The only thing I can think of to make it better, is to actually do it one piece at a time, like the mappers who use Google Maps. Perhaps letting us add specific location descriptions or something.
And if you're talking about a C++ map viewer, why stop there? Why not just make a full fledged C++ client?
The only thing I can think of to make it better, is to actually do it one piece at a time, like the mappers who use Google Maps. Perhaps letting us add specific location descriptions or something.
And if you're talking about a C++ map viewer, why stop there? Why not just make a full fledged C++ client?
I also like the idea of adding the possibility to split up the map in smaller pieces. Not only performance based, but also so there will be more people that can use this.
But, I wont make this a viewer, as it was first designed as a mapper, and will probably continue being so. The only thing that could be added is a previewer, where you can scroll through parts of the map. It is like Minutor. Although, that is not prioritized.
Last compatible version was 1.4, but the version I'm working on now have the latest blocks from 1.8. Although, I am in need to fixing it up before I release, but I intend to do a alpha release on next one as it contains a feature that is so new that there will be tons of bugs coming up.
I think your program has problem with multicores. Whenever I enable more than one core, the application hangs after processing the chunks.
I am well aware of this and have fixed it for next version. But as the current state of PixelMap I cannot release it until I have fixed up some things.
While doable, it is a shame, because I have 8 cores available and it severly lowers the time spend by the program. The process of the chunks without usually takes 50 or so seconds.
Main reason of why I wanted to add that functionality.
Also, if -f IMAGE.png is not provided, you save it as .png rather than something useful like world.png. The problem with .png is that UNIX systems will assume it to be a hidden file (and it is generally a bad choice for a default filename).
I am unsure why this is, but I am rewriting the preprocessor as it is too hard to manage in its current state. I will also add so it will check how a path is built up, and therefor add it as follows:
If it is empty, put it in the folder the program is located with the name same as the world.
If it has a prefix(ie png) it will mark it as a file and not change it.
If it has only a path name it will append the world name as the file name.
Other than that, great program and I hope to see it further improved.
I have a life, and there is where the problem is as I have other things that is prioritized. I can tell that I've started to continue on it whenever I got time and energy to work with it.
A slight alternative suggestion: How about -j instead of -t? -j is commonly used to refer to the number of cores (see make -jX).
Not sure about this one. As PixelMap does not have any -j parameter and -t could easily be used for something else it could be considered. However, this also means that those people that use this functionality have to change it as well., which might be a problem but not critical.
The source is currently only a 32-bit version, but it will compile just perfect in a 64-bit OS. It can only handle 2GB of memory, but if you need more you could try run the 64-bit windows version in Wine.
I've been using PixelMap for some time now, and appart from the date in the output filename I'm mostly using the same settings every time. So, I was wondering if you could store the settings for the GUI? It would save me a few clicks everytime, but most importantly it would save me from forgetting to up the cores or set the rotation.
You are right about that it would enhance the usage a lot. I will look into this, probably adding buttons that will be used as "quick buttons". Meanwhile you could use the command line.
Ive been attempting to make an image of my survival server map, and pixelmap is the only actually good mapper that I'd like to use, but it at first tells me I need to run in cache mode, So i check the box. Then, after I re-render, it tells me: And unknown error has occured. Please try again or send a note to the creator. The only thing I could think that would happen would be something due to the sheer size of the map.
Ive been attempting to make an image of my survival server map, and pixelmap is the only actually good mapper that I'd like to use, but it at first tells me I need to run in cache mode, So i check the box. Then, after I re-render, it tells me: And unknown error has occured. Please try again or send a note to the creator. The only thing I could think that would happen would be something due to the sheer size of the map.
I checked what could have caused it and it seemed that I forgot to add a description for one particular error, which is "Invalid World". There is others that is "No chunks found", "Invalid chunk data" and "Invalid chunk coordinates", but none of those have anything to do with that particular error, which I've come to the conclusion that somewhere the world name disappeared. Could you describe more about what the name was so I can locate where the problem occurs?
I checked what could have caused it and it seemed that I forgot to add a description for one particular error, which is "Invalid World". There is others that is "No chunks found", "Invalid chunk data" and "Invalid chunk coordinates", but none of those have anything to do with that particular error, which I've come to the conclusion that somewhere the world name disappeared. Could you describe more about what the name was so I can locate where the problem occurs?
