At a guess, I'd say where you have C:\Desktop\xxxxx it should in fact be C:\Users\Nathren\Desktop\xxxxx
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Jun 21, 2011Updated to version 2.2 to support Tectonicus 2.01 which now also reports changed view images in the changes.txt file for easier processing by TCTE or other post processing third party tools.Posted in: Minecraft Tools
Jun 21, 2011Posted in: Minecraft Tools
Quite the update turn around time, thanks.
Feeling like I should donate to charity again (and use my proper minecraft name this time so it shows on the renders - doh).
Jun 20, 2011Posted in: Minecraft Tools
A couple of suggestions in regards to the "Views"
- Have the option in the config xml to specify image format, compression and resolution - this would provide the capacity to reduce filesize / memory. I note on my screen (1440x900) that the image displays scaled down to about half the actual image resolution anyway. Might just be that my monitor resolution is too small of course.
- If possible have the view*.png images listed in the changes.txt file also. This would enable easy identification of which views had been updated for subsequent external processing (not sure how easy this is to achieve however).
I've run a quick test with some views and found that one in particular in the Nether isn't rendering properly. Part of the nether gate in front of it is missing (but is there in the actual world). I'll play around a bit more with it to see if adjusting the angle slightly resolves it.
Of course, awesome work as always OrangyTang :smile.gif:
Jun 20, 2011Updated to version 2.1 to fix an overlooked bug with the new "Views" not being copied correctly.Posted in: Minecraft Tools
Jun 20, 2011Released version 2.0 to support the new Tectonicus 2.x versions which offer multiple world and layers.Posted in: Minecraft Tools
v2.0 20 June 2011 Updated to work for version 2.00 of Tectonicus Add css and xml files and Compass image to be copied over in addition to the existing html, js, txt (I'm in the habit of copying the Tectonicus xml config file over for reference)
See the first post for download links and/or the code.
Jun 17, 2011Posted in: Minecraft ToolsQuote from Seomon
I've the solution for the non-clickable items.
Use the Google Maps API v3.3 instead of 3.4.
I solved the problem for me, and the items are clickable again.
Open html file in Editor
Change maps/api/js?v=3.4&sensor=false to /maps/api/js?v=3.3&sensor=false
Save and Enjoy :smile.gif:
This works for me too. Below links to renders etc (Note: I've not uploaded the lowest 4 zoom levels to save on space/upload time - makes no difference to the issue at hand)
Html file using default API 3.4
Html file amended to use API 3.3
XML config file
Can provide copy of worlds if needed Orangy - they're very small test worlds.
May 26, 2011@OrangyTangPosted in: Minecraft Tools
Any comment on what your plans may be with the coming layer functionality e.g. (A) switching between say cave/day/night renders or (B ) also having true overlay layers that transparently sit on to of a given render?
Reason I ask is that our community has requested whether it's possible to implement an overlay on the map render which shows our rail network, which exists both above and below ground. I'm thinking that if it was possible to render only certain blocks then a render could be run for minecart track and booster block ID's to give essentially a suitable map/transparent overlay. Depending upon whether you're implementing (A) or (B ) above then players could quickly switch back and forth between the regular map render and the rail network, or overlay the later. Either one providing a workable solution.
If this seems like something others might find useful, then please like and leave your comments on the betaeasy link and here if you wish.
In the mean time, the other workaround being discussed is marking the track with signs at various points exclusively using one of the special sign symbols you've established, and then editing the map.html code and splitting these signs out from the signs.js file into a separate file with it's own on/off checkbox. Obviously that needs re-doing after each render - so we'd want to at least partially script it.
May 26, 2011Posted in: Minecraft ToolsQuote from spidey88
I know it will most likely be a really simple answer and i'm just doing everything wrong, but i used my mac for Minecraft instead of my PC which is the route of my problem. I've brought up terminal and been trying to get everything right but even with GUI, i keep getting something about being unable to access the fie. Just trying to run the GUI file through the terminal i get that it cannot execute the binary file. I'm most likely doing this wrong, but the directory of a Mac really confuses me lol.
