diff --git a/README.rst b/README.rst index 6bf8047..e46c711 100644 --- a/README.rst +++ b/README.rst @@ -3,63 +3,41 @@ Minecraft Overviewer ==================== By Andrew Brown and contributors (see CONTRIBUTORS.rst). -http://github.com/overviewer/Minecraft-Overviewer +Documentation: + http://docs.overviewer.org -Generates large resolution images of a Minecraft map. +Github code repository: + http://github.com/overviewer/Minecraft-Overviewer -In short, this program reads in Minecraft world files and renders very large -resolution images that can be viewed through a Google Maps interface. It -performs a similar function to the existing Minecraft Cartographer program but -with a slightly different goal in mind: to generate large resolution images -such that one can zoom in and see details. -See some examples here! -http://github.com/overviewer/Minecraft-Overviewer/wiki/Map-examples +The Minecraft Overviewer is a command-line tool for rendering high-resolution +maps of Minecraft worlds. It generates a set of static html and image files and +uses the Google Maps API to display a nice interactive map. -Further documentation may be found at -https://github.com/overviewer/Minecraft-Overviewer/wiki/Documentation +The Overviewer has been in active development for over a year and has many +features, including day and night lighting, cave rendering, mineral overlays, +and many plugins for even more features! It is written mostly in Python with +critical sections in C as an extension module. -To contact the developers and other users, go to the site at the top of this -README, or go to #overviewer on irc.freenode.net. +Getting Started +--------------- +All documentation has been consolidated at our documentation site. For +information on downloading, compiling, installing, and running The Overviewer, +visit the docs site. -Features -======== +http://docs.overviewer.org -* Renders large resolution images of your world, such that you can zoom in and - see details +A few helpful tips are below, but everyone is going to want to visit the +documentation site for the most up-to-date and complete set of instructions! -* Customizable textures! Pulls textures straight from your installed texture - pack! +Alternatively, the docs are also in the docs/ directory of the source download. +Look in there if you can't access the docs site. -* Outputs a Google Map powered interface that is memory efficient, both in - generating and viewing. +Examples +-------- +See examples of The Overviewer in action! -* Renders efficiently in parallel, using as many simultaneous processes as you - want! - -* Utilizes caching to speed up subsequent renderings of your world. - -* Throw the output directory up on a web server to share your Minecraft world - with everyone! - -Requirements -============ -This program requires: - -* Python 2.6 or 2.7 -* PIL (Python Imaging Library) -* Numpy -* Either the Minecraft client installed, or a terrain.png file. See the - `Textures`_ section below. -* A C compiler. - -If you download a binary package, then some or all of these may not be required. - -Using the Overviewer -==================== - -For a quick-start guide, see -https://github.com/overviewer/Minecraft-Overviewer/wiki/Quick-Start-Guide +https://github.com/overviewer/Minecraft-Overviewer/wiki/Map-examples Disclaimers ----------- @@ -78,204 +56,6 @@ directory and it will only update the tiles it needs to. There are probably some other minor glitches along the way, hopefully they will be fixed soon. See the `Bugs`_ section below. -Textures --------- -The Overviewer uses actual textures to render your world. However, I don't -include textures in the package. You will need to do one of two things before -you can use the Overviewer: - -* Make sure the Minecraft client is installed. The Overviewer will find the - installed minecraft.jar and extract the textures from it. - -* Install a texture file yourself. This file is called "terrain.png" and is - normally found in your minecraft.jar file (not "Minecraft.jar", the launcher, - but rather the file that's downloaded by the launcher and installed into a - hidden directory). You can also get this file from any of the third party - texture packs out there. - -Biome Tinting -------------- -With the Halloween update, biomes were added to Minecraft. In order to get -biome-accurate tinting, the Overviewer can use biome data produced by the -Minecraft Biome Extractor tool. This tool can be downloaded from: -http://www.minecraftforum.net/viewtopic.php?f=25&t=80902 - -If the "biomes" folder is present in the world directory, then the Overviewer -will use the biome data to tint grass and leaves automatically -- there is no -command line option to turn this feature on. If this folder does not exist, -then the Overviewer will use a static tinting for grass and leaves. - -Compiling the C Extension -------------------------- -The C Extension for Overviewer is no longer optional. In addition to -providing a higher quality image compositing function that looks better on -maps with lighting enabled, it now does the bulk of the rendering. - -If you downloaded Overviewer as a binary package, this extension will already -be