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updated readme

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Andrew Brown
2010-09-06 22:05:32 -04:00
parent 040e269331
commit 92724e2688

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@@ -9,13 +9,11 @@ Generates large resolution images of a Minecraft map.
In short, this program reads in Minecraft world files and renders very large In short, this program reads in Minecraft world files and renders very large
resolution images. It performs a similar function to the existing Minecraft resolution images. It performs a similar function to the existing Minecraft
Cartographer program. Cartographer program but with a slightly different goal in mind: to generate
large resolution images such that one can zoom in and see details.
I wrote this with an additional goal in mind: to generate large images that I
could zoom in and see details.
**New**: gmap.py generates tiles for a Google Map interface, so that people **New**: gmap.py generates tiles for a Google Map interface, so that people
with large worlds can still benefit! with large worlds and/or limited computer memory can still view their worlds!
Requirements Requirements
============ ============
@@ -36,37 +34,74 @@ Disclaimers
----------- -----------
Before you dive into using this, let it be known that there are a few minor Before you dive into using this, let it be known that there are a few minor
problems. First, it's slow. If your map is really large, this could take at problems. First, it's slow. If your map is really large, this could take at
least half an hour, and for really large maps, several hours. Second, there's least half an hour, and for really large maps, several hours (Subsequent runs
no progress bar. You can watch the tiles get generated, but the program gives will be quicker since it only re-renders tiles that have changed). Second,
no feedback at this time on how far it is. there's no progress bar. You can watch the tiles get generated, but the program
gives no feedback at this time on how far it is.
There are probably some other minor glitches along the way, hopefully they will There are probably some other minor glitches along the way, hopefully they will
be fixed soon. See the `Bugs`_ section below. be fixed soon. See the `Bugs`_ section below.
Running Running
------- -------
To generate a set of Google Map tiles, use the gmap.py script like this: To generate a set of Google Map tiles, use the gmap.py script like this::
python gmap.py <Path to World> <Output Directory> python gmap.py <Path to World> <Output Directory>
The output directory must already exist. This will generate a set of image The output directory will be created if it doesn't exist. This will generate a
tiles for your world. When it's done, it will put an index.html file in the set of image tiles for your world in the directory you choose. When it's done,
same directory that you can use to view it. it will put an index.html file in the same directory that you can use to view
it.
Note that this program renders each chunk of your world as an intermediate step Note that this program renders each chunk of your world as an intermediate step
and stores the images in your world directory as a cache. You usually don't and stores the images in your world directory as a cache. You usually don't
need to worry about this, but if you want to delete them, see the section below need to worry about this, but if you want to delete them, see the section below
about `Deleting the Cache`_. about `Deleting the Cache`_.
Also note that this program outputs hash files alongside the tile images in the
output directory. These files are used to quickly determine if a tile needs to
be re-generated on subsequent runs of the program on the same world. This
greatly speeds up the rendering.
Using more Cores
----------------
Adding the "-p" option will utilize more cores to generate the chunk files.
This can speed up rendering quite a bit. However, the tile generation routine
is currently serial and not written to take advantage of multiple cores. This
option will only affect the chunk generation (which is around half the process)
Example::
python gmap.py -p 5 <Path to World> <Output Directory>
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 my
world from 85M to 67M.
::
find /path/to/destination -name "*.png" -exec pngcrush {} {}.crush \; -exec mv {}.crush {} \;
Windows users, you're on your own, but there's probably a way to do this. (If
someone figures it out, let me know I'll update this README)
Using the Large Image Renderer Using the Large Image Renderer
============================== ==============================
The Large Image Renderer creates one large image of your world. This was The Large Image Renderer creates one large image of your world. This was
originally the only option, but would crash and use too much memory for very originally the only option, but uses a large amount of memory and generates
large worlds. You may still find a use for it though. unwieldy large images. It is still included in this package in case someone
finds it useful, but the preferred method is the Google Map tile generator.
Right now there's only a console interface. Here's how to use it: Be warned: For even moderately large worlds this may eat up all your memory,
take a long time, or even just outright crash. It allocates an image large
enough to accommodate your entire world and then draws each block on it. It
would not be surprising to need gigabytes of memory for extremely large
worlds.
To render a world, run the renderer.py script like this: To render a world, run the renderer.py script like this::
python renderer.py <Path to World> <image out.png> python renderer.py <Path to World> <image out.png>
@@ -78,7 +113,7 @@ Cave mode renders all blocks that have no sunlight hitting them. Additionally,
blocks are given a colored tint according to how deep they are. Red are closest blocks are given a colored tint according to how deep they are. Red are closest
to bedrock, green is close to sea level, and blue is close to the sky. to bedrock, green is close to sea level, and blue is close to the sky.
Cave mode is like normal mode, but give it the "-c" flag. Like this: Cave mode is like normal mode, but give it the "-c" flag. Like this::
python renderer.py -c <Path to World> <image out.png> python renderer.py -c <Path to World> <image out.png>
@@ -88,12 +123,14 @@ The Overviewer keeps a cache of each world chunk it renders stored within your
world directory. When you generate a new image of the same world, it will only world directory. When you generate a new image of the same world, it will only
re-render chunks that have changed, speeding things up a lot. re-render chunks that have changed, speeding things up a lot.
If you want to delete these images, run the renderer.py script with the -d flag: If you want to delete these images, run the renderer.py script with the -d flag::
python renderer.py -d <Path to World> python renderer.py -d <Path to World>
To delete the cave mode images, run it with -d and -c To delete the cave mode images, run it with -d and -c
::
python renderer.py -d -c <Path to World> python renderer.py -d -c <Path to World>
You may want to do this for example to save space. Or perhaps you've changed You may want to do this for example to save space. Or perhaps you've changed
@@ -105,7 +142,7 @@ The Overviewer will render each chunk separately in parallel. You can tell it
how many processes to start with the -p option. This is set to a default of 2, how many processes to start with the -p option. This is set to a default of 2,
which will use 2 processes to render chunks, and 1 to render the final image. which will use 2 processes to render chunks, and 1 to render the final image.
To bump that up to 3 processes, use a command in this form: To bump that up to 3 processes, use a command in this form::
python renderer.py -p 3 <Path to World> <image out.png> python renderer.py -p 3 <Path to World> <image out.png>
@@ -132,7 +169,8 @@ An incomplete list of things I want to fix soon is:
* Add lighting * Add lighting
* Speed up the tile rendering. I can parallelize that process, and add more * Speed up the tile rendering. I can parallelize that process.
caches to the tiles so subsequent renderings go faster.
* I want to add some indication of progress to the tile generation. * I want to add some indication of progress to the tile generation.
* Some kind of graphical interface.