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Cartograph G - map your world - Minecraft 1.4


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#1

Gameslinder

Posted 03 February 2011 - 10:46 AM

Cartograph G


Cartogaph G is a modified version of Cartograph with extra features implemented.
The original author of Cartograph (Zombuster) doesn't seem to be updating it anymore (or at least not fast enough for my taste).
I love the images rendered by it though, and since it's open source I made some changes to it.
At the beating heart is still Zombuster's original work and I am only responsible for the added features and interface.
There's also an image post processor and a new interface to accommodate the new features and make it more user friendly.
Screenshots are near the bottom of this post



Downloads

Most recent version (2012_10_25): cartograph_g_2012_10_25_bins.rar
Older version (2011_11_20): cartograph_g_2011_11_20_bins.rar
If it doesn't work right away, download this: C++ Package (32bits), (64bits)
Texture pack patcher: cartograph_g_2011_11_20_tpp.rar (obsolete)
Marking extraction pack: cartograph_g_2011_04_14_mep.rar
Modscript documentation (Cartograph G Script) with Aether example: cartograph_g_2011_08_20_cgs.rar
Translation documentation with templates:cartograph_g_2011_11_20_tlp.rar


New features

Most recent blocks (cake, note blocks, dyed wool, beds, slabs, portal fields, different trees)
Wooloscopy: all blocks are now wool; allows you to see data values
Force brightness: all blocks are now as bright as if exposed to sunlight
Select any number of layers to render them alone or exclude them in any view mode
Select any number of block types to render them alone or exclude them in any view mode
A built-in function to map all layers individually with any options in any view mode (like the broken batch file)
Easy selection screen for layers and blocks, with information on which is which and filters
Merge renders on top of each other (for example a render of lava only on top of a normal map)
Custom background colors (handy if you map only an ore and want more contrast)
A queue for multiple renders in one batch (you should suppress stacking though)
Easy human readable command line interface
All interface -> renderer and interface -> post processor commands go through a batch file, allowing for saving, editing and repeating.
Logging and concurrency: batch jobs log their progress, several jobs can work concurrently.
Orientation and mirroring: select the orientation of the map and optionally mirror it.
Automatic save file finder: finds your custom named world folders in the Minecraft save folder.
Native Beta 1.3 (McRegion) save file support
Custom map path history
Big maps, worlds of over a gigabyte have been reported working. Post your high score in this thread.
Partial map rendering by coordinates or markings
Exact coordinates of all blocks written to file (for finding dungeons for example)
Zooming, cropping, mirroring or rotating images
Mod script / Aether support (CGS)
Custom translations
Support for The End dimension
Block/layer presets
Anvil-region compatibility
Beacon beams
Texture file instead of PNG (old files still supported)



