The Meaning of Life, the Universe, and Everything.
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7/25/2010
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Quote from smoover »
Just a little note on colorcodes in pynemap.py:
83 is there 2x
85(0,0,0) is missing completey
Other than that, nice & useful script.
Yeah, I noticed a bunch of missing colors, too. I have no idea if some of these were intentionally left out or not (since many would be too small to see anyway), but since you brought it up:
39 - brown mushroom
40 - red mushroom
47 - side view of bookcase
48 - mossy cobblestone
68 - not sure, top of bookcase? looks like 5 (wood planks) - sign
69 - unlit torch (75, the unlit redstone torch, is not missing)
70 - stone pressure plate
72 - wooden pressure plate
77 - stone button
84 - side of record player
85 - fence
Most of those are really not a big deal, although mossy cobblestone should probably be included, at least.
Yeah, I noticed a bunch of missing colors, too. I have no idea if some of these were intentionally left out or not (since many would be too small to see anyway), but since you brought it up:
39 - brown mushroom
40 - red mushroom
47 - side view of bookcase
48 - mossy cobblestone
68 - not sure, top of bookcase? looks like 5 (wood planks)
69 - unlit torch (75, the unlit redstone torch, is not missing)
70 - stone pressure plate
72 - wooden pressure plate
77 - stone button
84 - side of record player
Most of those are really not a big deal, although mossy cobblestone should probably be included, at least.
The block colors were taken pretty much straight from Cartograph, I didn't check for missing ones. Thanks for letting me know, I'll try to get the missing blocks added tonight.
And mcglade, here's an overhead render of your map: http://j.imagehost.org/view/0635/map (and any reason why the compass in the middle of the cluster claims west is north?)
Oh yeah, this is because the map orientation is wrong, the compass is right. I've known about this but haven't gotten around to actually fixing it since it's not a huge deal.
Both your program and cartographer do this. If you log into the game and base your compass directions of where the sun sets and rises, your maps are orientated the wrong way. If thats possible to fix that will be awesome.
And mcglade, here's an overhead render of your map: http://j.imagehost.org/view/0635/map (and any reason why the compass in the middle of the cluster claims west is north?)
Oh yeah, this is because the map orientation is wrong, the compass is right. I've known about this but haven't gotten around to actually fixing it since it's not a huge deal.
Both your program and cartographer do this. If you log into the game and base your compass directions of where the sun sets and rises, your maps are orientated the wrong way. If thats possible to fix that will be awesome.
I base my directions on the map planes, when I wrote a tool that displays your position, rotation, and speed I concluded that sun set was north by simply walking in the four directions and checking the position difference. Walking towards the sun set will move you positive Z, which would make that north. Your Y-rotation is also perfectly zero'd to north, so turning maps 90 degrees would be incorrect. The only logical explanation I can see is that those of us on earth are used to the earth rotating west to east, thus sun rising from the east. But minecraft doesn't exactly emulate the earth, so what's the reasoning for a false north?
Both your program and cartographer do this. If you log into the game and base your compass directions of where the sun sets and rises, your maps are orientated the wrong way. If thats possible to fix that will be awesome.
I base my directions on the map planes, when I wrote a tool that displays your position, rotation, and speed I concluded that sun rise was north by simply walking in the four directions and checking the position difference. Walking towards the sun rise will move you positive Z, which would make that north.
When I did this, I found the sunrise at negative Z. I also found the clouds to move toward negative X.
map orientation shouldn't be a problem, PIL can rotate images easily (should draw a compass in a corner to show it's rotated), but that compass on the map will still be wrong unless I've made a critical error somewhere.
map orientation shouldn't be a problem, PIL can rotate images easily (should draw a compass in a corner to show it's rotated), but that compass on the map will still be wrong unless I've made a critical error somewhere.