compiled for you. - -If you have a C compiler and the Python development libraries set up, you can -compile this extension like this:: - - python setup.py build - -Note that you need the development headers for your version of Python installed, -look for a package named 'python-dev', 'python-devel' or similar. Also, some -Python distributions do not install "Imaging.h" and "ImPlatform.h" properly. If -you get errors complaining about them, you can get them from the PIL source, or -at . Just put them in -the same directory as "overviewer.py". - -For more detailed instructions, check the wiki: -https://github.com/overviewer/Minecraft-Overviewer/wiki/Build-Instructions - -Running -------- -To generate a set of Google Map tiles, use the overviewer.py script like this:: - - python overviewer.py [OPTIONS] - -The output directory will be created if it doesn't exist. This will generate a -set of image tiles for your world in the directory you choose. When it's done, -you will find an index.html file in the same directory that you can use to view -it. - - -Options -------- - --h, --help - Shows the list of options and exits - ---advanced-help - Display help - including advanced options - --p PROCS, --processes=PROCS - Adding the "-p" option will utilize more cores during processing. This - can speed up rendering quite a bit. The default is set to the same - number of cores in your computer, but you can adjust it. - - Example to run 5 worker processes in parallel:: - - python overviewer.py -p 5 - --d, --delete - This option changes the mode of execution. No tiles are rendered, and - instead, files are deleted. - - *Note*: Currently only the overviewer.dat file is deleted when you run with - this option - ---forcerender - Force re-rendering the entire map (or the given regionlist). This - is an easier way to completely re-render without deleting the map. - ---regionlist=regionlist - Use this option to specify manually a list of regions to consider for - updating. Without this option, every chunk in every region is checked for - update and if necessary, re-rendered. If this option points to a file - containing, 1 per line, the path to a region data file, then only those - in the list will 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! - ---rendermodes=MODE1[,MODE2,...] - Use this option to specify which render mode to use, such as lighting or - night. Use --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. - ---list-rendermodes - List the available render modes, and a short description of each. - ---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. - ---settings=PATH - Use this option to load settings from a file. The format of this file is - given below. - - -Settings --------- - -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 --settings -command line option. - -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. - -Here's a (possibly incomplete) list of available settings, which are available -in settings.py. Note that you can also set command-line options in a similar -way. - -imgformat=FORMAT - Set the output image format used for the tiles. The default is 'png', - but 'jpg' is also supported. - -zoom=ZOOM - The Overviewer by default will detect how many zoom levels are required - to show your entire map. This option sets it manually. - - *You do not normally need to set this option!* - - This is equivalent to setting the dimensions of the highest zoom level. It - does not actually change how the map is rendered, but rather *how much of - the map is rendered.* Setting this option too low *will crop your map.* - (Calling this option "zoom" may be a bit misleading, I know) - - 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. - - Remember that each additional zoom level adds 4 times as many tiles as - the last. This can add up fast, zoom level 10 has over a million tiles. - Tiles with no content will not be rendered, but they still take a small - amount of time to process. - -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. - - This function should accept one argument: a QuadtreeGen object. - -web_assets_path - This option lets you provide alternative web assets to use when - rendering. The contents of this folder will be copied into the output folder - during render, and will overwrite any default files already copied by - Overviewer. See the web_assets folder included with Overviewer for the - default assets. - -textures_path - This is like web_assets_path, but instead it provides an alternative texture - source. Overviewer looks in here for terrain.png and other textures before - it looks anywhere else. - -north_direction - Specifies which corner of the screen north will point to. - Valid options are: lower-left, upper-left, upper-right, lower-right. - Viewing the Results ------------------- Within the output directory you will find two things: an index.html file, and a @@ -290,44 +70,12 @@ however, bound by the Google Maps API terms of service. http://code.google.com/apis/maps/terms.html -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 {} \; - -Or if you prefer a more parallel solution, try something like this:: - - find /path/to/destination -print0 | xargs -0 -n 1 -P sh -c 'pngcrush $0 temp.