Changelog

2012_10_25; BINS: Renders anvil-regions normally. Includes all blocks from the Pretty Scary Update.
2011_11_20; CRG: Bugfix for remote areas, end dragon egg. CGI: Better orientations, windows, paths.
2011_11_05; CGI: The End dimension and blocks CGR: Oblique and libpng bugfix. Added license info.
2011_09_16; CGR: Added correct leaves interpretation.
2011_09_15; BINS: Included correct texture image this time.
2011_09_14; CGR: 1.8 blocks. CGI: 1.8 blocks and translation capability.
2011_08_20; CGR: Zooming, cropping, limited CGS support, current dir fix, leaves fix
2011_06_30; CGR: Added Pistons, lightmap feature, updated Readme. TPP: Pistons, redstone bug.
2011_05_26; CGI: saving advanced options, layer list improved. CGR: Trapdoor, tall grass and dead shrub.
2011_04_20; CGR: (auto)mirroring, libpng, saplings, tiles. CGI: layer custom name, new panes. TPP: MC1.5
2011_04_14; CGR: Filtered cave, memory, added location features. CGI: Location features. TPP overhaul. MEP.
2011_04_01; CGR: Tracks/snow now ceiling of block below. CGI: Log close fix, typo, spaced filename. More
2011_03_17; CGI: Verbosity, log typo, render progress. CGR: Support for more memory, tabular stats
2011_03_03; CGR: Fixed oblique cave mode. CGI: Added advanced path settings, custom path saving.
2011_02_27; CGR: Fixed chunk pattern, higher max filename (4x), resolution (10x). CGI: Server lag fix, IP parse
2011_02_25; CGI: World listing for with Windows 7 and Vista. CGR: Notification and visible blocks for interface
2011_02_24; CGR: Big map support, "folder" command. CGI: Shows custom save folders
2011_02_22; CGR: 1.3 Save file and blocks, fix to isometric, oblique and textures. Error, progress reports. More
2011_02_13; CGI: Fixed some logging issues, including Run-time error 70 for Vista and Windows 7.
2011_02_12; CGI: Log, concurrency, simple orientation and mirroring, saving defaults. CGR: Orientation
2011_02_10; CGI: Cobblestone now a common block, readme updated; CGPP transparency fix.
2011_02_08; TPP: Minor leaf update and text. Updated Faq, known issues and possible features on topic.
2011_02_03; CGPP: Compressed, may solve some issues. CGR: Fixed leaves and portal fields, new texture file
2011_01_31; CGI and readme file: typo fixed. CGR: wool fixed and tree textures perfected.
2011_01_30; CGI: Improved block names, nether filter. Changed file naming scheme.



Known issues

Leaves render strangely on older maps or near the edge (see FAQ)
Biomes are not supported
Mirroring 3D maps also mirrors orientation
May not render the same world twice without restarting Windows 7
Can not render huge images on 32bit OSses with little RAM
Non-ASCII characters in world/folder names may not work



Possible future features

Open source (it's still a mess)
Support for biomes
Automatic map name support
Partial rendering, making multiple cores possible
Smooth isometric style



License

Cartograph G itself is licensed under the Creative Commons BY-NC-SA license, which can be found at: http://creativecommo...s/by-nc-sa/3.0/.
The original Cartograph renderer and its components were licensed as "Feel free to use any part of this code for your own projects  enjoy your spaghetti!".
Third party libraries linked to by Cartograph G have their own licenses.
Corona and zlib are under the Zlib license: http://opensource.or...ib-license.html
Libpng is licensed under its own license: http://www.libpng.or...png-LICENSE.txt

You are forbidden to:
  • Lie about authorship of any part of Cartograph G
  • Remove or alter licensing information intended to inform users about this license
  • Sell Cartograph G in whole or parts
You are allowed, but discouraged to:
  • Mirror, copy, repack or redistribute Cartograph G
  • Lie about the origin of maps generated by Cartograph G
  • Sell maps generated by Cartograph G or use them for commercial activities
  • Link to the Cartograph G files, or download link directly, instead of linking to the forum thread
You are allowed and encouraged to:
  • Make texture packs, language files or mod scripts that can be used to alter Cartograph G
  • Use maps generated by Cartograph G for your own projects or server, no watermark required
The reason i discourage commercial activities is because Cartograph G is freeware, and i do not accept donations for it.
It doesn't seem fair if anyone were to make money by using or selling a free product, it's like selling air.
I discourage redistributing because that way i can not count downloads.
The download count for a specific version can be retrieved by replacing "download.php" in the download link with "counter.php", leaving the rest of the path as is.
I discourage linking directly to the download link because that way visitors are unable to see which version is the most recent and troubleshooting information.



FAQ

Q: How do i install it?
A: You can not install it, you must extract all the contents of the rar file (with software such as winRAR) to a folder and run Cartograph_G.exe.

Q: Where do the images go?
A: In the same folder you extracted Cartograph G, if you use shortcuts they can go anywhere and i can't guarantee anything works.

Q: Can I map multiplayer maps?
A: Yes, but only if you're the server; select "custom" as map and copy the name of the directory to the textfield.

