I'm still alive and I'll try to update to 1.4x during the next couple of days. Thanks for all the positive feedback I'm still getting after more than two years. As for donations, I don't really work on mcmap anymore other than keeping it up to date; I'd feel like receiving donations would mean I should accept feature requests etc. again in some way, which I unfortunately don't have the time for.
That also means Tekkit support is off the table, since to my knowledge it uses block ids > 255, which are not supported by mcmap.
- Registered Member
Member for 7 years, 2 months, and 21 days
Last active Sat, Feb, 15 2014 09:19:22
- 1 Follower
- 154 Total Posts
- 54 Thanks
Oct 30, 2012 Posted in: Minecraft Tools
Aug 19, 2012Zahl posted a message on OptiFine HD C6 (FPS Boost, Dynamic Lights, Shaders and much more)Natural Textures doesn't work for me. Anything I have to do except for setting it to "on"?Posted in: Minecraft Mods
I'm using a server side TP btw, could that interfere?
Aug 9, 2012Uh, am I missing something? I can't find any option called "particles"Posted in: Minecraft Tools
If you mean "atmosphere" or "volumetric fog", these are already turned off.
I've only enabled emitters, no skylight, and added a little DoF (i'ts a small indoor scene. offset is 3.2, DoF is 60)
Everything else is disabled.
Aug 8, 2012Any hints on rendering indoor scenes? I tried this because it looked very interesting, but even with 50k SPP indoor scenes still look somewhat grainy. I guess it doesn't use any algorithms for quicker convergence, does it? That's quite a pity as that makes it quite slow. :-(Posted in: Minecraft Tools
Still, awesome project. Keep going!
Aug 7, 2012Yes, but it would also need color interpolation between the different biomes, which in turn requires to load a few more chunks around the area that was selected for rendering. Finally the mapping of biome type to colors has to be determined. Is the biome png file still required or are the colors calculated differently? How does the interpolation between biomes work (how many blocks? linear? Mapping inside biome png?) While this is no rocket science I simply don't have the time to do all this, but if someone wants to tackle that task I'd be happy to merge his patch into mcmap.Posted in: Minecraft Tools
Aug 2, 2012I've tried to add all the missing and new block types up to 1.3.1Posted in: Minecraft Tools
A quick test showed that the all the half-steps, wooden plank types and cocoa beans seem to work.
The coloring-hack by remapping block ids gets more and more ugly with every release. mcmap will eventually run out of block ids...
Also I tried to improve lighting a bit which should fix the glitches reported a few months ago.
As to answer a couple of the questions that came up while I was gone:
- I'm working on too many other things to really still improve mcmap. Also improving it in the current form is quite a hassle and a well-planned rewrite would make more sense. I started one about a year ago, but stopped as I don't have too much time. Things like multi-threading cannot really be implemented in the current source without adding even more weird hacks. OpenMP doesn't seem to add much performance, as there are only a few loops where this is actually applicable.
- However I will try to at least keep mcmap up to date with Minecraft updates as long as possible
- The stack trace posted ~6 weeks ago doesn't seem accessible anymore, so I can't really do anything about it, but then again I can't really expect people to keep it hosted forever
- Quality or detail cannot be improved using mcmap. It simply wasn't designed to. If you want higher detail, I recommend using pigmap, Tectonicus or dynmap
Latest version for Windows in first post, get source on github.
Apr 1, 2012I quickly merged the fix by Eggplant! and updated the windows builds.Posted in: Minecraft Tools
I'll be on a holiday trip for two weeks, so whatever comes with 1.2.5 will have to wait. ;-)
What's currently still missing is the different wooden plank types and support for the new block IDs in the range 256-4095. This might be a bit tricky but will sooner or later be required because of all the remapping that's currently happening.
Mar 23, 2012Zahl posted a message on MCMap Live - Simple, Fast Minecraft Mapping for Mac OS XAbout biomes, I had a closer look on what's going on. It seems the biome coloring has actually been dumbed down, even ingame it looks a bit uglier than before. The older biome code (pre 1.0) did nice and smooth gradients over >10 blocks most of the time.Posted in: Minecraft Tools
As of 1.2 it seems that there is just the biome type stored in the chunks per x,z
So if you're at the border between two different biomes, Minecraft just blurs/smoothens out the colors between the biomes a bit, and according to my quick observations this really only happens within a few blocks, maybe 6-8 or so. Flying over a huge area shows this quite clearly. The old biome coloring was depending on moist and temperature of current x,z....