$$ && mv temp.$$ $0' - -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 -completely useless program. However, there are a number of things that I want -to fix or improve. For a current list of issues, visit -http://github.com/overviewer/Minecraft-Overviewer/issues +https://github.com/overviewer/Minecraft-Overviewer/issues Feel free to comment on issues, report new issues, and vote on issues that are -important to you, so I can prioritize accordingly. - -An incomplete list of things I want to do soon is: - -* Improve efficiency - -* Some kind of graphical interface. +important to you. diff --git a/docs/faq.rst b/docs/faq.rst index 8e6cd16..f9790a1 100644 --- a/docs/faq.rst +++ b/docs/faq.rst @@ -3,10 +3,10 @@ Frequently Asked Questions ========================== **The full map doesn't display even when fully zoomed out!** - Are you using the ``-z`` or ``--zoom`` option on your commandline or + Are you using the :option:`-z` or :option:`--zoom <-z>` option on your commandline or in settings.py? If so, try removing it, or increasing the value you set. It's quite likely you don't need it at all. See the documentation for the - :ref:`zoom ` option. + :option:`zoom <-z>` option. **You've added a few feature, but it's not showing up on my map!** Some new features will only show up in newly-rendered areas. Use the diff --git a/docs/index.rst b/docs/index.rst index 5acb4bc..57b1663 100644 --- a/docs/index.rst +++ b/docs/index.rst @@ -1,3 +1,7 @@ +.. + Hey! You! Read these docs at http://docs.overviewer.org + Go there now! + ======================== The Minecraft Overviewer ======================== @@ -17,9 +21,45 @@ For a simple example of what your renders will look like, head over to `The "Exmaple" Map `_. For more user-contributed examples, see `The Example Wiki Page `_. -Download +Features ======== +* Renders large resolution images of your world, such that you can zoom in and + see details + +* Customizable textures! Pulls textures straight from your installed texture + pack! + +* Outputs a Google Map powered interface that is memory efficient, both in + generating and viewing. + +* Renders efficiently in parallel, using as many simultaneous processes as you + want! + +* Utilizes caching to speed up subsequent renderings of your world. + +* Throw the output directory up on a web server to share your Minecraft world + with everyone! + +Requirements +============ +This is a quick list of what's required to run The Overviewer. It runs on +Windows, Mac, and Linux as long as you have these software packages installed: + +* Python 2.6 or 2.7 + +* PIL (Python Imaging Library) + +* Numpy + +* Either a Minecraft Client installed or a terrain.png for the textures. + +There are additional requirements for compiling it. More details are available +in either the :doc:`Building ` or :doc:`Installing ` pages. + +Getting Started +=============== + The Overviewer works with Linux, Mac, and Windows! We provide Windows and Debian built executables for your convenience. Find them as well as the full sources on our `Github Homepage`_. @@ -35,10 +75,11 @@ bad)**, head to the :doc:`Building ` page. Help ==== -**IF YOU NEED HELP COMPILING OR RUNNING THE OVERVIEWER** feel free to pop in -IRC: #overviewer on freenode. Not familiar with IRC? `Use the web client -`_. There's usually someone on -there that can help you out. + +**IF YOU NEED HELP COMPILING OR RUNNING THE OVERVIEWER** feel free to chat with +us live in IRC: #overviewer on Freenode. There's usually someone on there that +can help you out. Not familiar with IRC? `Use the web client +`_. If you think you've found a bug or other issue, file an issue on our `Issue Tracker `_. Filing or diff --git a/docs/options.rst b/docs/options.rst index c3d5903..a8f00a3 100644 --- a/docs/options.rst +++ b/docs/options.rst @@ -1,6 +1,22 @@ -======= -Options -======= +==================== +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: @@ -18,23 +34,13 @@ Command line options Useful Options -------------- -.. cmdoption:: --rendermodes [,MODE2,...] - Use this option to specify which render mode to use, such as lighting or - night. Use --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. +.. cmdoption:: --settings - See the `Render Modes`_ section for more information. + Use this option to load settings from a file. For more information see the + `Settings File`_ section below. -.. cmdoption:: --list-rendermodes - - List the available render modes, and a short description of each. + **Not available in settings file (duh)** .. cmdoption:: --north-direction @@ -44,96 +50,347 @@ Useful Options the existing map uses. For new maps, it defaults to lower-left for historical reasons. -.. cmdoption:: --settings + .. note:: + We define cardinal directions by the sun in game; the sun rises in the + East and sets in the West. - Use this option to load settings from a file. For more information see the - `Settings File`_ section below. + **Settings file:** + Option name: ``north_direction`` + + Format: One of the above strings. + +.. cmdoption:: --rendermodes [,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. + + Incomplete list of common render-modes for your convenience: + + * normal + * lighting + * night + + 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 + + See the `Render Modes`_ section for more information. + +.. 