The name of the world?
I have the folder (in normal .minecraft/saves/) Named 'survival', and the game sees the world also named 'survival' (no caps) It is pre 1.8.1, but I used an earlier version and had problems still, and Pixel map didn't tell me the error, so I upgraded.
Is there an update planned for Pixelmap that might correct the following?
I'm trying to render a map of my 280,000+ chunk world, but Pixelmap never "finishes"--the progress bar indicates 100% but the timer just keeps ticking on, the GUI never closes, and no PNG file is ever produced. The program doesn't give me any errors (neither onscreen or in debug logs),
I haven't been successful in mapping my world more than 2-3 times out of 20 attempts. =/ I've tried rendering night mode, cave mode, with exclusions or inclusions, disabling heightmap, etc. Nothing seems to help.
This happened both with a 1.9pre4 and pre5 world. It also happened with a similarly huge 1.8.1 world.
The reason I generated such a large world is so I could spot villages and fortresses, and combine interesting terrain patterns together into a smaller map for my upcoming server, so I DO need to generate this large a map.
Could the fact that my world isn't perfectly "rectangular" (meaning, there are large spots of ungenerated terrain) have anything to do with it?
Help please? Thanks....
Rollback Post to RevisionRollBack
How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.
Is there an update planned for Pixelmap that might correct the following?
I'm trying to render a map of my 280,000+ chunk world, but Pixelmap never "finishes"--the progress bar indicates 100% but the timer just keeps ticking on, the GUI never closes, and no PNG file is ever produced. The program doesn't give me any errors (neither onscreen or in debug logs),
I haven't been successful in mapping my world more than 2-3 times out of 20 attempts. =/ I've tried rendering night mode, cave mode, with exclusions or inclusions, disabling heightmap, etc. Nothing seems to help.
This happened both with a 1.9pre4 and pre5 world. It also happened with a similarly huge 1.8.1 world.
The reason I generated such a large world is so I could spot villages and fortresses, and combine interesting terrain patterns together into a smaller map for my upcoming server, so I DO need to generate this large a map.
Could the fact that my world isn't perfectly "rectangular" (meaning, there are large spots of ungenerated terrain) have anything to do with it?
Help please? Thanks....
As I've written in previous posts, I am currently working on an update, but due of my lack of time I cannot ensure that it will be released. I've come into problems on the way that is hard to fix, but I do try my best to find them and remove them.
Minecraft is soon turning Gold, and therefor I'm working late trying to add features and fix bugs. As I still don't have enough time, and this work is going over my valuable sleep time, I thought that I compile a version that works when used normally. This build is a nightly build that is really unstable, have two(What I guess) memory leaks and by using it one claim no rights to blame me for unusual behaviors. It should work as normally, the only thing different is new, highly experimental, features like the viewing of any angle. This build is not for servers. It is for those that want to try out the new features and give me respond of all bugs that is located, giving me an easier job to fix them.
I hope there is someone that will help me out, as I'd like to have a stable release at the end of this week. If anyone want to have source for any Unix system(Linux or Mac), just tell me and we'll see what I can do.
I forgot to mention that I will try my best to upload a new fixed version every day until it is stable. This is to ensure that old bugs wont overlap other bugs or to locate new bugs in the fixes.
This is also a test to see how many that really do like this program and like it to continue. I don't see any point to continue on it if there's only a few people that like it updated.
Therefor, I will this week make statistics on how many that is interested in this program. There will be those that either by replying here or PM me that will be counted to the statistics. I will also put up a poll that is only there so everyone that uses this program will set that they use it, as I have no other statistics to go on.
As the only demand I got, which was from Svip, about testing the *nix version. Therefor the work I've done today was only on porting it. Even if the source is not cleaned up in any way, this tarball should only be used to compile and test on *nix systems. Only because there might be more people testing it if I give it out that way.
I ran into a bug in the renderer for angled view, so it will probably take some more time before I throw out an another nightly build. I will try to do that next week.
I also have a good news and a bad news:
The bad news is that there is few that know about PixelMap and even fewer that even knows what it does, its capabilities and doesn't want anything to do with it. As a programmer that takes a hit on me, but I keep fighting because I trust in my skills and this project as it gives me experience for future projects!
The good news is that there will possible be a merge/fusion with Cartograph G. Details hasn't been cleared out yet, but I do know that we're currently working on several features that could be included along with it.