Q: Why doesn't it work?
A: I don't know. Make sure you have extracted every file to the same directory, make sure the proper permissions are granted and that you have installed the C++ package (download link).

Q: How can I contact you with suggestions, bug reports, rants?
A: I do read this topic, but you should send me a PM or email if you want a personal reply.

Q: Will this work on [operating_system]?
A: I don't know, if it can run windows executables (Wine for example) it might, but I haven't tested this.

Q: Why can't I map the Nether?
A: You can if you've been there at least once. The nether however has a solid Bedrock ceiling, so you'll need to remove a lot of layers from the top or make sure Netherrack and Bedrock are hidden. You could also check "render all slices" to get a thorough view of the Nether.

Q: Why are the leaves so strange?
A: The leaves of Birch and Redwood trees have different textures. Some trees on old maps and near the edge of new maps have leaves with mixed colors. It may be on the old maps because of some old leaf decay algorithm, and on the new maps to keep leaves on remote trees from calculating their decay. But that is speculation from my side, there seems to be nothing to do about it. You can however force all leaves to render as normal leaves if you use standardLeavesPatch.bat in the Texture Pack Patcher.

Q: Why does my virus scanner say it discovered a virus?
A: Few virus scanners, especially Norton, sometimes wrongly see parts of Cartograph G as a virus. As far as i know Cartograph G contains no dangerous elements. You have to set your virus scanner to make an exception and ignore Cartograph G if you want to use it.

Q: Why are chunks rendered so far away from the rest?
A: They exist in the actual save file, it may be a glitch connected to dying in the nether, teleporting or save file hacking. If blocks are not so far away, this is only an inconvenience for mapping. If the distance is too great Cartograph G will try to map the enormous empty space in between and possibly crash. If this happens you'll need to remove the far areas from your world or use the location pane to limit the range.



Troubleshooting

If you encounter problems running Cartograph G, please follow these steps in this order.
  • Make sure all files are extracted from the archive to the same folder
  • Make sure you have installed the C++ Package (32bits), (64bits)
  • If images don't show up, manually refresh the folder. (it does not always happen automatically)
  • Try to move your Cartograph G folder away from your desktop or documents, for example to C:\Cartograph_G, and try with administrator rights.
  • The minimum system requirement is Windows XP SP2, if you're running a newer version of Windows (such as Vista or 7) and encounter problems, try setting the compatibility for the three exe files to "Windows XP (Service Pack 3)" at their property settings (right click, properties, compatibility tab).
  • If some worlds can be mapped but not one that was recently played or mapped, make sure Minecraft itself is closed. If that doesn't help, try to restart your computer. Some locks may apply to the files preventing mapping.
  • Successful or not, when trying to render a world a batch file named renderJob0.bat and a text file named after your world should show up in the Cartograph G folder. The text file can contain an error message.
  • You can use the verbosity setting to get a clearer indication on what went wrong, it then writes a complete log so you can see what happened right before the crash.
  • Make sure enough memory is available, large worlds of hundreds of megabytes may require more ram than your computer can deliver, especially with 3D maps. Using a 64 bit OS and more than 2GB ram may help if you only have problems with such large tasks. On some Windows versions a 0kb image may be created instead of crashing.
  • If the above have no effect, leave a message at this topic or send a private message to Gameslinder, along with all information that may be relevant (What you were doing, your operating system, RAM size, Minecraft and Cartograph G version, Minecraft mods, texture packs, error messages, visible map glitches, world name and path, world size, render style, orientation, extra selected options, the contents of the batch file, problemTracker.txt file, world text file, what does and does not work, etc.)

Screenshots

Dyed wool, both new trees (near the bottom), wooloscopy mode to see data values (for example the water flow below the rainbow)

Posted ImagePosted Image


Easy block filter to exclude or only render selected blocks; example shows leaves and sand hidden.

Posted ImagePosted Image


Easy layer filter to exclude or only render selecter layers; example shows several layers cut from the middle.