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:: -p , --processes - - Adding the "-p" option will utilize more cores during processing. This - can speed up rendering quite a bit. The default is set to the same - number of cores in your computer, but you can adjust it. - - Example to run 5 worker processes in parallel:: - - python overviewer.py -p 5 - -.. cmdoption:: -d, --delete - - This option changes the mode of execution. No tiles are rendered, and - instead, files are deleted. - - *Note*: Currently only the overviewer.dat file is deleted when you run with - this option - -.. 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. - -.. cmdoption:: --regionlist - - Use this option to specify manually a list of regions to consider for - updating. Without this option, every chunk in every region is checked for - update and if necessary, re-rendered. If this option points to a file - containing, 1 per line, the path to a region data file, then only those - in the list will 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! - -.. cmdoption:: -z , --zoom - - See the :ref:`zoom ` section below. - .. cmdoption:: --bg-color Configures the background color for the Google Map output. Specify in #RRGGBB format. -*This list is currently incomplete. Use the* :option:`--help <-h>` *and* -:option:`--advanced-help` *options to see the complete list of accepted command -line options.* + **Settings file:** + Option name: ``bg_color`` -Settings File -============= + Format: A string in the above format. -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 --settings -command line option. + Default: "#1A1A1A" -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. +.. cmdoption:: --changelist -Here's a (possibly incomplete) list of available settings, which are available -in settings.py. Note that you can also set command-line options in a similar -way. + 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. -imgformat=FORMAT - Set the output image format used for the tiles. The default is 'png', - but 'jpg' is also supported. + This could be useful for example in conjunction with a script to upload only + changed tiles to your web server. -.. _zoom: + **Settings file:** + Option name: ``changelist`` -zoom=ZOOM - The Overviewer by default will detect how many zoom levels are required - to show your entire map. This option sets it manually. + Format: String (path plus filename) - *You do not normally need to set this option!* + Default: Not specified (no changelist outputted) + +.. cmdoption:: --changelist-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 + + 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 + + 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 + + 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 , --processes + + 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 + + **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 + + 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! + + **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 and regions.js to the output + directory. + + **Settings file:** + Option name: ``skipjs`` + + Format: Boolean + + Default: False + +.. cmdoption:: --textures-path + + Use this option to specify an alternate terrain.png to use for textures when + rendering a world. ``path`` specifies the **containing directory** of + terrain.png. + + 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. + + **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 + + 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 + + .. 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) - This is equivalent to setting the dimensions of the highest zoom level. It - does not actually change how the map is rendered, but rather *how much of - the map is rendered.* Setting this option too low *will crop your map.* - (Calling this option "zoom" may be a bit misleading, I know) - 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. @@ -142,43 +399,100 @@ zoom=ZOOM to be too large, or you want to render a smaller portion of your map, instead of rendering everything. - Remember that each additional zoom level adds 4 times as many tiles as - the last. This can add up fast, zoom level 10 has over a million tiles. - Tiles with no content will not be rendered, but they still take a small - amount of time to process. + **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 +============= + +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 -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 QuadtreeGen object. + This function should accept one argument: a + :class:`overviewer_core.googlemap.MapGen` object. -web_assets_path - This option lets you provide alternative web assets to use when - rendering. The contents of this folder will be copied into the output folder - during render, and will overwrite any default files already copied by - Overviewer. See the web_assets folder included with Overviewer for the - default assets. + .. warning:: -textures_path - This is like web_assets_path, but instead it provides an alternative texture - source. Overviewer looks in here for terrain.png and other textures before - it looks anywhere else. + Currently, this option only works if the :option:`--skip-js` option is + set -north_direction - Specifies which corner of the screen north will point to. - Valid options are: lower-left, upper-left, upper-right, lower-right. +.. 