Can I ask if you know a limit to map file size chunky might be able to manage? Say, a 400mb map?
Well chunky only loads the chunks which you can see, and tries to free memory for chunks not seen. A pessimistic estimate is 100000 chunks. This however this is only if you run with the standard Java heap limit of 128mb, and it is very rare that you will view all of a map.
Right now I think Chunky's biggest problem is that it renders so freaking slow. I'm thinking about using lwjgl just for rendering faster.
This Program is really cool! No need to run %appdata% vaguely like that! I used it to look at my pit mine and I am expecting 5 diamonds, lots of iron,gold, and lots of coal. I deleted the chunks surrounding the mine and it makes a weird flat wall that separates it from a small lake and beaches. it also generated trees near my mine too. I approve!.
You should add a button that shows that shallowest area of ores and blocks, which could be chaged to be closest to player, deepest, or at a certain layer.
Got it to work.
Awesome mod. I deleted some chunks from my world 2 save which was pre halloween, and with a quick hoverboat tour I found it to be interesting, especially since I did it in a mountain range, so it got cut down to sea level.
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Quote from corpus »
Quote from Rox »
... I dun get it
Try pictureing a plate loaded with tacos.
While this may not help you understand, it may help you desire to eat tacos.
How hard would it be to make it so that ore stand out more on the map? Instead of redstone being red blocks they appear as slightly red tinted grey blocks and it's the same for all ore. Would be VERY useful I think if they stood out more. Can this be changed easily?
This has been tremendously helpful. I do have one second suggestion though. Having a player icon is very helpful but would be even better if the player Icon was visible on all layers. So you could see what was beneath you without having to eyeball your location. Maybe make the icon transparent when you are not on the layer of the player.
Thanks so much for putting in the work to do this!
Hey guys, sorry for not responding this week. Been really busy with school!
I did write a demo version using LWJGL but performance was poor even then. So I figured out a new way to render the map quickly, it will take some time to implement. Perhaps I'll have time in the weekend.
Quote from Yickfou »
How hard would it be to make it so that ore stand out more on the map? Instead of redstone being red blocks they appear as slightly red tinted grey blocks and it's the same for all ore. Would be VERY useful I think if they stood out more. Can this be changed easily?
This is something I've been wanting to add... some way to highlight blocks of a particular kind!
Quote from Yickfou »
This has been tremendously helpful. I do have one second suggestion though. Having a player icon is very helpful but would be even better if the player Icon was visible on all layers. So you could see what was beneath you without having to eyeball your location. Maybe make the icon transparent when you are not on the layer of the player.
Thanks so much for putting in the work to do this!
Ohh great suggestion about the transparency. I might have time to add this tonight.
Awsome tool! Just what I want.
Is it hard to add rendering the full image (currently selected view) into a PNG file? (of course I can printscreen and merge images together, but I think it would be nice to have this option).
Thank you :smile.gif:
This is another thing I would like to add! I don't want to commit to do this right now, but it's on my TODO list :wink.gif:
I figure that so many other tools do this already, that it's not a high priority for Chunky.
Your nbt package is so empty... v_v Can't share the code for it? Cuz the project does not compile...
Upd: Attached org.jnbm library instead, so it compiles now but does not work =.= Maybe I've just mixed up something.
Upd2: It works now :smile.gif: The problem was that org.jnbt.NBTInputStream requires FileInputStream, not GZIPInputStream :smile.gif:
Time to do some tweaking *evil grin*
Hello Alex,
Sorry for confusing you. The source code for the NBT package is not included because it is generated by a tool. I've added a README.txt to help new developers on this issue. The se.llbit.nbt package is actually generated from the specifications in the spec/ directory with a tool called JastAdd. JastAdd is included in the tools/ directory and you can run it simplest by running the ANT build script build.xml. Easiest way to get started is to set up a new project in Eclipse (which has ANT integrated) and right-click build.xml then choose Run As.. -> Ant Build.
- new tabbed GUI (View, Edit and Highlight tabs)
- highlight blocks of a particular type in the "Highlight" tab
- chunk operations moved to "Edit" tab
- fixed a few errors in block color calculation
- added height gradient coloring for grass blocks above sea level
Currently you can highlight mostly ores, but adding extra block types should be trivial if people want that.
Hey guys, I've been doing some performance improvements on Chunky and added some minor features. This brings Chunky up to version 0.9. In version 1.0 I'll be adding import/export features.
Change log for 0.9:
- changed the minimap so that it renders existing chunks as blue pixels, and non-existing chunks as white pixels (this gives a better overview of the world)
- clicking in the minimap brings the view to the location where you clicked
- when highlighting blocks non-highlighted blocks are rendered with a fog overlay to make the highlighted blocks more visible
- new chunk selection tools (select all, invert selection)
- moved color selector to a dialog box in order to make slim down the toolbox
- added quick parsing of chunks for a slight performance boost
- separated chunk loading and parsing for performance boost
- saves some of the loaded data so that switching layers is smoother
- don't re-render all chunks when switching layers, only re-render when the chunk has been reparsed
This is the only editor that does not choke on my huge map. Thank you! You should add an ability to copy and paste chunks too from the same or other maps.