And if you're talking about a C++ map viewer, why stop there? Why not just make a full fledged C++ client?
I also like the idea of adding the possibility to split up the map in smaller pieces. Not only performance based, but also so there will be more people that can use this.
But, I wont make this a viewer, as it was first designed as a mapper, and will probably continue being so. The only thing that could be added is a previewer, where you can scroll through parts of the map. It is like Minutor. Although, that is not prioritized.
Help me help you.
Help me help you.
I am well aware of this and have fixed it for next version. But as the current state of PixelMap I cannot release it until I have fixed up some things.
Main reason of why I wanted to add that functionality.
I am unsure why this is, but I am rewriting the preprocessor as it is too hard to manage in its current state. I will also add so it will check how a path is built up, and therefor add it as follows:
I have a life, and there is where the problem is as I have other things that is prioritized. I can tell that I've started to continue on it whenever I got time and energy to work with it.
Not sure about this one. As PixelMap does not have any -j parameter and -t could easily be used for something else it could be considered. However, this also means that those people that use this functionality have to change it as well., which might be a problem but not critical.
Help me help you.
The source is currently only a 32-bit version, but it will compile just perfect in a 64-bit OS. It can only handle 2GB of memory, but if you need more you could try run the 64-bit windows version in Wine.
Help me help you.
You are right about that it would enhance the usage a lot. I will look into this, probably adding buttons that will be used as "quick buttons". Meanwhile you could use the command line.
Help me help you.
I checked what could have caused it and it seemed that I forgot to add a description for one particular error, which is "Invalid World". There is others that is "No chunks found", "Invalid chunk data" and "Invalid chunk coordinates", but none of those have anything to do with that particular error, which I've come to the conclusion that somewhere the world name disappeared. Could you describe more about what the name was so I can locate where the problem occurs?
Help me help you.
The name of the world?
I have the folder (in normal .minecraft/saves/) Named 'survival', and the game sees the world also named 'survival' (no caps) It is pre 1.8.1, but I used an earlier version and had problems still, and Pixel map didn't tell me the error, so I upgraded.
Help me help you.
I'm trying to render a map of my 280,000+ chunk world, but Pixelmap never "finishes"--the progress bar indicates 100% but the timer just keeps ticking on, the GUI never closes, and no PNG file is ever produced. The program doesn't give me any errors (neither onscreen or in debug logs),
I haven't been successful in mapping my world more than 2-3 times out of 20 attempts. =/ I've tried rendering night mode, cave mode, with exclusions or inclusions, disabling heightmap, etc. Nothing seems to help.
This happened both with a 1.9pre4 and pre5 world. It also happened with a similarly huge 1.8.1 world.
The reason I generated such a large world is so I could spot villages and fortresses, and combine interesting terrain patterns together into a smaller map for my upcoming server, so I DO need to generate this large a map.
Could the fact that my world isn't perfectly "rectangular" (meaning, there are large spots of ungenerated terrain) have anything to do with it?
Help please? Thanks....
How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.
As I've written in previous posts, I am currently working on an update, but due of my lack of time I cannot ensure that it will be released. I've come into problems on the way that is hard to fix, but I do try my best to find them and remove them.
Help me help you.
I hope there is someone that will help me out, as I'd like to have a stable release at the end of this week. If anyone want to have source for any Unix system(Linux or Mac), just tell me and we'll see what I can do.
PixelMap - Nightly Build
ZIP, RAR, 7z
Changelog
Help me help you.
This is also a test to see how many that really do like this program and like it to continue. I don't see any point to continue on it if there's only a few people that like it updated.
Therefor, I will this week make statistics on how many that is interested in this program. There will be those that either by replying here or PM me that will be counted to the statistics. I will also put up a poll that is only there so everyone that uses this program will set that they use it, as I have no other statistics to go on.
Help me help you.
PixelMap - Nightly Source
TAR
Help me help you.
I also have a good news and a bad news:
The bad news is that there is few that know about PixelMap and even fewer that even knows what it does, its capabilities and doesn't want anything to do with it. As a programmer that takes a hit on me, but I keep fighting because I trust in my skills and this project as it gives me experience for future projects!
The good news is that there will possible be a merge/fusion with Cartograph G. Details hasn't been cleared out yet, but I do know that we're currently working on several features that could be included along with it.
Help me help you.