The next version (0.7.6) will be implementing OrangyTang's new XML config format. So all the features that were broken and deprecated before, should work now.
By default, it will search for your texture packs automatically. OR, you can edit the config.xml file and manually enter the path to your minecraft.jar.
0.7.6 is pretty much done now. All I have to do is test it on a few different machines.
My minecraft.jar? so I would instead route it to the texture pack.zip? I'm confused.
Also, I have a question. I cannot seem to figure out how to make this map available on multiple computers, or to post it online. Any solutions?
My minecraft.jar? so I would instead route it to the texture pack.zip? I'm confused.
Also, I have a question. I cannot seem to figure out how to make this map available on multiple computers, or to post it online. Any solutions?
Correct. To render the default texture pack, set the attribute "texturePack" to the path to you minecraft.jar. To render a texture pack, set it to the path to your texture pack. This will be implemented a lot better in 0.7.6.
To make it available to others on the web, just upload the contents of your maps respective output folder to a web server. For example: Open Minetographer, then select Worlds > MyMinecraftLevel > Open Output Folder. Then take all the files you see there and upload them to a web server.
You can also upload the map to a Dropbox folder. Then right click on the .html file and select Dropbox > Get Public Link. The link you get will be the public link to your map.
Correct. To render the default texture pack, set the attribute "texturePack" to the path to you minecraft.jar. To render a texture pack, set it to the path to your texture pack. This will be implemented a lot better in 0.7.6.
To make it available to others on the web, just upload the contents of your maps respective output folder to a web server. For example: Open Minetographer, then select Worlds > MyMinecraftLevel > Open Output Folder. Then take all the files you see there and upload them to a web server.
You can also upload the map to a Dropbox folder. Then right click on the .html file and select Dropbox > Get Public Link. The link you get will be the public link to your map.
haha it's 10gigs so I don't think dropbox would work.
haha it's 10gigs so I don't think dropbox would work.
Just google "Free Web Hosting" or something like that. You can also put your map on the same server that your Minecraft server is running on. Although this is usually not recommended.
BTW: If you are planning on having your map be available to a lot of traffic, I would suggest not using the default settings. The defaults are to provide a good balance between looking good and being an acceptable file size.
I would recommend setting your camera elevation to a relatively high number. Having a low camera elevation is the main cause for very large maps and long render times. It's not really necessary for users to be able to zoom all the way in waaaaay into the map. 18+ is usually a good number.
Also, set your image format to JPG and set the compression level from 0.80-0.90 (depending on the image quality you want).
0.7.6 released! This may be the best update yet. It includes support for Rendering Day, Night, Caves and Texture Packs. Also, the configuration interface had a major makeover.
I have a question regarding the graphics options. I see that we can tweak the settings for the color depth, alpha bits, etc... How would this affect texture packs? For instance, I'm currently using a 256-bit texture pack to play the game, so what setting do I need to change to see a correct map rendering for this particular pack? Or does it even matter?
I have a question regarding the graphics options. I see that we can tweak the settings for the color depth, alpha bits, etc... How would this affect texture packs? For instance, I'm currently using a 256-bit texture pack to play the game, so what setting do I need to change to see a correct map rendering for this particular pack? Or does it even matter?
The graphics option you are talking about does not affect texture pack settings. Just to be clear, your using a 256-bit texture pack (as in color depth), or a 256x256 texture pack (as in image size)?
C:\Users\Raz>java -jar Minetographer.jar -run
[System]: Environment initializing...
[System]: Writing new appdata files...
[System]: Application initializing...
[System]: World Loaded: -9028489474908844496
[System]: World Loaded: Randomize
[System]: World Loaded: Dafts Piston Elevators
[System]: World Loaded: Damn Cheaters
[System]: World Loaded: Honeydew Simon Jaffacake
[System]: World Loaded: House of Ire
[System]: World Loaded: Randomizer
[System]: World Loaded: pi
[System]: World Loaded: Tale of Kingdoms
[System]: Memory profiler initializing...
[System]: Applying personal settings...
[System]: Checking for updates...
[System]: Finalizing...
[System]: other: Saving changes...
