Why are you using the older version of libpng? Even if my code now supports both, the newer version is mostly more stable and preferred. Good that everything sorted out though. Thank you for giving your time to this project.
@Neutrino: I am happy that you appreciated the program and its use. I have always though how to make it most natural to use the program, still being as powerful as it currently is without being cluttered with functionalities that a normal image editor can do at a faster time. I also apologize for not putting more dedication on the project as I did the first year.
About the "block-colour-list"(British?), it already is implemented, but it is not just a list, it is an image. What you add to the command-line is --texture or in the GUI the Texture field. It is a PNG that is the same blocks as in Minecrafts terrain.png file. This means you can use any texture pack and it will mostly work. However, I haven't added any biome support yet, but now when Anvil is out, I need to rethink to make this work correctly.
I might also add the text support, but with that either a custom made text file parser or a script interceptor, like Lua.
Why are you using the older version of libpng? Even if my code now supports both, the newer version is mostly more stable and preferred. Good that everything sorted out though. Thank you for giving your time to this project.
Just because the latest version of libpng doesn't come with a makefile for mingw which I was trying to use, and the makefile for gcc only produces a static library, not a dll. That's all.
Did you know that 64-bit version of PixelMap have static linked libpng and zlib? This is because I failed trying to compile 64-bit versions of those libraries, so I fetched some old libraries from some project I found. Also, I think you can use the old Makefile from 1.4 in 1.5 as well. I don't think they made any changes in it as it wasn't necessary. Try it out.
I know that other angles wont work. It wasn't finished and was only released so people could test it.
More over, yes, it stores the id for each block. Not elegant, but it works. However, placing them in a external file would be the best one, but I need to make sure I make the right decision before doing something like that.
The world structure change is good, but I don't think there should be that big of a problem, as most of the code is dynamic to support most changes. There will be small changes, though, but that shouldn't take long to implement.
I spent a couple of minutes to create a script file that will be used for block colors. I'll post an example file here just to verify if it is what you guys are looking for. I thought of adding biome as well, but I'll leave that for now.
Yes, I took a look at his. However, I wanted mine to have some additional functionalities and to be easier to understand and modify without having to rely on the user writing it correctly.
Hmmm, I was looking at 31stCenturyMatt's mapper program and as you have informed me in that thread, it keeps crashing when I try to render a map, will I get the same problem with your program?
Partially working on it. Cannot guarantee when the update will be though. When it's done it will be a huge change in code and some new functionalities.
Seems that I need to post here again as most of the content is out of date. I've updated OP with correct links, got rid of outdated information and cleaned up structure.
The links now works, but I cannot guarantee the programs does. They should work for all Alpha and Beta worlds, but for all at 1.2.1 and above it should crash as I never added support for variable height(They actually removed that kind of feature later anyway, but it still was increased to 256). Currently I will not continue to work on this version as it's way outdated and hard to build upon. The newest addition from 1.13 also made it quite hard to implement the new way to handle blocks: namespace ID.
However, I will leave this screenshot here for those of you that still care for this application.
Three years ago I decided to pick up this project once again, but instead of fixing the issues and applying more glue to it, I started from scratch and rewrote all of it, using the newest functionality of C++ to make it more efficient, easy to use and portable than its successor. Occasionally putting my spare time into this whenever I felt like it also made it easier to enjoy it.
However, to avoid me fixing it up more and more, it's better to release it to make sure it is properly tested and not kept hidden for too long. Therefore I will now release an open beta of this program which includes most of the functionality that is necessary for it to work properly.
Tried to locate the biggest world available, and the one I found was almost 15GB; 3 848 worth of files/regions; over 3.6 million of chunks. It forced PixelMap to use up to 5GB of memory, but generated a compact image of 269MB, a dimension of 31232x31232 which only a handful of image viewers can display. Keep in mind that it ignores lonely chunks to reduce the size significantly. It took less than 10 minutes over 8 cores to generate this image.
The previous PixelMap had a rough throughput of almost 500 chunks/second. This new have more than 1500 chunks/second.
Keep in mind that a lot of factors have been changed: Hardware performance(CPU, memory, storage, etc); Save format(Beta, Anvil). However, the most significant change is the program in itself, which is what we really want to see the difference in. Also, it was difficult to try out the old program, as the GUI crashes due to trying to list new worlds which it does not support, and the command line does not display the amount of time it takes.