Posted ImagePosted Image


Choose to render all layers individually with a simple checkbox instead of the broken batch file

Posted Image


Merge several renders (example shows lava rendered on top).

Posted Image


Log screen, showing the progress of tasks and (periodically) render progress

Posted Image


Texture pack patcher (add-on), allows usage of any texture pack and tools to ensure compatibility.

Posted Image


Marking extraction pack (add-on), allows rendering only a selected area.

Posted Image


Lightmap, shows which areas are dark enough to spawn monsters

Posted Image
If you encounter a problem with Cartograph G, I might be able to fix it.
Follow the troubleshooting tips on the topic page first, and if that doesn't work you can tell me all relevant information (see the bottom of troubleshooting), we might solve it.

Register or log in to remove.

#2

aXu
    aXu

    Gold Miner

  • Members
  • 385 posts

Posted 03 February 2011 - 11:57 AM

Looks cool, but did you ask permission to publish this from Zombuster?
Here is couple of suggestions:
There could be option to overlay heightmap onto normal map (kinda like with Minutor) or post-processing add optional blending mode and opacity which would do the same thing even better.
And feature which would not render disconnected chunks made by random bug in generation since it makes image bigger than needed just for those few chunks out there.
Posted Image
Post-processing seems not to be working properly. I tried to stack normal image and isometric image and resulting image was size of isometric image, but cutted to normal image's size while rest of it was black.
Good job anyways, but why there's two versions of the GUI (your version and the original)? This thing needs that progression bar original had.

Posted Image


#3

Gameslinder

Posted 03 February 2011 - 01:21 PM

aXu said:

Looks cool, but did you ask permission to publish this from Zombuster?
No, Zombuster hasn't been online for about a month (last time i checked).
The source code i used does state "Feel free to use any part of this code for your own projects   enjoy your spaghetti!" as a license.
I asked a moderator if that would be enough permission to not violate any rules, given i don't take credit for something i didn't make, to publish the project and i got the go-ahead.


aXu said:

There could be option to overlay heightmap onto normal map (kinda like with Minutor) or post-processing add optional blending mode and opacity which would do the same thing even better.
If you mean what i think you mean it already does something like that, i see that high blocks have much lighter colors than low blocks.


aXu said:

And feature which would not render disconnected chunks made by random bug in generation since it makes image bigger than needed just for those few chunks out there.
I'll look into that if it's feasible. I'm not too optimistic as i'd have to squeeze it in somewhere.


aXu said:

Post-processing seems not to be working properly. I tried to stack normal image and isometric image and resulting image was size of isometric image, but cutted to normal image's size while rest of it was black.
Well that's a silly thing to render :iapprove:
I'll look into it, if i see a way to make it work i'll include it in the next version.
You'll probably find one of them to be horizontally mirrored in the end even if i fix the blackness.
It simply was not designed to mix 2d and 3d maps.


aXu said:

Good job anyways, but why there's two versions of the GUI (your version and the original)? This thing needs that progression bar original had.
Well i simply didn't remove it from the original, i don't know what i should otherwise put in its place.
A progress bar is tricky, i could make it track progress through a stack (like "image 1/50 rendered") but to track progress during a render would be harder.
You might notice that the interface that's still in the renderer doesn't have a Nether option.. this is because the only source code available was from before the Halloween update (without progress bar).
I might try to insert a progress reporting mechanism but it might slow the rendering down and is kind of hard :P
If you encounter a problem with Cartograph G, I might be able to fix it.
Follow the troubleshooting tips on the topic page first, and if that doesn't work you can tell me all relevant information (see the bottom of troubleshooting), we might solve it.

#4

The_Pastmaster
  • Location: Scania, Sweden
  • Minecraft: The_Pastmaster

Posted 03 February 2011 - 02:27 PM

Yay! You posted it. Thanks for letting me field test it BTW :D
Venit, quessit, induravit.