What could be done here is writing a simpler tool that reads all the biome data from the chunks and does the same smoothening Minecraft does, and writes out the result in the same format the old extractor did. I was already thinking that this could be implemented directly in mcmap, but the problem is that if you just render a limited region of the world, you'd need to read the biome data from the surrounding chunks too, to get the smoothening right if there happens to be a different biome right next to the edge of the selected part of the world. Especially with McMap Live, not doing this would probably lead to heavy artifacts.
Mar 22, 2012So I couldn't reproduce the lighting issues described by @Dri0m .. Maybe it was related to the wool problem encountered by blablaboi1, which I just fixed; another issue described by orphu was also fixed: Cave mode discovered less structures underground than it did with Minecraft 1.1Posted in: Minecraft Tools
Check out the latest version and report any problems you encounter.
Mar 19, 2012Quick status update:Posted in: Minecraft Tools
I fixed the wrong colors for the jungle trees which were indeed interfering with orange wool.
Cave mode should work properly with anvil maps now.
Nether uncovering is also implemented for anvil.
Sorry for those buggy versions currently, I'm very busy atm. I'd feel better to test things more before releasing, but I just can't do more than running it on one or two maps right now.
I hope any of the issues posted about here are resolved with this update. Just grab the windows builds from the first post or checkout the code from github.
If any problems persist or a certain world would make mcmap crash you could also upload the map somewhere and post a link. I can then look into the issue as soon as I have some spare time.
EDIT: Also I have to take a look at the lighting issue at height 255... Not fixed yet.
Mar 11, 2012OK OK, seems like the cave mode is actually used by quite some folks ;-)Posted in: Minecraft Tools
I found it quite useless for larger maps, it looked like a huge mess.
The github version should be able to handle cave mode again thanks to baptr, but I won't have the time to do any work until Tuesday or so.
Fixing jungle trees is also on my todo list.
Not sure yet what to do about biomes. Technically the extractor is still needed, as the colors aren't stored in the chunks.
Mar 4, 2012Zahl posted a message on MCMap Live - Simple, Fast Minecraft Mapping for Mac OS XIf you're referring to the biome data: It is actually stored in the *.mca files, but it only stores the biome id (desert, taiga, ocean, ...), not the exact shading/tint of the grass. So it looks like after all we still need the good old biome extractor which uses the Minecraft classes to calculate the grass color for all the X/Z coordinates.Posted in: Minecraft Tools
Mar 4, 2012@Mazaron: Sorry no, I'm not gonna add general purpose image processing to mcmap. If you want to shrink the image from within php you might want to simply call Imagemagick's convert to do so. IT should be able to do that without loading the entire image to RAM first.Posted in: Minecraft Tools
@Sir_Trent: Yes, I like orange trees. :-) Actually I forgot about the new data values for logs and leaves, so It just does something random there. I'll fix it soon.
Mar 4, 2012Just discovered and fixed a bug with reading the block data; structures made of colored wool looked really weird... ;-)Posted in: Minecraft Tools
Also the lighting was broken for Anvil maps, which is hopefully fixed now.
I decided to release that version right now, although it does not support block IDs > 255 yet and also cannot render cave mode for Anvil maps. I simply never needed that feature, and it did not work properly with incremental rendering anyways.
Grab the files from the first post and report any bugs you find.
@NotTarts: That would require parsing the level.dat I think. The -info output should already give you the image coordinates of (0,0,0), so from there you can calculate the image coordinates of any other world coordinate pretty easily.
So if you can parse the level.dat yourself it would save me from doing so. ;-) I think there are NBT libraries/classes for pretty much any language and platform nowadays.
@Sir_Trent: Yes, compiling with Visual Studio is a pain, I never got the library setup right. I'm just using gcc on every platform, the VS files are a relict from the old days. ;-)
Mar 2, 2012The download should be a zip file with mcmap.exe and mcmapGUI.exePosted in: Minecraft Tools
If you downloaded the ymod version, you have to move the correct mcmap.exe to the mcmapGUI.exe folder.
I have a first test version of mcmap that can render Anvil worlds, the code is already pushed to github. Didn't release an "official" version here yet, as I only tested it with 3 rather small SPP worlds. Theoretically it should even be able to render worlds that reach from Y -2032 to 2032, as the file format would allow for that. Might come in handy for CC users as soon as there's a converter available.
- To post a comment, please login or register a new account.