I just wanted to point out that the orientation isn't broken, so it doesn't need to be fixed... seeing the problems cartographer has with its flip/rotation madness :wink.gif:
Cartographer had a mirroring issue. Which was causing the map to be mirrored. This is just a rotation thing, like if you held a real map turned incorrectly. It is very hard to give someone in game a direction like "north" or "east" since there is no in game compass, you would normally go based of the sun. The sun rising/setting north/south is making this extremely confusing, so rotating the map to point it the (proper?) direction would be nice. Despite whether nor not Notch coded the sunrise to be like that, its causing all kinds of navigations issues with these maps.\
Also I might add, that imaging editing software can not be used to simply turn the map unless you are using topdown rendering.
I see you mentioned you fixed the issue, am I reading that as, you turned the map to match the sunrise/set or something else?
Also, I was wondering if the current version supports multi-threading yet?
I was referring to this, but it may just be a edit for his post.
The point I was making is that it's annoying, not that it's broke and the whole program is garbage. IMO topdown maps look awful (on this or cartographer) and have there own issues with navigation, mostly not being able to have any idea on heights. All I was wondering is that a fix could be added, even if it is a optional switch, to rotate the map to match "earth sun" directions instead of "Notch sun" directions. I understand that the game has that particular direction labeled as north, either by design or mistake.
I could understand the fun in giving "pirate" directions, but when I am trying to coordinate 5 people to build something and I say "east" and everyone runs in to different directions, its a ./facepalm moment. If I say sunrise, how do I say "north"? To the left of sunrise? You see? It's not a matter of "OMG IM LOST AND I CAN NEVER DO ANYTHING" its just a matter of it takes longer to translate map directions to minecraft.
Look, its not that important. If its like, 2 lines of code to prevent me from having to do a 2 min explanation for every new player and every time someone forgets, go for it. Make it a option, whatever. If its like a big deal, don't worry about it, work on stuff that matters.
I think the only confusion / serious error with the dimensions is that you're forcing the X axis to run left-to-right. It runs north to south, so just rotate 90 degrees already!
Where did anyone get the idea that the sun rises in the north? Or that any direction in minecraft is even labeled "north" to begin with...?
(My github is codewarrior0, but I don't have much to add to the code right now...)
(My github is codewarrior0, but I don't have much to add to the code right now...)
Added (I think).
Re: direction stuff
Like I said, I've known about it but it's not super high on the priority list. It does bother me that the maps don't match what would seem "natural" or whatever for the compass directions but currently the maps are all consistent with each other so I'm not *that* bothered, it'd be different if like overhead was one way, then oblique was another, then something else was ass-backwards to both of those or something. I'll probably fix it so that north is the direction clouds move and then have it like that for every rendering mode. Maybe add an option to add a compass to the image, would be useful for angled oblique mode when I get that added.
Quote from FrostyWolf »
Also, I was wondering if the current version supports multi-threading yet?
Current release version doesn't, "branch-multicore" branch does (but only has overhead rendering ATM), I think the steps to check it out would be something like:
but I'm not 100% certain on that and can't check it out right now. If you do try it out, please test it with the default number of processes (however many cores your cpu has) and double that number to see which is faster and let us know how it goes. Doubling the processes on a Q6600 (4 cores) seems to be a huge performance increase but I haven't tested it on other CPUs yet.
EDIT:
Quote from GloryFish »
I literally spent 4 hours trying to get Cartograph compiled on my server yesterday. I ended up with it running but only spitting out 0kb images.
Using pynemap I just now went from "git clone" to viewing a map.png in 10 minutes. *facepalm*
Thanks very much for creating this and sharing the code with us. And thank you so much for writing it in Python.
You're very welcome, Cartograph being crap on Linux was actually the reason I started working on this!