If you have any questions feel free to drop me a PM, it's what I'm here for. :)


#5

SHADOW-XIII
  • Minecraft: SHADOW_XIII

Posted 04 February 2011 - 04:36 PM

it works fine, thanks a lot for update
"Angels dream of one thing ... to be human" - Angeal Hewley (CC:FFVII)

#6

Gigastrike
  • Minecraft: Gigastrike

Posted 04 February 2011 - 07:48 PM

Norton seems to be blocking it whenever I try to render a world.  Then again, I can't tell if it's working or not.

How will I even know if it's working/done?

#7

Gameslinder

Posted 04 February 2011 - 09:17 PM

Gigastrike said:

Norton seems to be blocking it whenever I try to render a world.  Then again, I can't tell if it's working or not.

How will I even know if it's working/done?

I've heard Norton has issues before and hoped it would be solved... i guess not.
You could try to have Norton make an exception for this application, or not use the part that makes it give the alert.
I think it's probably the Post Processor that gives the error; you should still be able to render maps although you can't post process, stack or rotate them and they'll end up with generic names (renderJob0.png)
The rendering and post processing are done when the batch file closes, that is the moment you click render a blackish screen opens that executes all commands, when it's gone it means all tasks are completed (successful or not).
Unless you're using shortcuts the renderJob0.png should appear in the same folder Cartograph G is in.

Edit: If it IS the Post Processor that gives issues, i might add an option to the interface to skip that phase altogether and give the outputted files their "right" file name right away. Please keep me updated if you know more about what and why Norton gives issues, i don't know if i can fix that.
If you encounter a problem with Cartograph G, I might be able to fix it.
Follow the troubleshooting tips on the topic page first, and if that doesn't work you can tell me all relevant information (see the bottom of troubleshooting), we might solve it.

#8

The_Pastmaster
  • Location: Scania, Sweden
  • Minecraft: The_Pastmaster

Posted 07 February 2011 - 05:53 AM

Gigastrike said:

Norton seems to be blocking it whenever I try to render a world.  Then again, I can't tell if it's working or not.

How will I even know if it's working/done?

I had to go into the alert options and restore the file and check the box that says "Exclude this file from the search"
It's not that the file is bad it's just that Norton thinks it's iffy and removes it just in case.
Venit, quessit, induravit.

If you have any questions feel free to drop me a PM, it's what I'm here for. :)


#9

Dweller_Benthos
  • Minecraft: Dweller_Benthos

Posted 07 February 2011 - 03:26 PM

Yeah, it didn't work for me at first, then I noticed that Norton immediately removes cartograph_g_renderer.exe as soon as I extract the files from the archive. I had to tell Norton to mind it's own business and restore the file. It doesn't give any particular reason, just says it has performed suspicious activity:

Full Path: Not Available
____________________________
____________________________
On computers as of:
2/7/2011 at 9:13:19 AM
Last Used:
2/7/2011 at 9:14:24 AM
Startup Item:
No
Launched:
Yes
____________________________
____________________________
Very Few Users
Fewer than 5 users in the Norton Community have used this file.
____________________________
High
This file risk is high.
____________________________
Threat Details
SONAR Protection monitors for suspicious program activity on your computer.
____________________________
Origin
Downloaded from  URL Not Available

Source File:
7zg.exe
File Created:
cartograph_g_renderer.exe
____________________________
File Actions
File: c:\Junk\cartograph_g_2011_02_03_bins\cartograph_g_renderer.exe
Removed
____________________________
File Thumbprint - SHA:
Not Available
____________________________
File Thumbprint - MD5:
Not Available
____________________________

Once that was corrected, it works fine, nice job! Glad to see the old Cartograph back in action and updated.

OK, any reason why some leaves on top of trees render darker than others?

Posted Image

These happen in clumps and as far as I know, aren't any different than the trees next to them that are normal. Seems to happen on some worlds and not others, and happens in both isometric and flat modes.

