I would like to try this but i see there is only a compiled binary for Windows. I am running Ubuntu, so I cannot test it out.
In the mean time, one feature I'd like to suggest is the ability to render a map in tiles, this way it can be integrated with the Google Maps API that seems to be rather trendy. This isn't exactly a high priority feature, just a nice bit of polish for when you get bugs worked out and need something to do
About Linux, I am currently trying to make it possible for the code to be compiled in Linux. Although, I wont release such a version until I've made this open-source. I might use sourceforge or github for that.
And about the Google maps thing. I am currently not sure of how it's built up, so I don't know how I can implement it. Also, due that I don't even have the features of zoom, parts of the world, oblique nor isometric, I will wait until implementing it until after v1.0 where I probably will release the source as well.
Btw, you could try run the latest one, or the previous versions in Linux through WINE. I've heard only one person tested it and he told me that it didn't worked. I've also tested myself, but I never got it to work properly because I tried it on Alpha Vespucci and that got almost the same errors.
I knew someone would ask! I found the day after that I released the update that I couldn't do log myself, so I looked it up and it seemed that I after copied the cache code for log purpose I forgot to change the cache checkbox to log checkbox. This will be updated in next update, but if you really needs a log now, either you use the command line or you just check cache checkbox. Also check log checkbox if you need to change the log name. This bug will be fixed in the next update. I've even put a note in the changelog about next release.
And about update, if Mojang releases the update with the new saving method, I have to throw in an another update myself that allows you to use that new technique for this mapper too. However, that might be after Notch comes back from his vacation, about a week. Also, I will keep the old technique for backward compatibility, either as an extra command or automatic detection.
I'll see what I can do with WINE, just for kicks I suppose, and report back so you know.
[EDIT]
So, tried with wine 1.2 and 1.3, under ubuntu 10.10 but I couldn't get it to work. Here's the console output under wine 1.3:
wine PixelMap.exe -w 1 -o map.png --no-gui
fixme:actctx:parse_depend_manifests Could not find dependent assembly L"Microsoft.VC90.CRT" (9.0.21022.8)
fixme:actctx:parse_depend_manifests Could not find dependent assembly L"Microsoft.VC90.CRT" (9.0.21022.8)
fixme:actctx:parse_depend_manifests Could not find dependent assembly L"Microsoft.VC90.CRT" (9.0.21022.8)
wine: Unhandled page fault on write access to 0x00000031 at address 0x688ec39c (thread 0009), starting debugger...
Unhandled exception: page fault on write access to 0x00000031 in 32-bit code (0x688ec39c).
[/EDIT]
I know the only thing c10t does to make itself usable with Google Maps is a command line argument followed by 4 integers that allows you to create tiled portions of the map, instead of generating the whole thing. For instance, only generate the map inside the area between (0,0) and (8,8) using -L 0,8,0,8
p.s. just noticed your avatar. my normal forum avatar is hideki actually... would seem like a bit of a creepy thread if i was using it, haha
So, tried with wine 1.2 and 1.3, under ubuntu 10.10 but I couldn't get it to work. Here's the console output under wine 1.3:
Same happened to me, but could you try Alpha Vespucci too just to see the differences?
Quote from kivan117 »
I know the only thing c10t does to make itself usable with Google Maps is a command line argument followed by 4 integers that allows you to create tiled portions of the map, instead of generating the whole thing. For instance, only generate the map inside the area between (0,0) and (8,8) using -L 0,8,0,8
It's not that that bothers me. I have to sort every chunk and then tell it what to output. The problem here is that I store all chunks in a list, and if I am going to do this on all chunks, man what a mess... Although, I might find an easy way to go around this. Although, adding this for one single image would be really easy, because then I only have to process the chunks that I am looking for and skip the rest. I'll see what I can come up with...
Quote from kivan117 »
p.s. just noticed your avatar. my normal forum avatar is hideki actually... would seem like a bit of a creepy thread if i was using it, haha
Chi? I use various avatars, like Sakura(Bludgeoning Angel Dokuro-Chan), Kotoko, Sumomo and Souseiseki(Rozen Maiden).(Do you see a pattern here?)
Tested Alpha Vespucci and it broke the same way PixelMap did originally, so I looked into the error and figured out what dependency was breaking it. Entering those commands there should clear it right up though. The gui works and everything!
Only thing is, I didn't see a way to explicitly define the world path, so I had to copy-paste my world file into the appropriate place in the wine directory to get it to find world1. Also, no water was rendered, it rendered the dirt below the water instead. -shrug-
That's brilliant news! I will change first post telling that it works in WINE too.
Quote from kivan117 »
Only thing is, I didn't see a way to explicitly define the world path, so I had to copy-paste my world file into the appropriate place in the wine directory to get it to find world1.
That's because I'm looking through appdata for Windows. If I'm ever going to release for Linux that is going to be fixed. Although, do you know where minecraft data is saved on Linux and how to retrieve it(C++)?