please excuse me if i don't know anything about python or programming in general, but i can get release-0.1b1 to spit out a map.png, but release-0.1b2 spits out this:
[sk8dork@minecraft pynemap]$ ./pynemap.py -v ~/minecraft/world/level.dat
File "./pynemap.py", line 164
self._chunk_count = len(self._chunks if self._keep_chunks else self._chunk_files)
^
SyntaxError: invalid syntax
please excuse me if i don't know anything about python or programming in general, but i can get release-0.1b1 to spit out a map.png, but release-0.1b2 spits out this:
[sk8dork@minecraft pynemap]$ ./pynemap.py -v ~/minecraft/world/level.dat
File "./pynemap.py", line 164
self._chunk_count = len(self._chunks if self._keep_chunks else self._chunk_files)
^
SyntaxError: invalid syntax
2.4.3 =(
does that mean i need to update python? i noticed the lines it is complaining about don't exist in other versions including the multicore version
2.4.3 =(
does that mean i need to update python? i noticed the lines it is complaining about don't exist in other versions including the multicore version
Eh, I actually intend to have compatibility with 2.4.x+ since my server is running that and upgrading wouldn't be practical so your options are:
1) wait for first stable release which I will actually check for compatibility on (I develop on 2.6)
2) use the multicore branch which only does overhead rendering but might not be incompatible
3) upgrade Python (don't do this)
or
4. use release-0.1b1 for now, since it works
=)
thanks, btw, this is great. i don't know the downsides to the 0.1b1 release, but i was able to get an overhead map fairly quickly and an oblique map after much waiting on my new/small server. i very much look forward to future revisions!
or
4. use release-0.1b1 for now, since it works
=)
thanks, btw, this is great. i don't know the downsides to the 0.1b1 release, but i was able to get an overhead map fairly quickly and an oblique map after much waiting on my new/small server. i very much look forward to future revisions!
The biggest difference is 0.1b2 is quite a bit faster at rendering oblique mode I believe but that's not a huge price to pay. Hopefully I can get image overlaying worked out in the next day or two and then I can merge the two branches back in the the master and go for the first stable release with pretty images and multi-core rendering!
Wow, a stable release version with all the features I've been seeing mentioned in this topic (multi core, map rotation, alpha blending, etc) would be amazing, I can't wait. I love this program, and use it to update a map on my servers blog ones a hour, and everyone loves they can always check the website to see the latest map.
Yeah, I noticed a bunch of missing colors, too. I have no idea if some of these were intentionally left out or not (since many would be too small to see anyway), but since you brought it up:
39 - brown mushroom
40 - red mushroom
47 - side view of bookcase
48 - mossy cobblestone
68 -
not sure, top of bookcase? looks like 5 (wood planks)- sign69 - unlit torch (75, the unlit redstone torch, is not missing)
70 - stone pressure plate
72 - wooden pressure plate
77 - stone button
84 - side of record player
85 - fence
Most of those are really not a big deal, although mossy cobblestone should probably be included, at least.
[edit] updated 68 and 85 (sign and fence)
The block colors were taken pretty much straight from Cartograph, I didn't check for missing ones. Thanks for letting me know, I'll try to get the missing blocks added tonight.
Both your program and cartographer do this. If you log into the game and base your compass directions of where the sun sets and rises, your maps are orientated the wrong way. If thats possible to fix that will be awesome.
Using pynemap I just now went from "git clone" to viewing a map.png in 10 minutes. *facepalm*
Thanks very much for creating this and sharing the code with us. And thank you so much for writing it in Python.
I base my directions on the map planes, when I wrote a tool that displays your position, rotation, and speed I concluded that sun set was north by simply walking in the four directions and checking the position difference. Walking towards the sun set will move you positive Z, which would make that north. Your Y-rotation is also perfectly zero'd to north, so turning maps 90 degrees would be incorrect. The only logical explanation I can see is that those of us on earth are used to the earth rotating west to east, thus sun rising from the east. But minecraft doesn't exactly emulate the earth, so what's the reasoning for a false north?
* fixed sun set/rise
When I did this, I found the sunrise at negative Z. I also found the clouds to move toward negative X.
"We will absolutely not keep in mind what external mapeditors will have to do to read data from the disk, that makes no sense whatsoever." - Grum
oops, corrected to sun set.
map orientation shouldn't be a problem, PIL can rotate images easily (should draw a compass in a corner to show it's rotated), but that compass on the map will still be wrong unless I've made a critical error somewhere.