If map is used instead of image, then there is not that much significantly increase in speed, but the memory footprint is around a fifth in size. There most definitely is some way to decrease this to a constant size depending on amount of cores, but I guess there is no big issue with memory for a long time now.
For the difference in memory consumption, it has decreased up to 30 times. This makes it a lot easier to render any world without having to concern for the memory usage.
I do hope that these improvements would make some people entertained, at least it did for me.
I tried this on a few worlds generated with 1.15.2 and the output is a PNG with only the color black. Is a library missing from the download? Is there any sort of debugging I can do? I tried with both the default configuration file and a custom one (with many fewer entries) and no luck.
I tried this on a few worlds generated with 1.15.2 and the output is a PNG with only the color black. Is a library missing from the download? Is there any sort of debugging I can do? I tried with both the default configuration file and a custom one (with many fewer entries) and no luck.
I actually tried to replicate this issue with an another 1.15.2 map. I've also tried this on an another computer. Could you please message me the world by uploading it to send.firefox.com so I can try it out. Currently there is no debugging tools available to test "what went wrong". I know that pre-1.13 worlds should "work", but the new versions is still experimental as I haven't gathered enough data to ensure that it works as it should. Maybe my worlds are not big enough to generate enough data to somehow destroy the data.
Edit: I just remember having a world that have had this issue, so I could start there. Please send me your world anyway, as it gives me more data to use.
Three years ago I decided to pick up this project once again, but instead of fixing the issues and applying more glue to it, I started from scratch and rewrote all of it, using the newest functionality of C++ to make it more efficient, easy to use and portable than its successor. Occasionally putting my spare time into this whenever I felt like it also made it easier to enjoy it.
However, to avoid me fixing it up more and more, it's better to release it to make sure it is properly tested and not kept hidden for too long. Therefore I will now release an open beta of this program which includes most of the functionality that is necessary for it to work properly.
Thank you, who have been waiting patiently for this day. Rest of the information can be found in the OP.
As per usual, the source will be released eventually.
Edit: Updated to newer version as it resolves some issues regarding not being able to render, or rendering wrong dimensions.
Hi, I realise this is completely random BUT I have an old school issued laptop which still has blockers for certain sites (annoying I know) which I haven't figured out how to get rid of yet. Unfortunately the download link is blocked (ffs).. is there any other way to download this? Maybe by sending the file via email for example?
Hi, I realise this is completely random BUT I have an old school issued laptop which still has blockers for certain sites (annoying I know) which I haven't figured out how to get rid of yet. Unfortunately the download link is blocked (ffs).. is there any other way to download this? Maybe by sending the file via email for example?
I have no idea why my site is blocked (It's my personal domain), but I guess they go by a whitelist, so using an another site maybe wont fix the issue. Forum does is limited to 5MB and I don't really know what site you could use. When I share the source I could upload it to the repository site, though.
@Neutrino: I am happy that you appreciated the program and its use. I have always though how to make it most natural to use the program, still being as powerful as it currently is without being cluttered with functionalities that a normal image editor can do at a faster time. I also apologize for not putting more dedication on the project as I did the first year.
About the "block-colour-list"(British?), it already is implemented, but it is not just a list, it is an image. What you add to the command-line is --texture or in the GUI the Texture field. It is a PNG that is the same blocks as in Minecrafts terrain.png file. This means you can use any texture pack and it will mostly work. However, I haven't added any biome support yet, but now when Anvil is out, I need to rethink to make this work correctly.
I might also add the text support, but with that either a custom made text file parser or a script interceptor, like Lua.
Help me help you.
Just because the latest version of libpng doesn't come with a makefile for mingw which I was trying to use, and the makefile for gcc only produces a static library, not a dll. That's all.
Help me help you.
More over, yes, it stores the id for each block. Not elegant, but it works. However, placing them in a external file would be the best one, but I need to make sure I make the right decision before doing something like that.
The world structure change is good, but I don't think there should be that big of a problem, as most of the code is dynamic to support most changes. There will be small changes, though, but that shouldn't take long to implement.
Help me help you.
Help me help you.
blockcolor.txt
Help me help you.