Quote from kivan117 »
Also, no water was rendered, it rendered the dirt below the water instead. -shrug-
Could you explain this for me? The mapper should normally render the dirt too, but the deeper the lake the less bottom of it you'll see. You could render one and post a link here so I can have a look at it.
Thanks for creating this. It's fast but I like it best because of the command line options that I can batch together. I found a few issues that I wanted to let you know about.
--silent doesn't seem to be working, or at least not as I expect. When reading the description and the example batch file that you have in the instructions, I expected my 4 line batch file to run one after the other. Instead, I have to close PixelMap after each line completes to proceed to the next line.
--no-gui doesn't seem to be working either. It hides the GUI but gets stuck after the first line of a batch file. You have to terminate the process in order for it to proceed.
When the GUI is loaded in batch mode, it does not show the specified options. For example, if I use -t 4 the GUI still shows the default 1 core. I'm assuming that it's actually taking in the command line options and using them properly but they aren't reflected in the UI. This isn't that big a deal, just pointing it out.
Thank you for pointing these bugs out. I knew about most of them but never came around fixing them until someone pointed it out.
Quote from Kragus »
--silent doesn't seem to be working, or at least not as I expect. When reading the description and the example batch file that you have in the instructions, I expected my 4 line batch file to run one after the other. Instead, I have to close PixelMap after each line completes to proceed to the next line.
This is a bug that came up the latest version. Normally it should just close the program and continue doing other things. Currently I don't know where the bug is but I can easily locate it.
Quote from Kragus »
--no-gui doesn't seem to be working either. It hides the GUI but gets stuck after the first line of a batch file. You have to terminate the process in order for it to proceed.
That's odd. If you're doing it in a threaded mode(-t with more than one thread) it might get stuck when processed all the chunks. That threading issue is a real pain to fix. However, I might add so it outputs to the console how it is going. --silent in that scenario will disable that output as well. Although, on Linux you could do > /dev/null.
Quote from Kragus »
When the GUI is loaded in batch mode, it does not show the specified options. For example, if I use -t 4 the GUI still shows the default 1 core. I'm assuming that it's actually taking in the command line options and using them properly but they aren't reflected in the UI. This isn't that big a deal, just pointing it out.
I know about that, and I excluded that feature until next version so I can narrow down possibilities of upcoming bugs in this version. Also I intend to include it in the next version.
Hey, great tool! I've really been enjoying using PixelMap to automatically generate various types of maps (a world map, a map showing all player-influence blocks such as torches, etc.). Thanks very much for this, it really works fantastically (though I had to slightly edit my script to generate a heightgray for block-specific maps to get back to the completely-transparent-except-for-specific-blocks behavior from 0.75).
I've noticed only one thing that could be considered somewhat wrong, and that is that when generating a torch-specific map, it seems that only torches which are placed on the ground (and not affixed to a wall) show up on the block-specific map. I haven't tested it extensively, but the city walls on the SMP server I play in show up completely without torches, even though they have torches affixed to the parapets every 4 blocks or so. Just thought you might like to know.
I've noticed only one thing that could be considered somewhat wrong, and that is that when generating a torch-specific map, it seems that only torches which are placed on the ground (and not affixed to a wall) show up on the block-specific map. I haven't tested it extensively, but the city walls on the SMP server I play in show up completely without torches, even though they have torches affixed to the parapets every 4 blocks or so. Just thought you might like to know.
I think what you mean is nightmode isn't working correctly. I am aware of that and have written in the changelog that it has been fixed.
I've noticed only one thing that could be considered somewhat wrong, and that is that when generating a torch-specific map, it seems that only torches which are placed on the ground (and not affixed to a wall) show up on the block-specific map. I haven't tested it extensively, but the city walls on the SMP server I play in show up completely without torches, even though they have torches affixed to the parapets every 4 blocks or so. Just thought you might like to know.
I think what you mean is nightmode isn't working correctly. I am aware of that and have written in the changelog that it has been fixed.
Actually, this should fairly clearly show what I mean. The torches attached to the wall don't show up on the map, but the torches attached to the floor do.
Actually, this should fairly clearly show what I mean. The torches attached to the wall don't show up on the map, but the torches attached to the floor do.
Ah, now I see. This is due that to increase the speed I use the built in height map that comes with each chunk. That means that the height map, and thereby the light, ignores the torches on the wall and therefor goes below them to nearest ground instead. To pass this you can either in the GUI check the No Heightmap, or you as a command line --no-heightmap. Hopefully that will solve your issue, but it might be a slight decrease of performance.
Anyway, more updates: Due that I two days ago got a rootkit(Don't ask where I got it from!), I reinstalled my OS once again and realized that I needed a better system to backup my data. So I will now try to make it possible to use PixelMap on Linux, and therefor I will release the source code. I've already created an account on Github but I have no idea of how it works. Although I've managed to create and connect to it, so I suppose that there will be some source put there very soon.