Also, if you select a world that doesn't exist, the app will crash.

I don't think it needs a progress bar if that's a lot of hassle to add, since you can just watch the command window and when it goes away, the thing is done.
D_B
To tell them how to live is to prevent them living.

#10

The_Pastmaster
  • Location: Scania, Sweden
  • Minecraft: The_Pastmaster

Posted 07 February 2011 - 04:30 PM

Dweller_Benthos said:

Yeah, it didn't work for me at first, then I noticed that Norton immediately removes cartograph_g_renderer.exe as soon as I extract the files from the archive. I had to tell Norton to mind it's own business and restore the file. It doesn't give any particular reason, just says it has performed suspicious activity:

Once that was corrected, it works fine, nice job! Glad to see the old Cartograph back in action and updated.

It's because the file if fresh on the market. I had to do the same thing

Dweller_Benthos said:

OK, any reason why some leaves on top of trees render darker than others?

Posted Image

These happen in clumps and as far as I know, aren't any different than the trees next to them that are normal. Seems to happen on some worlds and not others, and happens in both isometric and flat modes.

I suspect it's the birch and darkwood leaves that are causing the problem as Gameslinder has expressed grievance in differing them apart in the rendering process.

Dweller_Benthos said:

I don't think it needs a progress bar if that's a lot of hassle to add, since you can just watch the command window and when it goes away, the thing is done.

Agreed.
Venit, quessit, induravit.

If you have any questions feel free to drop me a PM, it's what I'm here for. :)


#11

Gameslinder

Posted 07 February 2011 - 04:42 PM

Quote

Yeah, it didn't work for me at first, then I noticed that Norton immediately removes cartograph_g_renderer.exe as soon as I extract the files from the archive.

Interesting that it is the renderer that gives issues; this is mostly the original Cartograph code and possibly compiled in the same way.
It's hard to see why this would give warnings while the original Cartograph would not.
"7zg.exe" might refer to the fact Cartograph has to decompress the chunk files... maybe this is used in viruses to decompress code from unused parts of their binary. (the fact that it's compressed obfuscates its function to a scanner)

Quote

OK, any reason why some leaves on top of trees render darker than others?

Is this near the edge of the map? I have seen this happen too, it seems that leaves that are close to the edge are frozen in time with temporary data values (to prevent leaf decay from trees that don't exist yet?)
It is known that 0 = normal, 1 = redwood, 2 = birch, but i have seen higher values pop up too, which in Cartograph G are forced to also have the standard texture, which can result in trees with mixed leaf colors (the alternative was almost-bald trees)
You can use wooloscopy mode to see what goes on behind the scenes; it seems remote trees DO have bands of leaves with abnormal data values.
It's a mystery to me why these leaves apparently have undocumented features in their data values.
If you encounter a problem with Cartograph G, I might be able to fix it.
Follow the troubleshooting tips on the topic page first, and if that doesn't work you can tell me all relevant information (see the bottom of troubleshooting), we might solve it.

#12

Dweller_Benthos
  • Minecraft: Dweller_Benthos

Posted 07 February 2011 - 08:07 PM

Gameslinder said:

Interesting that it is the renderer that gives issues; this is mostly the original Cartograph code and possibly compiled in the same way.
It's hard to see why this would give warnings while the original Cartograph would not.
"7zg.exe" might refer to the fact Cartograph has to decompress the chunk files... maybe this is used in viruses to decompress code from unused parts of their binary. (the fact that it's compressed obfuscates its function to a scanner)

The reference to "7zg.exe" is (I think) when I use 7zip to extract the archive, as soon as it (7zip) writes the file, Norton checks it and erases it.