Exception in thread "AWT-EventQueue-0" java.lang.NullPointerException
at components.mtabbedpane.MTabbedPane_WorldPanel.beginRender(MTabbedPane
_WorldPanel.java:171)
at tools.CellConstructor$1.actionPerformed(CellConstructor.java:63)
at javax.swing.AbstractButton.fireActionPerformed(Unknown Source)
at javax.swing.AbstractButton$Handler.actionPerformed(Unknown Source)
at javax.swing.DefaultButtonModel.fireActionPerformed(Unknown Source)
at javax.swing.DefaultButtonModel.setPressed(Unknown Source)
at javax.swing.plaf.basic.BasicButtonListener.mouseReleased(Unknown Sour
ce)
at java.awt.Component.processMouseEvent(Unknown Source)
at javax.swing.JComponent.processMouseEvent(Unknown Source)
at java.awt.Component.processEvent(Unknown Source)
at java.awt.Container.processEvent(Unknown Source)
at java.awt.Component.dispatchEventImpl(Unknown Source)
at java.awt.Container.dispatchEventImpl(Unknown Source)
at java.awt.Component.dispatchEvent(Unknown Source)
at java.awt.LightweightDispatcher.retargetMouseEvent(Unknown Source)
at java.awt.LightweightDispatcher.processMouseEvent(Unknown Source)
at java.awt.LightweightDispatcher.dispatchEvent(Unknown Source)
at java.awt.Container.dispatchEventImpl(Unknown Source)
at java.awt.Window.dispatchEventImpl(Unknown Source)
at java.awt.Component.dispatchEvent(Unknown Source)
at java.awt.EventQueue.dispatchEventImpl(Unknown Source)
at java.awt.EventQueue.access$000(Unknown Source)
at java.awt.EventQueue$1.run(Unknown Source)
at java.awt.EventQueue$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.security.AccessControlContext$1.doIntersectionPrivilege(Unknown
Source)
at java.security.AccessControlContext$1.doIntersectionPrivilege(Unknown
Source)
at java.awt.EventQueue$2.run(Unknown Source)
at java.awt.EventQueue$2.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.security.AccessControlContext$1.doIntersectionPrivilege(Unknown
Source)
at java.awt.EventQueue.dispatchEvent(Unknown Source)
at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.run(Unknown Source)
Well, I'm not very good with code. But I'll tell you what, I'm awesome at breaking stuff by accident :unsure.gif:
C:\Users\Raz>java -jar Minetographer.jar -run
[System]: Environment initializing...
[System]: Writing new appdata files...
[System]: Application initializing...
[System]: World Loaded: -9028489474908844496
[System]: World Loaded: Randomize
[System]: World Loaded: Dafts Piston Elevators
[System]: World Loaded: Damn Cheaters
[System]: World Loaded: Honeydew Simon Jaffacake
[System]: World Loaded: House of Ire
[System]: World Loaded: Randomizer
[System]: World Loaded: pi
[System]: World Loaded: Tale of Kingdoms
[System]: Memory profiler initializing...
[System]: Applying personal settings...
[System]: Checking for updates...
[System]: Finalizing...
[System]: other: Saving changes...
Exception in thread "AWT-EventQueue-0" java.lang.NullPointerException
at components.mtabbedpane.MTabbedPane_WorldPanel.beginRender(MTabbedPane
_WorldPanel.java:171)
at tools.CellConstructor$1.actionPerformed(CellConstructor.java:63)
at javax.swing.AbstractButton.fireActionPerformed(Unknown Source)
at javax.swing.AbstractButton$Handler.actionPerformed(Unknown Source)
at javax.swing.DefaultButtonModel.fireActionPerformed(Unknown Source)
at javax.swing.DefaultButtonModel.setPressed(Unknown Source)
at javax.swing.plaf.basic.BasicButtonListener.mouseReleased(Unknown Sour
ce)
at java.awt.Component.processMouseEvent(Unknown Source)
at javax.swing.JComponent.processMouseEvent(Unknown Source)
at java.awt.Component.processEvent(Unknown Source)
at java.awt.Container.processEvent(Unknown Source)
at java.awt.Component.dispatchEventImpl(Unknown Source)
at java.awt.Container.dispatchEventImpl(Unknown Source)
at java.awt.Component.dispatchEvent(Unknown Source)
at java.awt.LightweightDispatcher.retargetMouseEvent(Unknown Source)
at java.awt.LightweightDispatcher.processMouseEvent(Unknown Source)
at java.awt.LightweightDispatcher.dispatchEvent(Unknown Source)
at java.awt.Container.dispatchEventImpl(Unknown Source)
at java.awt.Window.dispatchEventImpl(Unknown Source)
at java.awt.Component.dispatchEvent(Unknown Source)
at java.awt.EventQueue.dispatchEventImpl(Unknown Source)
at java.awt.EventQueue.access$000(Unknown Source)
at java.awt.EventQueue$1.run(Unknown Source)
at java.awt.EventQueue$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.security.AccessControlContext$1.doIntersectionPrivilege(Unknown
Source)
at java.security.AccessControlContext$1.doIntersectionPrivilege(Unknown
Source)
at java.awt.EventQueue$2.run(Unknown Source)
at java.awt.EventQueue$2.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.security.AccessControlContext$1.doIntersectionPrivilege(Unknown
Source)
at java.awt.EventQueue.dispatchEvent(Unknown Source)
at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.run(Unknown Source)
Well, I'm not very good with code. But I'll tell you what, I'm awesome at breaking stuff by accident :unsure.gif:
Thanks for the crash log. I uploaded a patch to 0.7.6 that fixes this. Go ahead and download a new copy of 0.7.6 and you should be good to go! :biggrin.gif:
The graphics option you are talking about does not affect texture pack settings. Just to be clear, your using a 256-bit texture pack (as in color depth), or a 256x256 texture pack (as in image size)?
