Jump to content

  • Curse Sites
Become a Premium Member! Help
Latest News Article

Mapper: c10t


  • Please log in to reply
1107 replies to this topic

#1

udoprog
    udoprog

    Forum/Wiki Sponsor

  • Curse Premium
  • 238 posts

Posted 09 September 2010 - 05:42 PM

Hello mapsters!

Read the new summary page: http://toolchain.eu/minecraft/c10t/

Source is available at Github.

Binary Snapshots

If you want to try out a graphical interface in development, download one of the jars in:
http://toolchain.eu/.../view/c10t-gui/

Note: MAC users need to add '-XstartOnFirstThread' as a java option when running the jar, otherwise the gui will not run properly, if I ever get my hands on a MAC building environment i will build ApplicationStubs for this instead.

Issues
  • Issues should be posted on <!-- m -->http://github.com/udoprog/c10t/issues<!-- m -->
  • Run the program in debug mode (c10t --debug), this will print useful information, but be much slower.
  • ALWAYS include c10t --version information when posting issues, that way it can be determined whether the issue already has been resolved or not, if this information is missing, the issue probably cannot be resolved.
  • ALWAYS include the following information: Platform (e.g. Windows, Linux, Mac) and Architecture (x86, x86_64)
  • IF POSSIBLE include information which can help us reproduce the problem.

The code that I have explicitly written I grant anyone write too extend, modify or distribute how they see fit, as long as they acknowledge the work of the original contributors.

Also this program is distributed AS IS without any warranty what-so-ever.

Have fun minecrafters!

Edited by udoprog, 18 December 2011 - 12:18 AM.

c10t (forum) - fast, reliable and cross-platform cartography tool

Register or log in to remove.

#2

niels
    niels

    Glowstone Miner

  • Members
  • 3862 posts
  • Location: I am not at places you think i can be
  • Minecraft: niels

Posted 09 September 2010 - 05:47 PM

can it render in the following types?
cave mode
Oblique
Oblique-angled
no water
only render
night/day mode

aaaalso zombuster should take copyrights... im sure you are not allowed to copy a program and mod it
Me on twitter :D

#3

udoprog
    udoprog

    Forum/Wiki Sponsor

  • Curse Premium
  • 238 posts

Posted 09 September 2010 - 07:06 PM

niels said:

aaaalso zombuster should take copyrights... im sure you are not allowed to copy a program and mod it

This program evolved from the ZomBuster source, but it's a complete rewrite. I have all respect for ZomBuster and his original creativity, but there was some difficulties with his tool that I wanted to address.

ZomBuster implicitly owns the copyright for his source if he wishes to claim it. But this is silly, i didn't make this tool to earn cash, nor did ZomBuster. I did it because i wanted to have something that does this. Now i want to share it with people.
c10t (forum) - fast, reliable and cross-platform cartography tool

#4

Tenchi
    Tenchi

    Carpenter

  • Members
  • 61 posts

Posted 09 September 2010 - 07:25 PM

Off topic / Did you notice how your world resembles (relatively) to west europe ? O_O France, spain/portugal, even a bit of italy on the right xD

#5

udoprog
    udoprog

    Forum/Wiki Sponsor

  • Curse Premium
  • 238 posts

Posted 09 September 2010 - 07:30 PM

Lol, you are right X D
c10t (forum) - fast, reliable and cross-platform cartography tool

#6

Guardian9978

Posted 09 September 2010 - 09:01 PM

Don't know if this will help you but I got it to generate the image but it threw out an error...