Gameslinder said:

Is this near the edge of the map? I have seen this happen too, it seems that leaves that are close to the edge are frozen in time with temporary data values (to prevent leaf decay from trees that don't exist yet?)
It is known that 0 = normal, 1 = redwood, 2 = birch, but i have seen higher values pop up too, which in Cartograph G are forced to also have the standard texture, which can result in trees with mixed leaf colors (the alternative was almost-bald trees)
You can use wooloscopy mode to see what goes on behind the scenes; it seems remote trees DO have bands of leaves with abnormal data values.
It's a mystery to me why these leaves apparently have undocumented features in their data values.

This happens in the middle of maps as well:

Posted Image

A wooloscopy shows this:

Posted Image

So that's what it is. This is an older map and has had no new terrain generated after the update for new trees, so there are no birches or tall pines in the map. But, these trees have the weird mixed foliage look of old trees with all the new leaf types in one tree. The thing is, and even older world doesn't have this problem at all. Weird.

Oh yeah, I've also used a couple of editors on this map, but not the other one. This one has had MinePlump expand it's ore veins, MCEdit to move the spawn point, MineEdit to edit inventory, etc. The other map is untouched though.

OK, on a brand new generated level, it appears the darker leaves are from birch trees. Must be on the older levels where the trees are mixed leaves it can't decide what they are supposed to be.
D_B
To tell them how to live is to prevent them living.

#13

McTwist
    McTwist

    Zombie Killer

  • Members
  • 246 posts
  • Location: Sweden
  • Minecraft: McTwist

Posted 08 February 2011 - 07:01 AM

Dweller_Benthos said:

OK, on a brand new generated level, it appears the darker leaves are from birch trees. Must be on the older levels where the trees are mixed leaves it can't decide what they are supposed to be.
This is correct as I've experienced the same thing.

Also, good job on trying to fix Cartograph. It doesn't tell that you fixed the custom path on this one, so could you please verify that there's no bug when using the custom path?
About the support for biomes, I would give you this: http://www.minecraft...hp?f=25&t=80902
Currently the only way to extract biomes, but there could be other ways.
PixelMap - Beta(1.4) mapper, GUI, multithreading, portable, modular, source. Use the full power of your computer.

#14

Gameslinder

Posted 08 February 2011 - 11:38 AM

Quote

Also, good job on trying to fix Cartograph. It doesn't tell that you fixed the custom path on this one, so could you please verify that there's no bug when using the custom path?
Posted Image
Does this answer your question? :P

Biome support is difficult to implement in Cartograph, it's ancient in design. If i see an opportunity to do so i certainly will.
I've added something about the leaves to the FAQ:

Quote

Q: Why are the leaves so strange?
A: The leaves of Birch and Redwood trees have different textures. Some trees on old maps and near the edge of new maps have leaves with mixed colors. It may be on the old maps because of some old leaf decay algorithm, and on the new maps to keep leaves on remote trees from calculating their decay. But that is speculation from my side, there seems to be nothing to do about it. You can however force all leaves to render as normal leaves if you use standardLeavesPatch.bat in the Texture Pack Patcher.

If you encounter a problem with Cartograph G, I might be able to fix it.
Follow the troubleshooting tips on the topic page first, and if that doesn't work you can tell me all relevant information (see the bottom of troubleshooting), we might solve it.

#15

McTwist
    McTwist

    Zombie Killer

  • Members
  • 246 posts
  • Location: Sweden
  • Minecraft: McTwist

Posted 08 February 2011 - 12:05 PM

Gameslinder said:

Does this answer your question? :D
Yes it does. At last somebody fixed it. Hopefully more people will leave Cartograph and go to other mappers, like this one, that is a branch of the original one.

Gameslinder said:

Biome support is difficult to implement in Cartograph, it's ancient in design. If i see an opportunity to do so i certainly will.
Oh yeah. When I made PixelMap I roundhouse kicked Cartographs design with my modular approach. Technically I can take out whatever part I'd like and change it completely but the rest of the program can still run smoothly.
PixelMap - Beta(1.4) mapper, GUI, multithreading, portable, modular, source. Use the full power of your computer.

