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Adds spawn output rendering (variant of night which shows dark areas in red) and support for multiple map types with buttons to switch between them.

This commit is contained in:
Jenny
2010-12-14 02:39:01 -08:00
parent 5819ab60e0
commit d210076479
6 changed files with 96 additions and 24 deletions

View File

@@ -51,6 +51,7 @@ def main():
parser.add_option("--chunklist", dest="chunklist", help="A file containing, on each line, a path to a chunkfile to update. Instead of scanning the world directory for chunks, it will just use this list. Normal caching rules still apply.")
parser.add_option("--lighting", dest="lighting", help="Renders shadows using light data from each chunk.", action="store_true")
parser.add_option("--night", dest="night", help="Renders shadows using light data from each chunk, as if it were night. Implies --lighting.", action="store_true")
parser.add_option("--spawn", dest="spawn", help="Renders shadows using light data from each chunk, as if it were night, while also highlighting areas that are dark enough to spawn mobs. Implies --lighting and --night.", action="store_true")
parser.add_option("--imgformat", dest="imgformat", help="The image output format to use. Currently supported: png(default), jpg. NOTE: png will always be used as the intermediate image format.")
parser.add_option("--optimize-img", dest="optimizeimg", help="If using png, perform image file size optimizations on the output. Specify 1 for pngcrush, 2 for pngcrush+optipng+advdef. This may double (or more) render times, but will produce up to 30% smaller images. NOTE: requires corresponding programs in $PATH or %PATH%")
parser.add_option("-q", "--quiet", dest="quiet", action="count", default=0, help="Print less output. You can specify this option multiple times.")
@@ -123,7 +124,8 @@ def main():
logging.info("Notice: Not using biome data for tinting")
# First generate the world's chunk images
w = world.WorldRenderer(worlddir, cachedir, chunklist=chunklist, lighting=options.lighting, night=options.night, useBiomeData=useBiomeData)
w = world.WorldRenderer(worlddir, cachedir, chunklist=chunklist, lighting=options.lighting, night=options.night, spawn=options.spawn, useBiomeData=useBiomeData)
w.go(options.procs)
# Now generate the tiles