Cartographer had a mirroring issue. Which was causing the map to be mirrored. This is just a rotation thing, like if you held a real map turned incorrectly. It is very hard to give someone in game a direction like "north" or "east" since there is no in game compass, you would normally go based of the sun. The sun rising/setting north/south is making this extremely confusing, so rotating the map to point it the (proper?) direction would be nice. Despite whether nor not Notch coded the sunrise to be like that, its causing all kinds of navigations issues with these maps.\
Also I might add, that imaging editing software can not be used to simply turn the map unless you are using topdown rendering.
I see you mentioned you fixed the issue, am I reading that as, you turned the map to match the sunrise/set or something else?
Also, I was wondering if the current version supports multi-threading yet?
I was referring to this, but it may just be a edit for his post.
The point I was making is that it's annoying, not that it's broke and the whole program is garbage. IMO topdown maps look awful (on this or cartographer) and have there own issues with navigation, mostly not being able to have any idea on heights. All I was wondering is that a fix could be added, even if it is a optional switch, to rotate the map to match "earth sun" directions instead of "Notch sun" directions. I understand that the game has that particular direction labeled as north, either by design or mistake.
I could understand the fun in giving "pirate" directions, but when I am trying to coordinate 5 people to build something and I say "east" and everyone runs in to different directions, its a ./facepalm moment. If I say sunrise, how do I say "north"? To the left of sunrise? You see? It's not a matter of "OMG IM LOST AND I CAN NEVER DO ANYTHING" its just a matter of it takes longer to translate map directions to minecraft.
Look, its not that important. If its like, 2 lines of code to prevent me from having to do a 2 min explanation for every new player and every time someone forgets, go for it. Make it a option, whatever. If its like a big deal, don't worry about it, work on stuff that matters.
Where did anyone get the idea that the sun rises in the north? Or that any direction in minecraft is even labeled "north" to begin with...?
(My github is codewarrior0, but I don't have much to add to the code right now...)
"We will absolutely not keep in mind what external mapeditors will have to do to read data from the disk, that makes no sense whatsoever." - Grum
Added (I think).
Re: direction stuff
Like I said, I've known about it but it's not super high on the priority list. It does bother me that the maps don't match what would seem "natural" or whatever for the compass directions but currently the maps are all consistent with each other so I'm not *that* bothered, it'd be different if like overhead was one way, then oblique was another, then something else was ass-backwards to both of those or something. I'll probably fix it so that north is the direction clouds move and then have it like that for every rendering mode. Maybe add an option to add a compass to the image, would be useful for angled oblique mode when I get that added.
Current release version doesn't, "branch-multicore" branch does (but only has overhead rendering ATM), I think the steps to check it out would be something like:
but I'm not 100% certain on that and can't check it out right now. If you do try it out, please test it with the default number of processes (however many cores your cpu has) and double that number to see which is faster and let us know how it goes. Doubling the processes on a Q6600 (4 cores) seems to be a huge performance increase but I haven't tested it on other CPUs yet.
EDIT:
You're very welcome, Cartograph being crap on Linux was actually the reason I started working on this!
is there a newer version than release-0.1b2?
What does "python -V" show?
does that mean i need to update python? i noticed the lines it is complaining about don't exist in other versions including the multicore version
Eh, I actually intend to have compatibility with 2.4.x+ since my server is running that and upgrading wouldn't be practical so your options are:
1) wait for first stable release which I will actually check for compatibility on (I develop on 2.6)
2) use the multicore branch which only does overhead rendering but might not be incompatible
3) upgrade Python (don't do this)
4. use release-0.1b1 for now, since it works
=)
thanks, btw, this is great. i don't know the downsides to the 0.1b1 release, but i was able to get an overhead map fairly quickly and an oblique map after much waiting on my new/small server. i very much look forward to future revisions!
The biggest difference is 0.1b2 is quite a bit faster at rendering oblique mode I believe but that's not a huge price to pay. Hopefully I can get image overlaying worked out in the next day or two and then I can merge the two branches back in the the master and go for the first stable release with pretty images and multi-core rendering!
http://gloryfish.s3.amazonaws.com/img/oblique-angled.png