Commit Graph
30 Commits
Author SHA1 Message Date
Andrew Chin e96bb91b82 Better handling of the biome tinting images.
If they're not found with _find_file, then look in the EXTRACTEDBIOME
folder in the worlddir.
2010-12-05 01:35:12 -05:00
Andrew Chin 251a89b7dc Merged in agrif's blending fixes
Merge branch 'blending-fixes' of https://github.com/agrif/Minecraft-Overviewer
2010-12-04 20:33:56 -05:00
Andrew Chin 9125919d3e Give a more useful error if the biome color png files can't be found 2010-12-04 19:31:21 -05:00
Andrew Chin c60180f793 Biome data from Biome Extractor is now used if it is present.
If the BIOMEEXTRACTOR data is not available, then non-biome aware
tinting will be used

Open biome data in binary mode (Windows requires this)
2010-11-23 00:48:39 -05:00
Andrew Chin dc80c88e94 Biome tinting uses now uses the Biome Extractor data files.
See:
http://www.minecraftforum.net/viewtopic.php?f=25&t=80902&view=unread
2010-11-23 00:26:07 -05:00
Andrew Chin 210e65730f Hacky work on biome tinting
Currently this requires python-gearman, gearman-java, and a java SDK.

This code will probably be all thrown away, but if you really want to
play, first compile Biome.java, then run the resulting Biome.class.
Note you'll probably need to hack the signatures out of minecraft.jar to
get it to run.

Then copy grasscolor.png into the cwd, and run gmap.py as usual.

It is slowwwww.  Perhaps running Biome.class on multiple machines might
speed things up?

Here's the kind of output produced: http://smp.em32.net/biome_test/
2010-11-23 00:26:07 -05:00
Andrew Chin 914a3073f0 Fixed --chunklist
This bug was introduced by the signpost code which required a queue
object to be passed to the chunk rendered.  This wasn't done with
--chunklist
2010-11-08 20:36:02 -05:00
Andrew Chin 1af7287b8f Add a compass rose overlay to indicate which direction is north 2010-11-06 23:21:17 -04:00
Andrew Chin 16aca4c093 Fancy icons for signposts and spawn, plus info windows for signposts
Thanks to gabrielcrowe for the signpost icon.
2010-11-06 22:04:38 -04:00
Andrew Chin 57a9e8123d New findSigns.py contrib script
This can be used to create an complete overviewer.dat file without
having to re-render your entire world.  See the top of the script for
usage details
2010-11-06 15:29:04 -04:00
Andrew Chin c96b3363b2 Fixed bug in signpost handling code
Two of the coordinates were flipped in markers.js
Also, overviewer.dat is now removed with -d
2010-11-06 15:27:52 -04:00
Andrew Chin 0b6461083b Modified tintTexture() to look more like the original grass color 2010-11-03 22:57:47 -04:00
Andrew Chin 290269f8fe Corrected pumpkin rendering, Hacky tinting for grass, leaves
* Pumpkins and Jack-o-lanterns now face the correct direction
 * Pumpkins and jack-o-lanterns now have different textures (thanks
   alexjurkiewicz).  one is lit, the other is not
 * a bad looking green tint is applied to grass and to leaves
   Someone please make this better
2010-11-02 20:46:56 -04:00
Andrew Chin 2c49113bd2 Render the new blocks from the Boo update.
The following are now rendered:
 * Pumpkins
 * Jack-O-Lanterns (look identical to pumpkins at the moment, to match
   the ingame rendering)
 * Bloodstone
 * Slow Sand
 * Lightstone
2010-11-02 19:39:22 -04:00
Andrew Chin d01fb1f520 Merge remote branch 'upstream/master' 2010-11-02 18:59:58 -04:00
Andrew Chin f2b34dff7a Improved handling of signposts 2010-10-24 00:19:27 -04:00
Andrew Chin cb363df3cd Initial work on generating markers.js from signposts
Details:
 * A queue object is passed to all renderers, allowing each process to
   avoid using shared memory when recording signpost data.
 * New overviewer.dat file that stores persistent data between runs.
   Currently used to store information on signs.  markers.js is
   generated by merging the stored POI list with the newly generated POI
   list.
 * POIs are tagged with their type (e.g. "spawn" or "sign").  This
   should be useful if different types of POIs needs to be
   handled/displayed differently

Known bugs:
 * If you delete the last sign in a chunk, it won't be removed from
   markers.js
2010-10-20 22:11:34 -04:00
Andrew Chin 60966ffa73 Improve efficiency of special textures by pre-computing them 2010-10-02 20:17:13 -04:00
Andrew Chin 6993f2159d Render iron and wood doors with correct orientation.
Note: iron doors need testing (they are currently broken in my test SMP
world)
2010-10-02 15:33:33 -04:00
Andrew Chin cd97222a9b Render ladders (with correct orientation) 2010-10-01 23:19:53 -04:00
Andrew Chin 66a90bb411 Render furnaces with the correct texture (instead of smooth stone)
These are handled specially, since one side texture is different than the
other
2010-10-01 22:51:02 -04:00
Andrew Chin 78962cfbe5 Passable crop rendering 2010-10-01 22:33:25 -04:00
Andrew Chin 86d5476234 use os.path.join to build the spawn chunk path 2010-10-01 19:45:41 -04:00
Andrew Chin 822dd75431 Render minetracks (with correct orientation)
Other things with direction (torches, ladders, stairs, etc) will be
handled in a similar fashion.  Note: minetracks on slopes are still
not rendered correctly
2010-09-30 21:38:14 -04:00
Andrew Chin 055e11719f Create the tiles dir, if necessary, before writing blank.png.
Otherwise an error is raised, since .save() won't create intermediate
directories
2010-09-29 10:05:46 -04:00
Andrew Chin 6240f40226 Half blocks (step/#44) should be rendered reasonably well.
Tested 1 half block (44), 2 half blocks (43), a 3 half blocks (43,44)
and all seem to look OK.
2010-09-28 00:09:50 -04:00
Andrew Chin aa8a369aa8 Better cacti rendering 2010-09-27 21:32:26 -04:00
Andrew Chin 18040d96b4 Add support for some non-block textures
The following textures now no longer render as blocks:
 * Flowers
 * Mushrooms
 * Saplings
 * Reeds
 * Torches

Note that torches attached to wall are still rendered incorrectly
2010-09-26 01:33:24 -04:00
Andrew Chin 0a73d3af56 Merge remote branch 'origin/master' 2010-09-26 01:32:16 -04:00
Andrew Chin 80c15a3910 Added initial work on a structure to allow map annocations
The spawn point is automatically added to the gmap as a marker.
Adding other markers (signs, mob spawners, etc) should be fairly
easy.  Note: the math that converts from in-game block coordinates
to pixel coordinates is iffy.  it requires a careful codereview
2010-09-24 23:26:43 -04:00