Help me help you.
http://www.mediafire.com/file/pj5it37hkp5w57m/PixelMap20120415-bin.zip
It works, but I cannot guarantee that it'll handle that huge world you have there.
Help me help you.
Help me help you.
i havent played minecraft in like 4 years lol
Seems that I need to post here again as most of the content is out of date. I've updated OP with correct links, got rid of outdated information and cleaned up structure.
The links now works, but I cannot guarantee the programs does. They should work for all Alpha and Beta worlds, but for all at 1.2.1 and above it should crash as I never added support for variable height(They actually removed that kind of feature later anyway, but it still was increased to 256). Currently I will not continue to work on this version as it's way outdated and hard to build upon. The newest addition from 1.13 also made it quite hard to implement the new way to handle blocks: namespace ID.
However, I will leave this screenshot here for those of you that still care for this application.
Sorry for the massive bump.
Help me help you.
Three years ago I decided to pick up this project once again, but instead of fixing the issues and applying more glue to it, I started from scratch and rewrote all of it, using the newest functionality of C++ to make it more efficient, easy to use and portable than its successor. Occasionally putting my spare time into this whenever I felt like it also made it easier to enjoy it.
However, to avoid me fixing it up more and more, it's better to release it to make sure it is properly tested and not kept hidden for too long. Therefore I will now release an open beta of this program which includes most of the functionality that is necessary for it to work properly.
I do hope that people will enjoy it: Download
Thank you, who have been waiting patiently for this day. Rest of the information can be found in the OP.
As per usual, the source will be released eventually.
Edit: Updated to newer version as it resolves some issues regarding not being able to render, or rendering wrong dimensions.
Help me help you.
Statistics
Tried to locate the biggest world available, and the one I found was almost 15GB; 3 848 worth of files/regions; over 3.6 million of chunks. It forced PixelMap to use up to 5GB of memory, but generated a compact image of 269MB, a dimension of 31232x31232 which only a handful of image viewers can display. Keep in mind that it ignores lonely chunks to reduce the size significantly. It took less than 10 minutes over 8 cores to generate this image.
The previous PixelMap had a rough throughput of almost 500 chunks/second. This new have more than 1500 chunks/second.
Keep in mind that a lot of factors have been changed: Hardware performance(CPU, memory, storage, etc); Save format(Beta, Anvil). However, the most significant change is the program in itself, which is what we really want to see the difference in. Also, it was difficult to try out the old program, as the GUI crashes due to trying to list new worlds which it does not support, and the command line does not display the amount of time it takes.
If map is used instead of image, then there is not that much significantly increase in speed, but the memory footprint is around a fifth in size. There most definitely is some way to decrease this to a constant size depending on amount of cores, but I guess there is no big issue with memory for a long time now.
For the difference in memory consumption, it has decreased up to 30 times. This makes it a lot easier to render any world without having to concern for the memory usage.
I do hope that these improvements would make some people entertained, at least it did for me.
Help me help you.
I tried this on a few worlds generated with 1.15.2 and the output is a PNG with only the color black. Is a library missing from the download? Is there any sort of debugging I can do? I tried with both the default configuration file and a custom one (with many fewer entries) and no luck.
I actually tried to replicate this issue with an another 1.15.2 map. I've also tried this on an another computer. Could you please message me the world by uploading it to send.firefox.com so I can try it out. Currently there is no debugging tools available to test "what went wrong". I know that pre-1.13 worlds should "work", but the new versions is still experimental as I haven't gathered enough data to ensure that it works as it should. Maybe my worlds are not big enough to generate enough data to somehow destroy the data.
Edit: I just remember having a world that have had this issue, so I could start there. Please send me your world anyway, as it gives me more data to use.
Help me help you.
Hi, I realise this is completely random BUT I have an old school issued laptop which still has blockers for certain sites (annoying I know) which I haven't figured out how to get rid of yet. Unfortunately the download link is blocked (ffs).. is there any other way to download this? Maybe by sending the file via email for example?
I have no idea why my site is blocked (It's my personal domain), but I guess they go by a whitelist, so using an another site maybe wont fix the issue. Forum does is limited to 5MB and I don't really know what site you could use. When I share the source I could upload it to the repository site, though.
No-edit: I sent you a personal message.
Help me help you.