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 ============ -.. _rendermode-options: https://github.com/agrif/Minecraft-Overviewer/tree/rendermode-options +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. -Rendermode options are a new way of changing how existing render modes -work, by passing in values at startup. For example, you can change how -dark the 'night' mode is, or enable lighting in 'cave' mode. +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 ---------------------------------- @@ -211,9 +525,8 @@ relationships. Right now, it looks something like this: How to Set Options ------------------ -Available options for each mode are listed below, but once you know -what to set you'll have to edit *settings.py* to set them. Here's an -example:: +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': { @@ -231,39 +544,6 @@ 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. -Defining Custom Rendermodes ---------------------------- - -Sometimes, you want to render two map layers with the same mode, but with two -different sets of options. For example, you way want to render a cave mode with -depth tinting, and another cave mode with lighting and no depth tinting. In this -case, you will want to define a 'custom' render mode that inherits from 'cave' -and uses the options you want. For example:: - - custom_rendermodes = { - 'cave-lighting': { - 'parent': 'cave', - 'label': 'Lit Cave', - 'description': 'cave mode, with lighting', - 'options': { - 'depth_tinting': False, - 'lighting': True, - } - }, - } - - rendermode = ['cave', 'cave-lighting'] - -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. - Option Listing -------------- @@ -311,6 +591,39 @@ color. See the *settings.py* example below for an example usage of **minerals**. +Defining Custom Rendermodes +--------------------------- + +Sometimes, you want to render two map layers with the same mode, but with two +different sets of options. For example, you way want to render a cave mode with +depth tinting, and another cave mode with lighting and no depth tinting. In this +case, you will want to define a 'custom' render mode that inherits from 'cave' +and uses the options you want. For example:: + + custom_rendermodes = { + 'cave-lighting': { + 'parent': 'cave', + 'label': 'Lit Cave', + 'description': 'cave mode, with lighting', + 'options': { + 'depth_tinting': False, + 'lighting': True, + } + }, + } + + rendermode = ['cave', 'cave-lighting'] + +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* --------------------- @@ -351,3 +664,36 @@ tracks instead of ore. # '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. diff --git a/docs/running.rst b/docs/running.rst index 1d76ba1..e5d873c 100644 --- a/docs/running.rst +++ b/docs/running.rst @@ -25,8 +25,8 @@ And similarly for other systems:: 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 the world name is in the format "World #" (e.g. "World 1"), you can just specify the - number. + 3. If your single-player world name is in the format "World #" (e.g. "World + 1"), you can just specify the number. **Output Dir** This is the directory you would like to put the rendered tiles and @@ -59,6 +59,8 @@ 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. +.. _installing-textures: + Installing the Textures ======================= If you're running on a machine without the Minecraft client installed, you will @@ -89,10 +91,10 @@ You have several options: installations, you will need to specify the path... see the next bullet. * You can put a terrain.png file anywhere you want and point to its location - with the ``--textures-path`` option. This should point to the directory containing + with the :option:`--textures-path` option. This should point to the directory containing the terrain.png, not to the file itself. -Note: the ``--check-terrain`` option is useful for debugging terrain.png issues. +Note: the :option:`--check-terrain` option is useful for debugging terrain.png issues. For example:: $ ./overviewer.py --check-terrain diff --git a/overviewer.py b/overviewer.py index 3532af3..3399424 100755 --- a/overviewer.py +++ b/overviewer.py @@ -114,7 +114,7 @@ def main(): parser.add_option("--imgformat", dest="imgformat", helptext="The image output format to use. Currently supported: png(default), jpg.", advanced=True ) parser.add_option("--imgquality", dest="imgquality", default=95, helptext="Specify the quality of image output when using imgformat=\"jpg\".", type="int", advanced=True) parser.add_option("--bg-color", dest="bg_color", helptext="Configures the background color for the GoogleMap output. Specify in #RRGGBB format", advanced=True, type="string", default="#1A1A1A") - parser.add_option("--optimize-img", dest="optimizeimg", helptext="If using png, perform image file size optimizations on the output. Specify 