Sorry for being such a newb with this, but any help or anywhere you can point me to try and figure it out would be greatly Appreciated.
You'll need to be more specific with your problem. Is it java erroring, unable to find the tectonicus.jar, or tectonicus erroring unable to find say your world.dat file? You need to post your command line, the exact full error message, and if Tectonicus is starting and it's throwing the error (rather than say java) then you need to post your tectonicus log file.
May 25, 2011Posted in: Minecraft Tools
So I'm knee-deep in the middle of rewriting this to support multiple maps/layers at the moment, and hoping to get that out for sometime after the next minecraft release. Unfortunately that means it's all very broken at the moment so bug fixing is on hold.
Sounds great, that will be a nice improvement. Thanks for all your work on this, it's very much appreciated. Don't forget to show your appreciation people by donating to OrangyTang's chosen charity.
* Of course the biome memory leak is the only major issue I'm experiencing and am simply working around it for now.
May 19, 2011Posted in: Minecraft ToolsQuote from iPeer
This is a great mapper, but DAMN does it kick out crazy amounts of files, even with low zoom settings, any way to remedy this? :/
You could set 'tileSize' to 1024 to roughly halve the number of tiles, but this just makes each tile bigger and makes the cache function less efficient.
If your concern is the total file size rather than the number of files, then try setting a larger number for 'closestZoomSize' and/or reducing 'numZoomLevels'. Also setting 'imageFormat' to jpg and 'imageCompressionLevel' to say 0.85 will reduce the total file space taken.
Quote from Shadowdane
I think your download is corrupted, it won't start... Java shows this error.
Just downloaded and works fine here. Try downloading it again (right click - save as) and if it saves as a *.zip then rename it to *.jar
May 19, 2011Tested on Tectonicus 1.37 and it works, HOWEVER as there are now multiple directories below \ZoomX\ the first time you run Tectonicus after upgrading it will render ALL tiles as changed. As a result TCTE will correctly see them all as changed, and as such won't provide any savings the first time. Subsequent runs of Tectonicus 1.37 will once again return you to true processing of only changed tiles and TCTE will thus be able to save you some upload bandwidth.Posted in: Minecraft Tools
May 18, 2011Posted in: Minecraft ToolsQuote from troddeh
Any updates yet?
Sorry for the delay. Had some RL issues crop up.
Windows version should now be working where your path contains spaces. Just redownload from the link (or copy the updated code).
EDIT: Saw mention of changed folder output with version 1.37 of Tectonicus, so just be aware I haven't tested it on that version yet.
May 4, 2011@Lionel_MessiPosted in: Minecraft Tools
You need to upload all of the files and directories output by the program (excluding the cache directory). They'll need to be placed where they'll be accessible and correctly served as a web page (sorry don't know much about linux, but the one provided for our clan's use is set up such that I place it under /var/www/...).
The changed.txt file is for information only - it's not used when viewing the map. You don't need to update it's contents to reflect the path where the map is hosted.
If you wish to persist in locally generating and uploading then the link in my signature may be of some help to minimise your upload bandwidth (there's now a bash version there too thanks to micomico). Obviously however locally rendering doesn't provide any sort of live update capacity as you've got to continually download the world, render and re-upload the map.
If you get Tectonicus working on your server, then you could conceivably set up a cron job to have it run regularly to update the map. There's also the option in Tectonicus to do a quick render which only updates the player information. So you could schedule a full run say every 2 hours with a run to simply update players every 15-30 minutes. To only display players actually on the server at the time of rendering then you would need some way of identifying online players and have them placed into a whitelist file (e.g. whitelist.txt). Your Tectonicus command line would then contain
Tectonicus doesn't natively provide an option to automate this as it's not designed to differentiate online from offline players.
May 4, 2011Posted in: Minecraft ToolsQuote from Lionel_Messi »Note that the "n" at the begining of line 2,3 and 4 is require for those lines in the "message" spot.
It's actually the \n which is required as it represents a newline.
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