Merge branch 'master' into tiles
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23
README.txt
23
README.txt
@@ -23,8 +23,8 @@ This program requires:
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* PIL (Python Imaging Library)
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* Numpy
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I developed and tested this on Linux. It ought to work on Windows and Mac, but
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I haven't tried it.
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I developed and tested this on Linux. It has been reported to work on Windows
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and Mac, but if something doesn't, let me know.
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Running
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-------
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@@ -52,8 +52,7 @@ The Overviewer keeps a cache of each world chunk it renders stored within your
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world directory. When you generate a new image of the same world, it will only
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re-render chunks that have changed, speeding things up a lot.
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If you want to delete these images, to save space or perhaps you've changed
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texture packs, run the renderer.py script with the -d flag:
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If you want to delete these images, run the renderer.py script with the -d flag:
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python renderer.py -d <Path to World>
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@@ -61,25 +60,31 @@ To delete the cave mode images, run it with -d and -c
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python renderer.py -d -c <Path to World>
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You may want to do this for example to save space. Or perhaps you've changed
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texture packs and want to force it to re-render all chunks.
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Using More Cores
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----------------
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The Overviewer will render each chunk separately in parallel. You can tell it
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how many processes to start with the -p option. This is set to a default of 2,
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which will use 2 processes to render chunks, and 1 to render the final image.
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To bump that up to 3 processes, use a command in this form:
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python renderer.py -p 3 <Path to World> <image out.png>
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Bugs
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====
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* This program is memory intensive. Obviously if you have a 20000x10000 pixel
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image, it's going to take up quite a bit of room. This program may not work
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if you have a gigantic world. I am working on a solution to this, possibly
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splitting up the final image so it's not as big. Even if the image is
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successfully generated, my image viewer has quite some trouble showing it.
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if you have a gigantic world. The program may crash, or even if the image is
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successfully generated, your image viewer may crash or refuse to display it.
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I am working on a solution to this involving a google maps like interface
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where the world is split up into tiles.
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* Some types of block are not rendered correctly yet. This includes torches,
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mushrooms, flowers, and anything that is not a traditional "block". They are
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still rendered, but look funny.
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mushrooms, flowers, and anything that is not a traditional "block". Some are
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still rendered, but look funny. Others are not rendered at all currently.
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* Water transparency is not working yet. I'm trying to come up with a good
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solution, but I think it has to do with the image blending algorithm in the
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