1 for pngcrush, 2 for pngcrush+advdef and 3 for pngcrush-advdef with more agressive settings. This may double (or more) render times, but will produce up to 30% smaller images. NOTE: requires corresponding programs in $PATH or %PATH%", advanced=True) + parser.add_option("--optimize-img", dest="optimizeimg", helptext="If using png, perform image file size optimizations on the output. Specify 1 for pngcrush, 2 for pngcrush+advdef and 3 for pngcrush-advdef with more aggressive settings. This may double (or more) render times, but will produce up to 30% smaller images. NOTE: requires corresponding programs in $PATH or %PATH%", advanced=True) parser.add_option("--web-assets-hook", dest="web_assets_hook", helptext="If provided, run this function after the web assets have been copied, but before actual tile rendering begins. It should accept a MapGen object as its only argument.", action="store", metavar="FUNCTION", type="function", advanced=True) parser.add_option("--web-assets-path", dest="web_assets_path", helptext="Specifies a non-standard web_assets directory to use. Files here will overwrite the default web assets.", metavar="PATH", type="string", advanced=True) parser.add_option("--textures-path", dest="textures_path", helptext="Specifies a non-standard textures path, from which terrain.png and other textures are loaded.", metavar="PATH", type="string", advanced=True) @@ -124,7 +124,7 @@ def main(): parser.add_option("--skip-js", dest="skipjs", action="store_true", helptext="Don't output marker.js or regions.js") parser.add_option("--no-signs", dest="nosigns", action="store_true", helptext="Don't output signs to markers.js") parser.add_option("--north-direction", dest="north_direction", action="store", helptext="Specifies which corner of the screen north will point to. Defaults to whatever the current map uses, or lower-left for new maps. Valid options are: " + ", ".join(avail_north_dirs) + ".", type="choice", default="auto", choices=avail_north_dirs) - parser.add_option("--changelist", dest="changelist", action="store", helptext="Output list of changed tiles to file. If the file exists, it's contents will be overwritten.",advanced=True) + parser.add_option("--changelist", dest="changelist", action="store", helptext="Output list of changed tiles to file. If the file exists, its contents will be overwritten.",advanced=True) parser.add_option("--changelist-format", dest="changelist_format", action="store", helptext="Output relative or absolute paths for --changelist. Only valid when --changelist is used", type="choice", default="auto", choices=["auto", "relative","absolute"],advanced=True) parser.add_option("--display-config", dest="display_config", action="store_true", helptext="Display the configuration parameters, but don't render the map. Requires all required options to be specified", commandLineOnly=True) #parser.add_option("--write-config", dest="write_config", action="store_true", helptext="Writes out a sample config file", commandLineOnly=True) diff --git a/overviewer_core/data/web_assets/overviewer.css b/overviewer_core/data/web_assets/overviewer.css index 9085557..0ae76e5 100644 --- a/overviewer_core/data/web_assets/overviewer.css +++ b/overviewer_core/data/web_assets/overviewer.css @@ -111,7 +111,7 @@ body { border: 2px solid #000; font-size: 12pt; width: 20em; - background-colour: #fff; + background-color: #fff; } #searchControl>input.inactive { diff --git a/overviewer_core/data/web_assets/overviewer.js b/overviewer_core/data/web_assets/overviewer.js index 8ec58b9..34fbfe8 100644 --- a/overviewer_core/data/web_assets/overviewer.js +++ b/overviewer_core/data/web_assets/overviewer.js @@ -248,27 +248,27 @@ var overviewer = { overviewer.collections.mapTypes[i].name, overviewer.collections.mapTypes[i]); } - - // Jump to the hash if given + + // Jump to the hash if given overviewer.util.initHash(); - - // Add live hash update listeners - // Note: It is important to add them after jumping to the hash + + // Add live hash update listeners + // Note: It is important to add them after jumping to the hash google.maps.event.addListener(overviewer.map, 'dragend', function() { overviewer.util.updateHash(); }); - + google.maps.event.addListener(overviewer.map, 'zoom_changed', function() { overviewer.util.updateHash(); }); - - // Make the link again whenever the map changes + + // Make the link again whenever the map changes google.maps.event.addListener(overviewer.map, 'maptypeid_changed', function() { $('#'+overviewerConfig.CONST.mapDivId).css( 'background-color', overviewer.util.getMapTypeBackgroundColor( overviewer.map.getMapTypeId())); - //smuggled this one in here for maptypeid hash generation --CounterPillow - overviewer.util.updateHash(); + //smuggled this one in here for maptypeid hash generation --CounterPillow + overviewer.util.updateHash(); }); }, /** @@ -843,12 +843,12 @@ var overviewer = { var searchInput = document.createElement("input"); searchInput.type = "text"; - searchInput.value = "Sign Search"; - searchInput.title = "Sign Search"; + searchInput.value = "Sign Search"; + searchInput.title = "Sign Search"; $(searchInput).addClass("inactive"); - - /* Hey dawg, I heard you like