The reason I asked is because I tried a map render with this pack, and everything looked good except the water color. I thought maybe the color depth was the issue. Anyway, I have another question about the saved map. Is it possible to save the render as an image file (like .jpg,or .png), instead of html? I would like to open the map in Photoshop for instance and put my own markers and labels on it for convenience.
Thanks for the crash log. I uploaded a patch to 0.7.6 that fixes this. Go ahead and download a new copy of 0.7.6 and you should be good to go! :biggrin.gif:
Working perfectly now! Thanks for the bug support, and keep up the great work :smile.gif:
The reason I asked is because I tried a map render with this pack, and everything looked good except the water color. I thought maybe the color depth was the issue. Anyway, I have another question about the saved map. Is it possible to save the render as an image file (like .jpg,or .png), instead of html? I would like to open the map in Photoshop for instance and put my own markers and labels on it for convenience.
I've actually never done any tests with any nonstandard texture packs sizes. I don't think it would be a color depth issue, but you can play around with the settings and see if anything works. Ill keep this in mind when testing the next version.
With Minetographer this is not possible. However since the maps export using Google Maps, you can research on how to add custom markers to the map itself.
Well everything starts up fine now, but I seem to be encountering memory issues.
Rendering tile @ -1,-40 (tile 12850 of 43620)
Rendering tile @ -1,-41 (tile 12851 of 43620)
Rendering tile @ -1,-42 (tile 12852 of 43620)
Rendering tile @ -1,-43 (tile 12853 of 43620)
Rendering tile @ -2,-41 (tile 12854 of 43620)
Rendering tile @ -2,-42 (tile 12855 of 43620)
Rendering tile @ -2,-43 (tile 12856 of 43620)
Rendering tile @ -3,-41 (tile 12857 of 43620)
Rendering tile @ -3,-42 (tile 12858 of 43620)
Rendering tile @ -3,-43 (tile 12859 of 43620)
Rendering tile @ 0,-40 (tile 12860 of 43620)
java.lang.OutOfMemoryError: Java heap space
at tectonicus.Region.<init>(Region.java:78)
at tectonicus.RegionCache.getRegion(RegionCache.java:36)
at tectonicus.ChunkLocator.loadChunkFromRegion(ChunkLocator.java:66)
at tectonicus.ChunkLocator.loadChunk(ChunkLocator.java:52)
at tectonicus.world.World.draw(World.java:392)
at tectonicus.TileRenderer.renderBaseTiles(TileRenderer.java:581)
at tectonicus.TileRenderer.output(TileRenderer.java:288)
at tectonicus.TectonicusApp.run(TectonicusApp.java:827)
at tectonicus.TectonicusApp.main(TectonicusApp.java:1173)
at tools.RenderProcess.run(RenderProcess.java:36)
at java.lang.Thread.run(Unknown Source)
Writing player skin cache info
Program keeps throwing that error during the tile rendering process.
I have downloaded JRE 7 update 2, set java to be able to use 2gigs of ram... I'm running 64bit Win7 still, with 8gigs of ddr3 (so physical ram is plenty high enough). And watching the program itself, I see it never exceeds allocating itself more than 256(?)MB of ram.
Is that the problem, or is there something else I'm missing that I can fix?