So here is my log if it will help...
type '-h' for help

world:  /games/minecraft/world 
output: /games/minecraft/map.png 

Reading and projecting blocks ... 
		100		200		300		400		500		600		700		800
		900	   1000	   1100	   1200	   1300	   1400	   1500	   1600
	   1700	   1800	   1900	   2000	   2100	   2200	   2300	   2400
	   2500	   2600	   2700	   2800	   2900	   3000	   3100	   3200
	   3300	   3400	   3500	   3600	   3700	   3800	   3900	   4000
	   4100	   4200	   4300	   4400	   4500	   4600	   4700	   4800
	   4900	   5000	   5100	   5200	   5300	   5400	   5500	   5600
	   5700	   5800	   5900	   6000	   6100	   6200	   6300	   6400
	   6500	   6600	   6700	   6800	   6900	   7000	   7100	   7200
	   7300	   7400	   7500	   7600	   7700	   7800	   7900	   8000
	   8100	   8200	   8300	   8400	   8500	   8600	   8700	   8800
	   8900	   9000	   9100	   9200	   9300	   9400	   9500	   9600
	   9700	   9800	   9900	  10000	  10100	  10200	  10300	  10400
	  10500	  10600	  10700	  10800	  10900	  11000	  11100	  11200
	  11300	  11400	  11500	  11600	  11700	  11800 done!
Compositioning image... png will be 2576x2416 and required approx. 24894464 bytes of memory ... done!
Saving image to /games/minecraft/map.png... 
c10t: src/Image.cpp:14: Color Image::get_pixel(int, int): Assertion `y >= 0 && y < h' failed.
Aborted


#7

udoprog
    udoprog

    Forum/Wiki Sponsor

  • Curse Premium
  • 238 posts

Posted 09 September 2010 - 09:21 PM

Guardian9978 said:

Don't know if this will help you but I got it to generate the image but it threw out an error...

So here is my log if it will help...

Helped a lot, fix is up on githup, will upload a new snapshot asap

Here is the diff, lol at the typo (width -> height): http://github.com/ud... ... fe2568dbdf

Thanks alot!
c10t (forum) - fast, reliable and cross-platform cartography tool

#8

Guardian9978

Posted 09 September 2010 - 10:27 PM

Another thing when I generate the image and use the -i command I get a lot of different black squares...
I tried to compare the black square color(0,0,0,0) to the block list using -l and I cant find it on the list.

Also transparencies would be good. At least for just rendering included and excluded blocks.

#9

udoprog
    udoprog

    Forum/Wiki Sponsor

  • Curse Premium
  • 238 posts

Posted 10 September 2010 - 04:46 AM

Unassigned blocks are by default transparent now, the other colors are all defined in src/blocks.cpp, which is not complete yet.
c10t (forum) - fast, reliable and cross-platform cartography tool

#10

Guardian9978

Posted 10 September 2010 - 05:26 AM

Trying to render overhead view with the -a switch and it seems to not render or do anything at all.

This is the command I am trying to use
./c10t -a -w /games/minecraft/world -o /games/minecraft/map-16.png -i 16

#11

udoprog
    udoprog

    Forum/Wiki Sponsor

  • Curse Premium
  • 238 posts

Posted 10 September 2010 - 02:13 PM

Fixed it, a break statement missing in option scanner. Thanks!
c10t (forum) - fast, reliable and cross-platform cartography tool

#12

Guardian9978

Posted 10 September 2010 - 09:57 PM

Now if you can fix the black squares showing up when trying to render just 1 block with -i and -a it would be perfect for me.

#13

udoprog
    udoprog

    Forum/Wiki Sponsor

  • Curse Premium
  • 238 posts

Posted 11 September 2010 - 04:21 AM

I have a fairly good Idea of why the render turns out with black squares, gonna have a look at it in a couple of days.

In the meantime, i've prepared a static windows SNAPSHOT at http://toolchain.eu/... ... APSHOT.zip for eager windows users : ).
c10t (forum) - fast, reliable and cross-platform cartography tool

#14

ratty
    ratty

    Forum/Wiki Sponsor

  • Members
  • 187 posts
  • Minecraft: kilorat

Posted 11 September 2010 - 12:03 PM

This kind of thing was so sorely needed, thanks for making this tool.