#16

Dweller_Benthos
  • Minecraft: Dweller_Benthos

Posted 08 February 2011 - 01:14 PM

Gameslinder said:

You can however force all leaves to render as normal leaves if you use standardLeavesPatch.bat in the Texture Pack Patcher.

Figured as much. Where's this standardLeavesPatch.bat file located? I use Xau's texture patcher and don't recall seeing it anywhere mentioned with that. Is there another texture patcher?

Or, you could just cut down all the old trees that have messed up leaves and grow new ones. :-)
D_B
To tell them how to live is to prevent them living.

#17

Gameslinder

Posted 08 February 2011 - 01:30 PM

Quote

Figured as much. Where's this standardLeavesPatch.bat file located? I use Xau's texture patcher and don't recall seeing it anywhere mentioned with that. Is there another texture patcher?

It's at http://duponline.net...1_02_08_tpp.rar.
It's an add-on toolkit to Cartograph G so you can patch the texture file it uses. (does not affect the game)
If you use that patch the leaf textures of birch and redwood are overwritten with standard ones.
It also includes:
1. A batch file you can use to convert custom texture pack texture file (terrain.png) to one Cartograph G can use (Texture.png)
2. A batch file you can use to patch the ore textures, making them bright and stand out (especially when mapping with force brightness on). This is because the standard textures of ores look a lot like stone.
If you encounter a problem with Cartograph G, I might be able to fix it.
Follow the troubleshooting tips on the topic page first, and if that doesn't work you can tell me all relevant information (see the bottom of troubleshooting), we might solve it.

#18

Dweller_Benthos
  • Minecraft: Dweller_Benthos

Posted 08 February 2011 - 01:43 PM

Ah, cool, I was wondering about ore color as well, that looks like it will be just what I wanted, thanks.

though.... I did the ore patch and the texture file is changed, but when I render a diamond only map, they still come out mostly black? Or am I expecting something that isn't meant to happen? Shouldn't the diamond be blue? I also tried redstone and it isn't red, just black dots. Leaves come out OK now, though if it weren't for the old trees problem, it would be nice to have birches & pines marked differently on the map.
D_B
To tell them how to live is to prevent them living.

#19

Gameslinder

Posted 08 February 2011 - 04:11 PM

Dweller_Benthos said:

I did the ore patch and the texture file is changed, but when I render a diamond only map, they still come out mostly black? Or am I expecting something that isn't meant to happen? Shouldn't the diamond be blue? I also tried redstone and it isn't red, just black dots.

Maybe you didn't use the "force brightness" option? Otherwise any block that has something non-transparent on top is rendered very darkly.

Quote

Leaves come out OK now, though if it weren't for the old trees problem, it would be nice to have birches & pines marked differently on the map.
They are... though you have to look closely due to the leaves.
Old trees can not be turned into new trees though.
Posted Image
If you encounter a problem with Cartograph G, I might be able to fix it.
Follow the troubleshooting tips on the topic page first, and if that doesn't work you can tell me all relevant information (see the bottom of troubleshooting), we might solve it.

#20

Dweller_Benthos
  • Minecraft: Dweller_Benthos

Posted 08 February 2011 - 04:36 PM

Gameslinder said:

Dweller_Benthos said:

I did the ore patch and the texture file is changed, but when I render a diamond only map, they still come out mostly black? Or am I expecting something that isn't meant to happen? Shouldn't the diamond be blue? I also tried redstone and it isn't red, just black dots.

Maybe you didn't use the "force brightness" option? Otherwise any block that has something non-transparent on top is rendered very darkly.

Yep, that's it, d'oh!

Gameslinder said:

Dweller_Benthos said:

Leaves come out OK now, though if it weren't for the old trees problem, it would be nice to have birches & pines marked differently on the map.
They are... though you have to look closely due to the leaves.
Old trees can not be turned into new trees though.

Unless you cut them all down..... hmmm.... there may be a way to change all leaves in MCEdit, I'll have to look into that.
D_B
To tell them how to live is to prevent them living.