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  • 1

    posted a message on Mapper: c10t
    MycahM is doing great stuff, thank you for implementing the new colors!

    Quote from Egads!

    I'm having a bit of an issue with the mapper. It keeps reading off that it can find no files...

    The level.dat is there, there is data in the subdirectories, just not sure what files it's looking for exactly.

    ./c10t -w /home/minecraft/Minecraft/world -o normal.png -D
    Type `-h' for help
    Working on 1 thread(s)...
    world: /home/minecraft/Minecraft/world
    output: normal.png

    Performing broad phase scan of world directory...
    .. done!
    found 0 files!
    world_info
    min_x: 2147483647
    max_x: -2147483648
    min_z: 2147483647
    max_z: -2147483648
    levels: 0
    chunk pos: 0x0
    normal.png: 32x32 ~0.004096 MB...
    done!
    Saving image...
    done!

    Any assistance is appreciated. Thanks!


    You should post an issue to the bug tracker at http://github.com/udoprog/c10t - please also supply a link to the world in question.

    Quote from McTwist

    I would suggest that until udoprog or somebody else that fixes the bugs posts in this topic, this program is considered dead...


    Not quite dead yet, I can always be reached at the github, but I've taken on a maintenence stance (accepting patches) instead of actively deveoping. Simply takes too much time. I do come back here from time to time to see how much minecraftforum is screwing up the first post (hilarious XD), and read some of the comments.

    Cheers everyone, Merry Christmas.
    Posted in: Minecraft Tools
  • 0

    posted a message on Mapper: c10t
    Hey, just wanted to update.

    Most reasons I've seen for stuff not working is one of the following:

    - It uses caching
    - Cannot use linked libraries

    Well, unfortunately both of them require work, and I don't have a lot of time to spend on hobby projects right now.

    I appreciate that all of you like and are enjoying the program, but someone else is gonna have to maintain building releases for different platforms, it just sucks too much time.

    Now, for caching. Since region formats where introduced, caching does not longer work. It should be disabled in the codebase, or made in such a way that it does something sane.

    And for linked libraries. All different linuxes have different library conventions, when running a pre-compiled c10t version it looks for a canonical name for the library (like libpng.so.3), if it can't find this in one if the default library loading paths (/lib,/usr/lib,/usr/local/lib) the executable will exit with an error.

    Now, in order to fix this, you simply need to compile c10t for your specific setup.

    If you are running ubuntu, you need c10t compiled for ubuntu, likewise debian and CentOS. It might work other ways, but there are no guarantees.

    Windows cheats, since you will bundle all libraries as dll's (you can do this on linux, but it's a pain on both platforms unless you have some serious IDE integration).

    Good luck to you all, please continue submitting patches to github, or fork the project at will. I will keep an eye out for you!
    Posted in: Minecraft Tools
  • 1

    posted a message on Mapper: c10t
    Hey,

    Just released 1.9 with a new interesting option called "fatiso", it's nothing fancy, just a bigger type of isometric render which is much slower, check it out:



    Other than that, just more love to the codebase, a new "center" option allows you to move the world center around if you need to.

    Just to tell you guys that I'm not dead, c10t is just close to finished.

    Edit: Btw, If you want to continue hacking c10t, you can check out the fatiso implementation at:

    https://github.com/udoprog/c10t/blob/master/src/engine/fatiso_engine.hpp
    https://github.com/udoprog/c10t/blob/master/src/engine/fatiso_engine.cpp
    Posted in: Minecraft Tools
  • 0

    posted a message on mcmap (isometric renders, SSP/SMP, Minecraft 1.3.1 support)
    Quote from NotTarts »
    Is it possible to effectively double the number of pixels used for each block so they look more like real blocks?

    At the moment we've got this format:


    If you use twice the amount of pixels, though, you can draw something like this:


    Which results in:


    Maybe I'm asking too much and I'm underestimating how complex it is to do, but it would be really nice and it looks great.


    O thought this looked interesting and implemented it in c10t as 'fatiso' renders, just wanted to says thanks for the idea and will be adding you to contribs.

    The only issue is that they are dead slow (loads of pixels edited) and that alpha channels get real messed up, only one layer gets rendered on top of what look like a 3d block, unless you disable the alpha channel.

    Anyways, thanks!
    Posted in: Minecraft Tools
  • 0

    posted a message on Mapper: c10t
    Just wanted to give notice to that all builds have been collected under the same build project in hudson:

    http://toolchain.eu/hudson/

    If you go into the project, all builds should be available.

    The latest version of boost is also used (1.46.1) which brought some changes to the filesystem library, making older versions incompatible, or if it could be macropatched somehow.

    Update your RSS feeds, and keep having fun!
    Posted in: Minecraft Tools
  • 0

    posted a message on Mapper: c10t
    Not abandoned, However I don't have much time to work on this kind of stuff right now.

