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https://github.com/minetest/minetestmapper.git
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b491dd375a
This is not only useful for debugging minetestmapper itself but also makes it a standalone tool for extracting data you want to work on from a Minetest map.
115 lines
3.0 KiB
Groff
115 lines
3.0 KiB
Groff
.TH MINETESTMAPPER 6
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.SH NAME
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minetestmapper \- generate an overview image of a Minetest map
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.SH SYNOPSIS
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.B minetestmapper
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\fB\-i\fR \fIworld_path\fR
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\fB\-o\fR \fIoutput_image\fR
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.PP
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See additional optional parameters below.
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.SH DESCRIPTION
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.B minetestmapper
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generates an overview image of a minetest 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 deprecated Python script.
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.SH MANDATORY PARAMETERS
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.TP
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.BR \-i " " \fIworld_path\fR
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Input world path.
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.TP
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.BR \-o " " \fIoutput_image\fR
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Path to output image. (only PNG supported currently)
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.SH OPTIONAL PARAMETERS
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.TP
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.BR \-\-bgcolor " " \fIcolor\fR
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Background color of image, e.g. "--bgcolor #ffffff"
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.TP
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.BR \-\-scalecolor " " \fIcolor\fR
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Color of scale, e.g. "--scalecolor #000000"
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.TP
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.BR \-\-playercolor " " \fIcolor\fR
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Color of player indicators, e.g. "--playercolor #ff0000"
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.TP
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.BR \-\-origincolor " " \fIcolor\fR
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Color of origin indicator, e.g. "--origincolor #ff0000"
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.TP
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.BR \-\-drawscale
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Draw tick marks
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.TP
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.BR \-\-drawplayers
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Draw player indicators
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.TP
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.BR \-\-draworigin
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Draw origin indicator
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.TP
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.BR \-\-drawalpha
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Allow nodes to be drawn with transparency
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.TP
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.BR \-\-noshading
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Don't draw shading on nodes
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.TP
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.BR \-\-noemptyimage
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Don't output anything when the image would be empty.
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.TP
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.BR \-\-min-y " " \fInumber\fR
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Don't draw nodes below this y value, e.g. "--min-y -25"
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.TP
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.BR \-\-max-y " " \fInumber\fR
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Don't draw nodes above this y value, e.g. "--max-y 75"
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.TP
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.BR \-\-backend " " \fIbackend\fR
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Use specific map backend; supported: \fIsqlite3\fP, \fIleveldb\fP, \fIredis\fP, \fIpostgresql\fP, e.g. "--backend leveldb"
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.TP
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.BR \-\-geometry " " \fIgeometry\fR
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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
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.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
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.BR \-\-zoom " " \fIfactor\fR
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Zoom the image by using more than one pixel per node, e.g. "--zoom 4"
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.TP
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.BR \-\-colors " " \fIpath\fR
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Forcefully set path to colors.txt file (it's autodetected otherwise), e.g. "--colors ../minetest/mycolors.txt"
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.TP
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.BR \-\-scales " " \fIedges\fR
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Draw scales on specified image edges (letters \fIt b l r\fP meaning top, bottom, left and right), e.g. "--scales tbr"
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.TP
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.BR \-\-exhaustive " " \fImode\fR
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Select if database should be traversed exhaustively or using range queries, available: \fInever\fP, \fIy\fP, \fIfull\fP, \fIauto\fP
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Defaults to \fIauto\fP. You shouldn't need to change this, but doing so can improve rendering times on large maps.
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For these optimizations to work it is important that you set
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.B min-y
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and
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.B max-y
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when you don't care about the world below e.g. -60 and above 1000 nodes.
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.TP
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.BR \-\-dumpblock " " \fIpos\fR
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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
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Website: https://github.com/minetest/minetestmapper
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.SH MAN PAGE AUTHOR
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Daniel Moerner
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