From 4d0c8697252fcbcb360a97d1e5b90666af807b36 Mon Sep 17 00:00:00 2001 From: Andrew Brown Date: Wed, 1 Sep 2010 10:20:55 -0400 Subject: [PATCH] updated and clarified readme --- README.txt | 23 ++++++++++++++--------- 1 file changed, 14 insertions(+), 9 deletions(-) diff --git a/README.txt b/README.txt index 60ec1d0..f92e39b 100644 --- a/README.txt +++ b/README.txt @@ -23,8 +23,8 @@ This program requires: * PIL (Python Imaging Library) * Numpy -I developed and tested this on Linux. It ought to work on Windows and Mac, but -I haven't tried it. +I developed and tested this on Linux. It has been reported to work on Windows +and Mac, but if something doesn't, let me know. Running ------- @@ -52,8 +52,7 @@ 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 re-render chunks that have changed, speeding things up a lot. -If you want to delete these images, to save space or perhaps you've changed -texture packs, 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 @@ -61,25 +60,31 @@ To delete the cave mode images, run it with -d and -c python renderer.py -d -c +You may want to do this for example to save space. Or perhaps you've changed +texture packs and want to force it to re-render all chunks. + Using More Cores ---------------- 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, 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: + python renderer.py -p 3 Bugs ==== * This program is memory intensive. Obviously if you have a 20000x10000 pixel image, it's going to take up quite a bit of room. This program may not work - if you have a gigantic world. I am working on a solution to this, possibly - splitting up the final image so it's not as big. Even if the image is - successfully generated, my image viewer has quite some trouble showing it. + if you have a gigantic world. The program may crash, or even if the image is + successfully generated, your image viewer may crash or refuse to display it. + I am working on a solution to this involving a google maps like interface + where the world is split up into tiles. * Some types of block are not rendered correctly yet. This includes torches, - mushrooms, flowers, and anything that is not a traditional "block". They are - still rendered, but look funny. + mushrooms, flowers, and anything that is not a traditional "block". Some are + still rendered, but look funny. Others are not rendered at all currently. * Water transparency is not working yet. I'm trying to come up with a good solution, but I think it has to do with the image blending algorithm in the