minetestmapper/minetestmapper.6

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.TH MINETESTMAPPER 6
.SH NAME
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minetestmapper \- generate an overview image of a Luanti map
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.SH SYNOPSIS
.B minetestmapper
\fB\-i\fR \fIworld_path\fR
\fB\-o\fR \fIoutput_image\fR
.PP
See additional optional parameters below.
.SH DESCRIPTION
.B minetestmapper
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generates an overview image of a Luanti map. This is a port of
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the original minetestmapper.py to C++, that is both faster and
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provides more functionality than the obsolete Python script.
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.SH MANDATORY PARAMETERS
.TP
.BR \-i " " \fIworld_path\fR
Input world path.
.TP
.BR \-o " " \fIoutput_image\fR
Path to output image. (only PNG supported currently)
.SH OPTIONAL PARAMETERS
.TP
.BR \-\-bgcolor " " \fIcolor\fR
Background color of image, e.g. "--bgcolor #ffffff"
.TP
.BR \-\-scalecolor " " \fIcolor\fR
Color of scale, e.g. "--scalecolor #000000"
.TP
.BR \-\-playercolor " " \fIcolor\fR
Color of player indicators, e.g. "--playercolor #ff0000"
.TP
.BR \-\-origincolor " " \fIcolor\fR
Color of origin indicator, e.g. "--origincolor #ff0000"
.TP
.BR \-\-drawscale
Draw tick marks
.TP
.BR \-\-drawplayers
Draw player indicators
.TP
.BR \-\-draworigin
Draw origin indicator
.TP
.BR \-\-drawalpha
Allow nodes to be drawn with transparency
.TP
.BR \-\-noshading
Don't draw shading on nodes
.TP
.BR \-\-noemptyimage
Don't output anything when the image would be empty.
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.TP
.BR \-\-min-y " " \fInumber\fR
Don't draw nodes below this y value, e.g. "--min-y -25"
.TP
.BR \-\-max-y " " \fInumber\fR
Don't draw nodes above this y value, e.g. "--max-y 75"
.TP
.BR \-\-backend " " \fIbackend\fR
Use specific map backend; supported: \fIsqlite3\fP, \fIleveldb\fP, \fIredis\fP, \fIpostgresql\fP, e.g. "--backend leveldb"
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.TP
.BR \-\-geometry " " \fIgeometry\fR
Limit area to specific geometry (\fIx:y+w+h\fP where x and y specify the lower left corner), e.g. "--geometry -800:-800+1600+1600"
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.TP
.BR \-\-extent
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Don't render the image, just print the extent of the map that would be generated, in the same format as the geometry above.
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.TP
.BR \-\-zoom " " \fIfactor\fR
Zoom the image by using more than one pixel per node, e.g. "--zoom 4"
.TP
.BR \-\-colors " " \fIpath\fR
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Forcefully set path to colors.txt file (autodetected otherwise), e.g. "--colors ../world/mycolors.txt"
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.TP
.BR \-\-scales " " \fIedges\fR
Draw scales on specified image edges (letters \fIt b l r\fP meaning top, bottom, left and right), e.g. "--scales tbr"
.TP
.BR \-\-exhaustive " " \fImode\fR
Select if database should be traversed exhaustively or using range queries, available: \fInever\fP, \fIy\fP, \fIfull\fP, \fIauto\fP
Defaults to \fIauto\fP. You shouldn't need to change this, but doing so can improve rendering times on large maps.
For these optimizations to work it is important that you set
.B min-y
and
.B max-y
when you don't care about the world below e.g. -60 and above 1000 nodes.
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.TP
.BR \-\-dumpblock " " \fIpos\fR
Instead of rendering anything try to load the block at the given position (\fIx,y,z\fR) and print its raw data as hexadecimal.
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.SH MORE INFORMATION
Website: https://github.com/minetest/minetestmapper
.SH MAN PAGE AUTHOR
Daniel Moerner