    New blocks can be added in src/main/mc/blocks.cpp if compiled in, or as a loaded texture file.
    Posted in: Minecraft Tools
  • 0

    posted a message on Mapper: c10t
    Sweet, that's two bugs I will look into the next release, buggy projection and swap building. Been having a very busy week at work, and no time of at all, we'll see If I get some in the weekend. Thanks for the feedback!
    Posted in: Minecraft Tools
  • 0

    posted a message on Mapper: c10t
    Quote from EdGruberman »

    I'd almost want you to put more time into standardizing/simplifying the google scripts themselves. I keep meaning to try and find time to help you myself with this, but I've failed so far. I think if they are made intuitive enough, they should just work for people.

    To be honest, your work on the Google interface is above and beyond. I love your focus on the utility itself (improvements, bugfixes, etc). We as a community should be able to pull together to help you get the Google usage more intuitive...

    I think the problem mostly lies in the fact you are a brilliant programmer and are very intelligent. When you get regular users like myself involved a lot of the details get confusing quickly. We need a simple/standard/basic assumptions interface that "just works" = run script with only target world folder as parameter and suddenly browser opens to show google interface of map type of thing.

    Secondarily the scripts should allow us to easily modify options clearly/obviously to add common desires (different modes/resolutions/etc).

    But again, I'm hoping to find some time to do all this myself and share with you for your edits/preferences. I just can't promise right now for a bit.


    Thank you for the kind words,

    I do value user interface, but I don't have the spare time to implement and keep it up to date or on par with the implementation. My approach has been to create a solid "hacker-friendly" interface, then relying on third parties to do the other bits. Some how showed up doing excellent work, but unfortunately few have stuck around on the UI deals.

    As for the google api, the bash-script is non portable practically making it null and void for windows users, unless they'd want to go through the ordeal of empowering the system with cygwin or a similar solution. And this is also an issue with time, and a lack for a better solution. One might be to include the necessary stuff in the binary. I would not want to be the one writing this since I can't figure out a clean way to do it and at the same time allow people to "interface" with the solution. Anyhow, we'll see how this sorts itself out.
    Posted in: Minecraft Tools
  • 0

    posted a message on Mapper: c10t
    Dunno, would anyone be interested In me putting together a youtube video on how to use this on windows using batch scripts + how to use `--help` effectively?

    You'd have to live with my broken english accent tho : ).
    Posted in: Minecraft Tools
  • 0

    posted a message on Mapper: c10t
    Quote from FN »
    Is there a way to remove the extra transparency around an isometric rendering? My map is coming out around 26000x13000 pixels when the actual map only takes up about 17000x7000 pixels.


    Cropping is enabled by default in the latest commit. I used the (i feel) interesting Virtual Image to achieve this, though noted in the process that a couple of projection calculations are a bit off. Something to fix at a later time : ).

    See:
    https://github.com/udoprog/c10t/tree/c2 ... 2182b59cc2
    Posted in: Minecraft Tools
  • 0

    posted a message on Mapper: c10t
    Got some inspiration today, and fixed the player problem, also did a lot of code structuring and commenting in main.cpp, so now hopefully people will understand it a bit better.

    I'm also working on a completely parallell algorithm for rendering images, meaning I won't have too wait and align the result properly, which should yield a crap load of performance on multi-core systems. So stay tuned : ).
    Posted in: Minecraft Tools
  • 0

    posted a message on Mapper: c10t
    Quote from Tigranater »
    Thanks for the quick reply. I tried it with the test paremeter for -o, but this is what it has been saying:

    "c10t: Does not exist: C:/Users/Family/Documents/21mar_world/world/level.dat
    Log written to C:/Users/Family/Documents/c10t-1.7/c10t.log"

    I had actually tried it before with a proper parameter and it still says this. The thing is, there is a level.dat and a level_old.dat in the world directory, so I don't understand where I'm going wrong.


    If you want a complete list of parameters, run the command with '-h', if you want to ignore looking for level.dat, you can use '-N' as, just make sure that it's the correct world directory. :Notch:
    Posted in: Minecraft Tools
  • 0

    posted a message on Mapper: c10t
    Quote from Tigranater »
    I seem to be getting a different problem now. I type in "c10t -w C:\Users\Family\Documents\21mar_world\world" which should be the correct command to get a render of that world, but when I press enter, this appears:

    c10t: No action specified, please type `c10t -h' for help
    Log written to C:/Users/Family/Documents/c10t-1.7/c10t.log

    I have no idea why this is happening, as I am pretty sure I am doing the command correctly. Maybe there is something wrong with the directory? I am using 1.7 and I am using a world updated last in 21st March and I use Windows Vista 32-bit. I have no success trying to render the files.


    Try: c10t -w C:\Users\Family\Documents\21mar_world\world -o test.png

    Newer versions require explicitly the usage of '-o', since it has multiple types of actions.
    Posted in: Minecraft Tools
  • 0

    posted a message on c10t GUI with Batch Mode
    Sweet stuff mate, Native GUI's work the best and I don't have the time to maintain one.

    Thanks for the effort!
    Posted in: Minecraft Tools
  • 0

    posted a message on Mapper: c10t
    Thanks everyone for the nice feedback.

    About jpg output; I don't have the time right now, but if anyones interested - have a look at https://github.com/udoprog/c10t/tree/ma ... age/format

    Just mimic the behaviour of png.hpp.
    Posted in: Minecraft Tools
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