the default dimension (in the case of Bukkit multiworld servers, the
default world is used. You can also specify the directory to the specific world
you want to render).
::
overviewer.py /home/username/mcserver /home/username/mcmap
After you enter one of the commands, The Overviewer should start rendering your
map. When the render is done, open up *index.html* using your web-browser of
choice. Pretty cool, huh? You can even upload this map to a web server to share
with others! Simply upload the entire folder to a web server and point your
users to index.html!
Incremental updates are just as easy, and a lot faster. If you go and change
something inside your world, run the command again and The Overviewer will
automatically re-render only what's needed.
Specifying a different rendermode
---------------------------------
There are a few built-in rendermodes for you to choose from. Each will render
your map differently. For example, if you want smooth lighting (which looks
really good), you would add ``--rendermodes=smooth-lighting`` to your command.
e.g.
::
overviewer.py --rendermodes=smooth-lighting /home/username/mcserver /home/username/mcmap
The rendermodes you have to choose from are:
* normal (the default)
* lighting
* smooth-lighting
* cave
You can specify more than one. Just separate them with a comma!
.. _usage:
Usage
=====
For this section, we assume the executable is ``overviewer.py``. Replace that
with ``overviewer.exe`` for windows.
Overviewer usage::
overviewer.py [--rendermodes=...] [options] <World> <Output Dir>
overviewer.py --config=<config file> [options]
The first form is for basic or quick renderings without having to create a
config file. It is intentionally limited because the amount of configuration was
becoming unmanageable for the command line.
The second, preferred usage involves creating a configuration file which
specifies all the options including what to render, where to place the output,
and all the settings. See :ref:`configfile` for details on that.
For example, on Windows if your Minecraft server runs out of ``c:\server\`` and you want
to put the rendered map in ``c:\mcmap\``, run this::
@@ -50,66 +105,75 @@ current directory in the top level of the source tree::
The first render can take a while, depending on the size of your world.
When the render is done, open up *index.html* using your web-browser of choice.
Pretty cool, huh? You can even upload this map to a web server to share with
others! Simply upload the entire folder to a web server and point your users to
index.html!
.. _options:
Incremental updates are just as easy, and a lot faster. If you go and change
something inside your world, run the command again and Overviewer will
automatically re-render only what's needed.
Options
-------
These options change the way the render works, and are intended to be things you
only have to use once-in-a-while.
.. cmdoption:: --forcerender
Forces The Overviewer to re-render every tile regardless of whether it
thinks it needs updating or not. This is similar to deleting your output
directory and rendering from scratch.
This is the default mode for first-time renders. This option overrides
:option:`--check-tiles` and :option:`--no-tile-checks`
.. cmdoption:: --check-tiles
Forces The Overviewer to check each tile on disk and compare its
modification time to the modification time of the part of the world that
tile renders. This is slightly slower than the default, but can be useful if
there are some tiles that somehow got skipped.
This option is the default when The Overviewer detects the last render was
interrupted midway through. This option overrides :option:`--forcerender`
and :option:`--no-tile-checks`
.. cmdoption:: --no-tile-checks
With this option, The Overviewer will not do any checking of tiles on disk
to determine what tiles need updating. Instead, it will look at the time
that the last render was performed, and render parts of the map that were
changed since then. This is the fastest option, but could cause problems if
the clocks of the Minecraft server and the machine running The Overviewer
are not in sync.
This option is the default unless the condition for :option:`--forcerender`
or :option:`--check-tiles` is in effect. This option overrides
:option:`--forcerender` and :option:`--check-tiles`.
.. _installing-textures:
Installing the Textures
=======================
If you're running on a machine without the Minecraft client installed, you will
need to provide the terrain.png file manually for the Overviewer to use in
rendering your world. This is common for servers.
All Overviewer needs is a terrain.png file. If the Minecraft client is
installed, it will use the terrain.png that comes with Minecraft. If the
Minecraft client is not installed or you wish to use a different terrain.png,
for example a custom texture pack, read on.
If Overviewer is running on a machine with the Minecraft client installed, it
will automatically use the default textures from Minecraft.
You have several options:
If, however, you're running on a machine without the Minecraft client installed,
or if you want to use different textures, you will need to provide the textures
manually. This is common for servers.
* If you have the Minecraft client installed, the Overviewer will automatically
use those textures. This is a good solution since the Minecraft Launcher will
always keep this file up-to-date and you don't have to do anything extra.
If you want or need to provide your own textures, you have several options:
* If you're running the Overviewer on a server, you can still put the
minecraft.jar file (not the launcher) into the correct location and the
Overviewer will find and use it, even if the rest of the client files are
missing. On Linux, try a command like this::
* If you're running the Overviewer on a server, you can still put the
minecraft.jar file (not the launcher) into the correct location and the
Overviewer will find and use it, thinking the client is installed, even if the
rest of the client files are missing. On Linux, try a command like this::
wget -N http://s3.amazonaws.com/MinecraftDownload/minecraft.jar -P ~/.minecraft/bin/
wget -N http://s3.amazonaws.com/MinecraftDownload/minecraft.jar -P ~/.minecraft/bin/
* You can manually extract the terrain.png from minecraft.jar or your favorite
texture pack. If you've built the Overviewer from source, simply place the
file in the same directory as overviewer.py or overviewer.exe. For
installations, you will need to specify the path... see the next bullet.
texture pack. If you've built the Overviewer from source or are using the
windows exe, place the file in the same directory as overviewer.py or
overviewer.exe.
* You can put a terrain.png file anywhere you want and point to its
location with the :option:`--textures-path` option. This should
point to the directory containing the terrain.png, not to the file
itself.
* Alternately, you can download any texture pack ZIP you like and
point to this directly with :option:`--textures-path`.
Note: the :option:`--check-terrain` option is useful for debugging terrain.png issues.
For example::
$ ./overviewer.py --check-terrain
2011-09-26 21:51:46,494 [INFO] Found terrain.png in '/home/achin/.minecraft/bin/minecraft.jar'
2011-09-26 21:51:46,497 [INFO] Hash of terrain.png file is: `6d53f9e59d2ea8c6f574c9a366f3312cd87338a8`
::
$ ./overviewer.py --check-terrain --textures-path=/tmp
2011-09-26 21:52:52,143 [INFO] Found terrain.png in '/tmp/terrain.png'
2011-09-26 21:52:52,145 [INFO] Hash of terrain.png file is: `6d53f9e59d2ea8c6f574c9a366f3312cd87338a8`
* Specify any terrain.png or texture pack you want with the
:ref:`texture_pack<option_texture_pack>` option.
Running on a Live Map
=====================
@@ -138,9 +202,9 @@ parts of the map need updating. If you do a straight copy, usually this will
update the modification times on all the copied files, causing Overviewer to
re-render the entire map. To copy files on Unix, while keeping these
modification times intact, use ``cp -p``. For people who render from backups,
GNU ``tar`` automatically handles modification times correctly. ``rsync -a``
will handle this correctly as well. If you use some other tool, you'll have to
figure out how to do this yourself.
GNU ``tar`` automatically handles modification times correctly. ``rsync -a
--delete`` will handle this correctly as well. If you use some other tool,
you'll have to figure out how to do this yourself.
Biome Support
=============