functions. - * So we defined a function inside your function. + + /* Hey dawg, I heard you like functions. + * So we defined a function inside your function. */ searchInput.onfocus = function() { if (searchInput.value == "Sign Search") { @@ -856,7 +856,7 @@ var overviewer = { $(searchInput).removeClass("inactive").addClass("active"); } }; - searchInput.onblur = function() { + searchInput.onblur = function() { if (searchInput.value == "") { searchInput.value = "Sign Search"; $(searchInput).removeClass("active").addClass("inactive"); @@ -957,8 +957,8 @@ var overviewer = { 'initHash': function() { if(window.location.hash.split("/").length > 1) { overviewer.util.goToHash(); - // Clean up the hash. - overviewer.util.updateHash(); + // Clean up the hash. + overviewer.util.updateHash(); // Add a marker indicating the user-supplied position var coordinates = overviewer.util.fromLatLngToWorld(overviewer.map.getCenter().lat(), overviewer.map.getCenter().lng()); @@ -968,7 +968,7 @@ var overviewer = { 'y': coordinates.y, 'z': coordinates.z, 'type': 'querypos'}]); - } + } }, 'setHash': function(x, y, z, zoom, maptype) { window.location.replace("#/" + Math.floor(x) + "/" + Math.floor(y) + "/" + Math.floor(z) + "/" + zoom + "/" + maptype); @@ -976,7 +976,7 @@ var overviewer = { 'updateHash': function() { var coordinates = overviewer.util.fromLatLngToWorld(overviewer.map.getCenter().lat(), overviewer.map.getCenter().lng()); var zoom = overviewer.map.getZoom(); - var maptype = overviewer.map.getMapTypeId(); + var maptype = overviewer.map.getMapTypeId(); if (zoom == overviewerConfig.map.maxZoom) { zoom = 'max'; } else if (zoom == overviewerConfig.map.minZoom) { @@ -988,19 +988,19 @@ var overviewer = { overviewer.util.setHash(coordinates.x, coordinates.y, coordinates.z, zoom, maptype); }, 'goToHash': function() { - // Note: the actual data begins at coords[1], coords[0] is empty. + // Note: the actual data begins at coords[1], coords[0] is empty. var coords = window.location.hash.split("/"); var latlngcoords = overviewer.util.fromWorldToLatLng(parseInt(coords[1]), parseInt(coords[2]), parseInt(coords[3])); - var zoom; - var maptype = ''; - // The if-statements try to prevent unexpected behaviour when using incomplete hashes, e.g. older links - if (coords.length > 4) { - zoom = coords[4]; - } - if (coords.length > 5) { - maptype = coords[5]; - } - + var zoom; + var maptype = ''; + // The if-statements try to prevent unexpected behaviour when using incomplete hashes, e.g. older links + if (coords.length > 4) { + zoom = coords[4]; + } + if (coords.length > 5) { + maptype = coords[5]; + } + if (zoom == 'max') { zoom = overviewerConfig.map.maxZoom; } else if (zoom == 'min') { @@ -1015,14 +1015,14 @@ var overviewer = { zoom = overviewerConfig.map.defaultZoom; } } - // If the maptype isn't set, set the default one. - if (maptype == '') { - // We can now set the map to use the 'coordinate' map type - overviewer.map.setMapTypeId(overviewer.util.getDefaultMapTypeId()); - } else { - overviewer.map.setMapTypeId(maptype); - } - + // If the maptype isn't set, set the default one. + if (maptype == '') { + // We can now set the map to use the 'coordinate' map type + overviewer.map.setMapTypeId(overviewer.util.getDefaultMapTypeId()); + } else { + overviewer.map.setMapTypeId(maptype); + } + overviewer.map.setCenter(latlngcoords); overviewer.map.setZoom(zoom); } diff --git a/overviewer_core/data/web_assets/overviewerConfig.js b/overviewer_core/data/web_assets/overviewerConfig.js index c99398e..e6889b4 100644 --- a/overviewer_core/data/web_assets/overviewerConfig.js +++ b/overviewer_core/data/web_assets/overviewerConfig.js @@ -1,11 +1,14 @@ var overviewerConfig = { /** - * These are things that will probably not need to be changed by the user, - * but are there because otherwise changing them is a giant PITA. + * These are things that will probably not need to be changed, but are there + * because otherwise changing them is a giant PITA. If you, the user, sees + * that its crucial for you to change these settings then the document + * repository might be able to assist you. + * http://docs.overviewer.org/en/latest/options/#customizing-web-assets */ 'CONST': { /** - * Height and width of the tiles in pixels (I think). + * Height and width of the tiles in pixels. */ 'tileSize': 384, /** @@ -88,6 +91,11 @@ var overviewerConfig = { 'center': {spawn_coords}, /** * Set this to tell browsers how long they should cache tiles in minutes. + * Essentially if set to 0, the url for tiles will end in .png + * if not set to 0 it will amend a number derived from the current time + * to the end of the url, like .png?c=123456. This is a great method for + * preventing browsers from caching the images. 