mirror of
https://github.com/minetest/minetestmapper.git
synced 2024-11-24 00:13:53 +01:00
9b26d9495c
fixes #87
128 lines
3.7 KiB
ReStructuredText
128 lines
3.7 KiB
ReStructuredText
Minetest Mapper C++
|
|
===================
|
|
|
|
.. image:: https://github.com/minetest/minetestmapper/workflows/build/badge.svg
|
|
:target: https://github.com/minetest/minetestmapper/actions/workflows/build.yml
|
|
|
|
Minetestmapper generates an overview image from a Minetest map.
|
|
|
|
A port of minetestmapper.py to C++ from https://github.com/minetest/minetest/tree/0.4.17/util.
|
|
This version is both faster and provides more features than the now obsolete Python script.
|
|
|
|
Minetestmapper ships with a colors.txt file for Minetest Game, if you use a different game or have
|
|
many mods installed you should generate a matching colors.txt for better results.
|
|
The `generate_colorstxt.py script
|
|
<./util/generate_colorstxt.py>`_ in the util folder exists for this purpose, detailed instructions can be found within.
|
|
|
|
Requirements
|
|
------------
|
|
|
|
* C++ compiler, zlib, zstd
|
|
* libgd
|
|
* sqlite3
|
|
* LevelDB (optional)
|
|
* hiredis (optional)
|
|
* Postgres libraries (optional)
|
|
|
|
on Debian/Ubuntu:
|
|
^^^^^^^^^^^^^^^^^
|
|
|
|
``sudo apt install cmake libgd-dev libhiredis-dev libleveldb-dev libpq-dev libsqlite3-dev zlib1g-dev libzstd-dev``
|
|
|
|
on openSUSE:
|
|
^^^^^^^^^^^^
|
|
|
|
``sudo zypper install gd-devel hiredis-devel leveldb-devel postgresql-devel sqlite3-devel zlib-devel libzstd-devel``
|
|
|
|
for Windows:
|
|
^^^^^^^^^^^^
|
|
Minetestmapper for Windows can be downloaded `from the Releases section
|
|
<https://github.com/minetest/minetestmapper/releases>`_.
|
|
|
|
After extracting the archive, it can be invoked from cmd.exe:
|
|
::
|
|
|
|
cd C:\Users\yourname\Desktop\example\path
|
|
minetestmapper.exe --help
|
|
|
|
Compilation
|
|
-----------
|
|
|
|
::
|
|
|
|
cmake . -DENABLE_LEVELDB=1
|
|
make -j$(nproc)
|
|
|
|
Usage
|
|
-----
|
|
|
|
`minetestmapper` has two mandatory paremeters, `-i` (input world path)
|
|
and `-o` (output image path).
|
|
|
|
::
|
|
|
|
./minetestmapper -i ~/.minetest/worlds/my_world/ -o map.png
|
|
|
|
|
|
Parameters
|
|
^^^^^^^^^^
|
|
|
|
bgcolor:
|
|
Background color of image, e.g. ``--bgcolor '#ffffff'``
|
|
|
|
scalecolor:
|
|
Color of scale marks and text, e.g. ``--scalecolor '#000000'``
|
|
|
|
playercolor:
|
|
Color of player indicators, e.g. ``--playercolor '#ff0000'``
|
|
|
|
origincolor:
|
|
Color of origin indicator, e.g. ``--origincolor '#ff0000'``
|
|
|
|
drawscale:
|
|
Draw scale(s) with tick marks and numbers, ``--drawscale``
|
|
|
|
drawplayers:
|
|
Draw player indicators with name, ``--drawplayers``
|
|
|
|
draworigin:
|
|
Draw origin indicator, ``--draworigin``
|
|
|
|
drawalpha:
|
|
Allow nodes to be drawn with transparency (e.g. water), ``--drawalpha``
|
|
|
|
extent:
|
|
Don't output any imagery, just print the extent of the full map, ``--extent``
|
|
|
|
noshading:
|
|
Don't draw shading on nodes, ``--noshading``
|
|
|
|
noemptyimage:
|
|
Don't output anything when the image would be empty, ``--noemptyimage``
|
|
|
|
min-y:
|
|
Don't draw nodes below this y value, e.g. ``--min-y -25``
|
|
|
|
max-y:
|
|
Don't draw nodes above this y value, e.g. ``--max-y 75``
|
|
|
|
backend:
|
|
Override auto-detected map backend; supported: *sqlite3*, *leveldb*, *redis*, *postgresql*, e.g. ``--backend leveldb``
|
|
|
|
geometry:
|
|
Limit area to specific geometry (*x:z+w+h* where x and z specify the lower left corner), e.g. ``--geometry -800:-800+1600+1600``
|
|
|
|
zoom:
|
|
Apply zoom to drawn nodes by enlarging them to n*n squares, e.g. ``--zoom 4``
|
|
|
|
colors:
|
|
Override auto-detected path to colors.txt, e.g. ``--colors ../minetest/mycolors.txt``
|
|
|
|
scales:
|
|
Draw scales on specified image edges (letters *t b l r* meaning top, bottom, left and right), e.g. ``--scales tbr``
|
|
|
|
exhaustive:
|
|
| Select if database should be traversed exhaustively or using range queries, available: *never*, *y*, *full*, *auto*
|
|
| Defaults to *auto*. 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 ``min-y`` and ``max-y`` when you don't care about the world below e.g. -60 and above 1000 nodes.
|