You're welcome :smile.gif: And that's on my TODO list!
Some mild thread necromancy here, because I want you to know how much I like this program. It's easy to use and works flawlessly on my unreasonably huge map that brings other mapping utilities to their knees. Nice job.
quick question is there a tool as awesome as this that can place blocks too and not just remove them? like if i wish to make an island id have lots of trouble getting it just randomly generated if anyone can give me any tips send me a message or reply to my post thanks
sorry,
noob here,
I miss something... how do I run this?
If you are using Windows or Mac you should be able to just double click Chunky.jar. If this doesn't work I don't think I can help you, sorry.
For linux users the command is java -jar Chunky.jar
I have w7 x64,
so a .jar file is like an executable?
I don't know why but it doesn't work.
too bad because I really could use this.
maybe I have to put the file in a specific folder?
I think that your PC is just recognizing .jar like a .rar , you can go to the CMD line and run the java command so that it runs the chunky.jar as a program rather than exploring the file. Just go to the CMD line and switch the directory to the one containing your chunky.rar file. ie: cd /u/C/documents/user/you/appdata/mincraft . then once the command prompt is showing the correct location then you will use the java run command. I can not recall what it is off the top of my head, perhaps someone else can tell you what it is. I think it is like "java chunky.jar" hope this helps.
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Well chunky only loads the chunks which you can see, and tries to free memory for chunks not seen. A pessimistic estimate is 100000 chunks. This however this is only if you run with the standard Java heap limit of 128mb, and it is very rare that you will view all of a map.
Right now I think Chunky's biggest problem is that it renders so freaking slow. I'm thinking about using lwjgl just for rendering faster.
You should add a button that shows that shallowest area of ores and blocks, which could be chaged to be closest to player, deepest, or at a certain layer.
Keep up the good work!
Awesome mod. I deleted some chunks from my world 2 save which was pre halloween, and with a quick hoverboat tour I found it to be interesting, especially since I did it in a mountain range, so it got cut down to sea level.
Thanks so much for putting in the work to do this!
I did write a demo version using LWJGL but performance was poor even then. So I figured out a new way to render the map quickly, it will take some time to implement. Perhaps I'll have time in the weekend.
This is something I've been wanting to add... some way to highlight blocks of a particular kind!
Ohh great suggestion about the transparency. I might have time to add this tonight.
This is another thing I would like to add! I don't want to commit to do this right now, but it's on my TODO list :wink.gif:
I figure that so many other tools do this already, that it's not a high priority for Chunky.
New stuff:
[*:q0zhj7y9]improved rendering - made it more fluid/responsive!
[*:q0zhj7y9]added launcher script for Windows: check OP
Hello Alex,
Sorry for confusing you. The source code for the NBT package is not included because it is generated by a tool. I've added a README.txt to help new developers on this issue. The se.llbit.nbt package is actually generated from the specifications in the spec/ directory with a tool called JastAdd. JastAdd is included in the tools/ directory and you can run it simplest by running the ANT build script build.xml. Easiest way to get started is to set up a new project in Eclipse (which has ANT integrated) and right-click build.xml then choose Run As.. -> Ant Build.
Edit: Added source zip with everything (including generated NBT classes) to OP: http://dl.llbit.se/Chunky.zip
- new tabbed GUI (View, Edit and Highlight tabs)
- highlight blocks of a particular type in the "Highlight" tab
- chunk operations moved to "Edit" tab
- fixed a few errors in block color calculation
- added height gradient coloring for grass blocks above sea level
Currently you can highlight mostly ores, but adding extra block types should be trivial if people want that.
Change log for 0.9:
- changed the minimap so that it renders existing chunks as blue pixels, and non-existing chunks as white pixels (this gives a better overview of the world)
- clicking in the minimap brings the view to the location where you clicked
- when highlighting blocks non-highlighted blocks are rendered with a fog overlay to make the highlighted blocks more visible
- new chunk selection tools (select all, invert selection)
- moved color selector to a dialog box in order to make slim down the toolbox
- added quick parsing of chunks for a slight performance boost
- separated chunk loading and parsing for performance boost
- saves some of the loaded data so that switching layers is smoother
- don't re-render all chunks when switching layers, only re-render when the chunk has been reparsed
You're welcome :smile.gif: And that's on my TODO list!
Will work after that.. same goes for minecraft.
I think that your PC is just recognizing .jar like a .rar , you can go to the CMD line and run the java command so that it runs the chunky.jar as a program rather than exploring the file. Just go to the CMD line and switch the directory to the one containing your chunky.rar file. ie: cd /u/C/documents/user/you/appdata/mincraft . then once the command prompt is showing the correct location then you will use the java run command. I can not recall what it is off the top of my head, perhaps someone else can tell you what it is. I think it is like "java chunky.jar" hope this helps.
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it stopped half way through when i skipped to this layer
http://puu.sh/Rtu