My minecraft.jar? so I would instead route it to the texture pack.zip? I'm confused.
Also, I have a question. I cannot seem to figure out how to make this map available on multiple computers, or to post it online. Any solutions?
Correct. To render the default texture pack, set the attribute "texturePack" to the path to you minecraft.jar. To render a texture pack, set it to the path to your texture pack. This will be implemented a lot better in 0.7.6.
To make it available to others on the web, just upload the contents of your maps respective output folder to a web server. For example: Open Minetographer, then select Worlds > MyMinecraftLevel > Open Output Folder. Then take all the files you see there and upload them to a web server.
You can also upload the map to a Dropbox folder. Then right click on the .html file and select Dropbox > Get Public Link. The link you get will be the public link to your map.
haha it's 10gigs so I don't think dropbox would work.
Just google "Free Web Hosting" or something like that. You can also put your map on the same server that your Minecraft server is running on. Although this is usually not recommended.
BTW: If you are planning on having your map be available to a lot of traffic, I would suggest not using the default settings. The defaults are to provide a good balance between looking good and being an acceptable file size.
I would recommend setting your camera elevation to a relatively high number. Having a low camera elevation is the main cause for very large maps and long render times. It's not really necessary for users to be able to zoom all the way in waaaaay into the map. 18+ is usually a good number.
Also, set your image format to JPG and set the compression level from 0.80-0.90 (depending on the image quality you want).
Hitting "Render" again tells me that rendering two tasks is bad etc etc.
Have tried with a texture pack, and now the default pack just to see if that new feature was the culprit.
Let me know anything else I can tell you to help.
Give me your OS and JVM version.
The graphics option you are talking about does not affect texture pack settings. Just to be clear, your using a 256-bit texture pack (as in color depth), or a 256x256 texture pack (as in image size)?
I am running Windows 7 64bit, and Java Version 1.6.0_29 from Sun Microsystems Inc. (According to http://javatester.org/version.html)
Also, all settings reset to default and still not getting any action.
Whoops. Fixed now.
Did you previously run 0.7.5 or earlier? Try deleting your Minetographer %appdata% folder and run it again.
I was running 0.7.5 yes, I will delete now and update you when it is finished. (9+gigs wowzer)
Deleted the entire roaming/minetographer folder, also found and deleted a .tectonicus folder in my /User/ folder.
Still not starting the rendering process. :sad.gif:
This is very odd. I am finding it hard to reproduce even on the a system with the very same specs as yours.
Lets try to launch Minetographer in debug mode. To do this follow these steps.
C:\Users\Raz>java -jar Minetographer.jar -run
[System]: Environment initializing...
[System]: Writing new appdata files...
[System]: Application initializing...
[System]: World Loaded: -9028489474908844496
[System]: World Loaded: Randomize
[System]: World Loaded: Dafts Piston Elevators
[System]: World Loaded: Damn Cheaters
[System]: World Loaded: Honeydew Simon Jaffacake
[System]: World Loaded: House of Ire
[System]: World Loaded: Randomizer
[System]: World Loaded: pi
[System]: World Loaded: Tale of Kingdoms
[System]: Memory profiler initializing...
[System]: Applying personal settings...
[System]: Checking for updates...
[System]: Finalizing...
[System]: other: Saving changes...