0 saves bandwidth, not 0 + * prevents caching. */ 'cacheMinutes': 0, /** diff --git a/overviewer_core/quadtree.py b/overviewer_core/quadtree.py index 5c1b3ce..36978f2 100644 --- a/overviewer_core/quadtree.py +++ b/overviewer_core/quadtree.py @@ -80,7 +80,7 @@ class QuadtreeGen(object): if depth is None: # Determine quadtree depth (midpoint is always 0,0) - for p in xrange(15): + for p in xrange(64): # Will 2^p tiles wide and high suffice? # X has twice as many chunks as tiles, then halved since this is a @@ -92,10 +92,12 @@ class QuadtreeGen(object): if xradius >= worldobj.maxcol and -xradius <= worldobj.mincol and \ yradius >= worldobj.maxrow and -yradius <= worldobj.minrow: break + + if p < 15: + self.p = p else: - raise ValueError("Your map is waaaay too big! Use the 'zoom' option in 'settings.py'.") + raise ValueError("Your map is waaaay too big! Use the 'zoom' option in 'settings.py'. Overviewer is estimating %i zoom levels, but you probably want less." % (p,)) - self.p = p else: self.p = depth xradius = 2**depth diff --git a/overviewer_core/rendernode.py b/overviewer_core/rendernode.py index 9c4f047..cbd1ed2 100644 --- a/overviewer_core/rendernode.py +++ b/overviewer_core/rendernode.py @@ -108,15 +108,16 @@ class RenderNode(object): raise ValueError("there must be at least one quadtree to work on") self.options = options + # A list of quadtree.QuadTree objects representing each rendermode + # requested self.quadtrees = quadtrees #List of changed tiles self.rendered_tiles = [] #bind an index value to the quadtree so we can find it again #and figure out which worlds are where - i = 0 self.worlds = [] - for q in quadtrees: + for i, q in enumerate(quadtrees): q._render_index = i i += 1 if q.world not in self.worlds: @@ -163,18 +164,23 @@ class RenderNode(object): else: pool.map_async(bool,xrange(multiprocessing.cpu_count()),1) + # 1 quadtree object per rendermode requested quadtrees = self.quadtrees - # do per-quadtree init - - max_p = 0 + # Determine the total number of tiles by adding up the number of tiles + # from each quadtree. Also find the max zoom level (max_p). Even though + # each quadtree will always have the same zoom level, this bit of code + # does not make that assumption. + max_p = 0 total = 0 for q in quadtrees: total += 4**q.p if q.p > max_p: max_p = q.p self.max_p = max_p - # Render the highest level of tiles from the chunks + + # The next sections of code render the highest zoom level of tiles. The + # section after render the other levels. results = collections.deque() complete = 0 logging.info("Rendering highest zoom level of tiles now.") @@ -247,7 +253,8 @@ class RenderNode(object): self.print_statusline(complete, total, 1, True) - # Now do the other layers + # The highest zoom level has been rendered. + # Now do the lower zoom levels for zoom in xrange(self.max_p-1, 0, -1): level = self.max_p - zoom + 1 assert len(results) == 0 @@ -295,21 +302,21 @@ class RenderNode(object): requested, a new task is added to the pool and a result returned. """ if batch_size < len(self.quadtrees): - batch_size = len(self.quadtrees) + batch_size = len(self.quadtrees) batch = [] - jobcount = 0 + jobcount = 0 # roundrobin add tiles to a batch job (thus they should all roughly work on similar chunks) iterables = [q.get_worldtiles() for q in self.quadtrees] for job in roundrobin(iterables): # fixup so the worker knows which quadtree this is - job[0] = job[0]._render_index + job[0] = job[0]._render_index # Put this in the batch to be submited to the pool batch.append(job) jobcount += 1 if jobcount >= batch_size: - jobcount = 0 + jobcount = 0 yield pool.apply_async(func=render_worldtile_batch, args= [batch]) - batch = [] + batch = [] if jobcount > 0: yield pool.apply_async(func=render_worldtile_batch, args= [batch]) @@ -341,6 +348,7 @@ class RenderNode(object): @catch_keyboardinterrupt def render_worldtile_batch(batch): + # batch is a list. Each item is [quadtree_id, colstart, colend, rowstart, rowend, tilepath] global child_rendernode rendernode = child_rendernode count = 0 diff --git a/overviewer_core/textures.py b/overviewer_core/textures.py index 7c8b708..48a2f20 100644 --- a/overviewer_core/textures.py +++ b/overviewer_core/textures.py @@ -35,7 +35,7 @@ def _find_file(filename, mode="rb", verbose=False): * the textures_path given in the config file (if present) * The program dir (same dir as overviewer.py) - * The overviewer_core textures dir + * The overviewer_core/data/textures dir * On Darwin, in /Applications/Minecraft * Inside minecraft.jar, which is looked for at these locations @@ -302,9 +302,9 @@ def _build_block(top, side, blockID=None): composite.alpha_over(img, otherside, (12,6), otherside) composite.alpha_over(img, top, (0,9), top) else: + composite.alpha_over(img, top, (0,0), top) composite.alpha_over(img, side, (0,6), side) composite.alpha_over(img, otherside, (12,6), otherside) - composite.alpha_over(img, top, (0,0), top) # Manually touch up 6 pixels that leave a gap because of how the # shearing works out. This makes the blocks perfectly tessellate-able diff --git a/sample.settings.py b/sample.settings.py index e461189..015120b 100644 --- a/sample.settings.py +++ b/sample.settings.py @@ -111,7 +111,7 @@ if imgformat != "jpg": ################################################################################ ### web_assets_hook ## If provided, run this function after the web assets have been copied, but -## before actual tile rendering beings. It should accept a QuadtreeGen +## before actual tile rendering beings. It should accept a MapGen ## object as its only argument. Note: this is only called if skipjs is True ## Default: not yet ## Type: function