However, when running it on my server's map, it slowly climbs up to 4G of RAM, while cartographer uses 1.3G on the same map using similar options (oblique, not angled)

$ c10t -w /tmp/world/ -o raw1.png -q -f
(output from top, taken just before it actually starts rendering)
  PID USER      PR  NI  VIRT  RES  SHR S %CPU %MEM    TIME+  COMMAND
12213 minecraf  25   0 3982m 3.9g  476 T 46.6 49.9   5:36.17 c10t

(outdated link removed)


By contrast, cartographer:


$ ( echo 1 ; echo WOb ) | cart5

  PID USER      PR  NI  VIRT  RES  SHR S %CPU %MEM    TIME+  COMMAND
12360 minecraf  25   0 1318m 1.3g 1072 R 99.9 16.3   9:42.96 cart5

(outdated link removed)

My server has tons of RAM so its not a complaint, just pointing it out in case its a bug. 52000 chunks map, its about 14 million square blocks in area.

Also, I'm trying to make a map that actually points north up, so I used -f, but it appeared to have no effect. I have the same problem with cartographer, I just use ImageMagick to rotate it 90 degrees to the right, but its weird having it as if you're to the west, looking east instead of south looking north.

#15

udoprog
    udoprog

    Forum/Wiki Sponsor

  • Curse Premium
  • 238 posts

Posted 11 September 2010 - 03:58 PM

ratty said:

However, when running it on my server's map, it slowly climbs up to 4G of RAM, while cartographer uses 1.3G on the same map using similar options (oblique, not angled)

Yes, this was due to poorly optimized image storing with a lot of object overhead. Try again using the linux snapshots which have been updated to use a pure byte array for storing images. This should decrease memory usage significantly.

But for such a huge map as yours, the oblique rendering in it's current state will still take up a lot more memory than what's necessary, you should however se great performance and usage for the top-down rendering.

It's now also possible to flip the image using '-i' or '-r'

Please do note that this is still under heavy development, the snapshots can be extremely unstable if I've screwed something up.

Thanks for the feedback!

Edit: Also, the black materials are laziness on my part, I haven't taken the time to go through all colors, and the image compositioning makes anything colorless black :SSSS:.

There is also the problem with intermediate storage of rendered chunks. If i can pipeline the entire process properly i should be able to half the current memory usage + easily implement multithread (and therefore multicore) support. This will however require two reading phases of the world, but that's not the most expensive operation.
c10t (forum) - fast, reliable and cross-platform cartography tool

#16

Guardian9978

Posted 11 September 2010 - 08:31 PM

You could modify the color code and have it read the color from a file that way we wouldn't have to recompile it to see the new colors.

#17

udoprog
    udoprog

    Forum/Wiki Sponsor

  • Curse Premium
  • 238 posts

Posted 11 September 2010 - 09:24 PM

Guardian9978 said:

You could modify the color code and have it read the color from a file that way we wouldn't have to recompile it to see the new colors.

I will put that on a Todo, gotta get basic features working properly first : )
c10t (forum) - fast, reliable and cross-platform cartography tool

#18

Guardian9978

Posted 11 September 2010 - 09:38 PM

Well I hope you can fix the black squares. They're the only thing that's stopping me from writing a php page that overlays the different block types that I chose to make images of on top of the unfiltered image.

#19

udoprog
    udoprog

    Forum/Wiki Sponsor

  • Curse Premium
  • 238 posts

Posted 12 September 2010 - 12:58 AM

You can write the php page with the black squares still, as soon as I've mapped all the colors and/or give you the ability to do so it will show on the page. The interface (command line switches) will not change in any forseeable future.
c10t (forum) - fast, reliable and cross-platform cartography tool

#20

Guardian9978

Posted 12 September 2010 - 07:16 AM

So I wrote the php page. The Gold Ore resource is layered on top of the main image without any filtering.

I cut a square out of the image to test transparencies.
http://gmod.zapto.org/minecraft/img.php?res=Gold Ore

These both do the same thing:
http://gmod.zapto.org/minecraft/img.php?res=
http://gmod.zapto.org/minecraft/img.php

So from what I can see the background on the filtered images when generated are white, The black squares are from unset colors, and the actual resource is doted in the white space.