Exception in thread "AWT-EventQueue-0" java.lang.NullPointerException
at components.mtabbedpane.MTabbedPane_WorldPanel.beginRender(MTabbedPane
_WorldPanel.java:171)
at tools.CellConstructor$1.actionPerformed(CellConstructor.java:63)
at javax.swing.AbstractButton.fireActionPerformed(Unknown Source)
at javax.swing.AbstractButton$Handler.actionPerformed(Unknown Source)
at javax.swing.DefaultButtonModel.fireActionPerformed(Unknown Source)
at javax.swing.DefaultButtonModel.setPressed(Unknown Source)
at javax.swing.plaf.basic.BasicButtonListener.mouseReleased(Unknown Sour
ce)
at java.awt.Component.processMouseEvent(Unknown Source)
at javax.swing.JComponent.processMouseEvent(Unknown Source)
at java.awt.Component.processEvent(Unknown Source)
at java.awt.Container.processEvent(Unknown Source)
at java.awt.Component.dispatchEventImpl(Unknown Source)
at java.awt.Container.dispatchEventImpl(Unknown Source)
at java.awt.Component.dispatchEvent(Unknown Source)
at java.awt.LightweightDispatcher.retargetMouseEvent(Unknown Source)
at java.awt.LightweightDispatcher.processMouseEvent(Unknown Source)
at java.awt.LightweightDispatcher.dispatchEvent(Unknown Source)
at java.awt.Container.dispatchEventImpl(Unknown Source)
at java.awt.Window.dispatchEventImpl(Unknown Source)
at java.awt.Component.dispatchEvent(Unknown Source)
at java.awt.EventQueue.dispatchEventImpl(Unknown Source)
at java.awt.EventQueue.access$000(Unknown Source)
at java.awt.EventQueue$1.run(Unknown Source)
at java.awt.EventQueue$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.security.AccessControlContext$1.doIntersectionPrivilege(Unknown
Source)
at java.security.AccessControlContext$1.doIntersectionPrivilege(Unknown
Source)
at java.awt.EventQueue$2.run(Unknown Source)
at java.awt.EventQueue$2.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.security.AccessControlContext$1.doIntersectionPrivilege(Unknown
Source)
at java.awt.EventQueue.dispatchEvent(Unknown Source)
at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.run(Unknown Source)
Well, I'm not very good with code. But I'll tell you what, I'm awesome at breaking stuff by accident :unsure.gif:
Thanks for the crash log. I uploaded a patch to 0.7.6 that fixes this. Go ahead and download a new copy of 0.7.6 and you should be good to go! :biggrin.gif:
I'm using the LB Photorealism x256 texture pack. You can find it here:
http://www.minecraftforum.net/topic/127377-16x-32x-64x-128x-256x18-lb-photo-realism-19-compatibilty-1032011/#p1973999
The reason I asked is because I tried a map render with this pack, and everything looked good except the water color. I thought maybe the color depth was the issue. Anyway, I have another question about the saved map. Is it possible to save the render as an image file (like .jpg,or .png), instead of html? I would like to open the map in Photoshop for instance and put my own markers and labels on it for convenience.
Working perfectly now! Thanks for the bug support, and keep up the great work :smile.gif:
I've actually never done any tests with any nonstandard texture packs sizes. I don't think it would be a color depth issue, but you can play around with the settings and see if anything works. Ill keep this in mind when testing the next version.
With Minetographer this is not possible. However since the maps export using Google Maps, you can research on how to add custom markers to the map itself.
Try this: http://code.google.com/apis/maps/documentation/javascript/overlays.html
Glad to help!
Rendering tile @ -1,-40 (tile 12850 of 43620)
Rendering tile @ -1,-41 (tile 12851 of 43620)
Rendering tile @ -1,-42 (tile 12852 of 43620)
Rendering tile @ -1,-43 (tile 12853 of 43620)
Rendering tile @ -2,-41 (tile 12854 of 43620)
Rendering tile @ -2,-42 (tile 12855 of 43620)
Rendering tile @ -2,-43 (tile 12856 of 43620)
Rendering tile @ -3,-41 (tile 12857 of 43620)
Rendering tile @ -3,-42 (tile 12858 of 43620)
Rendering tile @ -3,-43 (tile 12859 of 43620)
Rendering tile @ 0,-40 (tile 12860 of 43620)
java.lang.OutOfMemoryError: Java heap space
at tectonicus.Region.<init>(Region.java:78)
at tectonicus.RegionCache.getRegion(RegionCache.java:36)
at tectonicus.ChunkLocator.loadChunkFromRegion(ChunkLocator.java:66)
at tectonicus.ChunkLocator.loadChunk(ChunkLocator.java:52)
at tectonicus.world.World.draw(World.java:392)
at tectonicus.TileRenderer.renderBaseTiles(TileRenderer.java:581)
at tectonicus.TileRenderer.output(TileRenderer.java:288)
at tectonicus.TectonicusApp.run(TectonicusApp.java:827)
at tectonicus.TectonicusApp.main(TectonicusApp.java:1173)
at tools.RenderProcess.run(RenderProcess.java:36)
at java.lang.Thread.run(Unknown Source)
Writing player skin cache info
Program keeps throwing that error during the tile rendering process.
I have downloaded JRE 7 update 2, set java to be able to use 2gigs of ram... I'm running 64bit Win7 still, with 8gigs of ddr3 (so physical ram is plenty high enough). And watching the program itself, I see it never exceeds allocating itself more than 256(?)MB of ram.
Is that the problem, or is there something else I'm missing that I can fix?