If anyone could hand me some decent information of how to best use Github, then please let me know.
This addition also will make it possible for others to help out with developing this tool. Maybe I will learn something too.
News update: Two days ago Mojang gave out the announcement about the new saving format. I've been working with it now and it's all done in both single- and multiple-threaded. I even corrected the format on the wiki because someone forgot the timestamp header.
Anyway, I got it working with McRegion, which the new saving format is built up against. I think there is a 10% performance increase as well. I also added possibility for future updates to contain backwards compatibility against older formats, like Classic/Invdev. I wont add them now but it could be a good addition later for those still using it. The old Alpha format will be kept but not be a standard.
A release will be out as soon as I find out that Minecraft v1.3 is released. Until then, I will look into porting it to Linux and then put it up on github.
(for my world1) getting too big to start moving around easily.
I would never want a jpg of my world, as you say, their quality is just too poor.
Thanks again.
Help me help you.
In the mean time, one feature I'd like to suggest is the ability to render a map in tiles, this way it can be integrated with the Google Maps API that seems to be rather trendy. This isn't exactly a high priority feature, just a nice bit of polish for when you get bugs worked out and need something to do
And about the Google maps thing. I am currently not sure of how it's built up, so I don't know how I can implement it. Also, due that I don't even have the features of zoom, parts of the world, oblique nor isometric, I will wait until implementing it until after v1.0 where I probably will release the source as well.
Btw, you could try run the latest one, or the previous versions in Linux through WINE. I've heard only one person tested it and he told me that it didn't worked. I've also tested myself, but I never got it to work properly because I tried it on Alpha Vespucci and that got almost the same errors.
Help me help you.
And about update, if Mojang releases the update with the new saving method, I have to throw in an another update myself that allows you to use that new technique for this mapper too. However, that might be after Notch comes back from his vacation, about a week. Also, I will keep the old technique for backward compatibility, either as an extra command or automatic detection.
Help me help you.
[EDIT]
So, tried with wine 1.2 and 1.3, under ubuntu 10.10 but I couldn't get it to work. Here's the console output under wine 1.3:
[/EDIT]
I know the only thing c10t does to make itself usable with Google Maps is a command line argument followed by 4 integers that allows you to create tiled portions of the map, instead of generating the whole thing. For instance, only generate the map inside the area between (0,0) and (8,8) using -L 0,8,0,8
p.s. just noticed your avatar. my normal forum avatar is hideki actually... would seem like a bit of a creepy thread if i was using it, haha
Easy to use, no installation and doesn't take very long to render (about 1 minute).
Great job!!!
Same happened to me, but could you try Alpha Vespucci too just to see the differences?
It's not that that bothers me. I have to sort every chunk and then tell it what to output. The problem here is that I store all chunks in a list, and if I am going to do this on all chunks, man what a mess... Although, I might find an easy way to go around this. Although, adding this for one single image would be really easy, because then I only have to process the chunks that I am looking for and skip the rest. I'll see what I can come up with...
Chi? I use various avatars, like Sakura(Bludgeoning Angel Dokuro-Chan), Kotoko, Sumomo and Souseiseki(Rozen Maiden).(Do you see a pattern here?)
Help me help you.
Tested Alpha Vespucci and it broke the same way PixelMap did originally, so I looked into the error and figured out what dependency was breaking it. Entering those commands there should clear it right up though. The gui works and everything!
Only thing is, I didn't see a way to explicitly define the world path, so I had to copy-paste my world file into the appropriate place in the wine directory to get it to find world1. Also, no water was rendered, it rendered the dirt below the water instead. -shrug-
That's because I'm looking through appdata for Windows. If I'm ever going to release for Linux that is going to be fixed. Although, do you know where minecraft data is saved on Linux and how to retrieve it(C++)?
Could you explain this for me? The mapper should normally render the dirt too, but the deeper the lake the less bottom of it you'll see. You could render one and post a link here so I can have a look at it.
Thank you for testing this.
Help me help you.
--silent doesn't seem to be working, or at least not as I expect. When reading the description and the example batch file that you have in the instructions, I expected my 4 line batch file to run one after the other. Instead, I have to close PixelMap after each line completes to proceed to the next line.
--no-gui doesn't seem to be working either. It hides the GUI but gets stuck after the first line of a batch file. You have to terminate the process in order for it to proceed.
When the GUI is loaded in batch mode, it does not show the specified options. For example, if I use -t 4 the GUI still shows the default 1 core. I'm assuming that it's actually taking in the command line options and using them properly but they aren't reflected in the UI. This isn't that big a deal, just pointing it out.
Thanks again.
This is a bug that came up the latest version. Normally it should just close the program and continue doing other things. Currently I don't know where the bug is but I can easily locate it.
That's odd. If you're doing it in a threaded mode(-t with more than one thread) it might get stuck when processed all the chunks. That threading issue is a real pain to fix. However, I might add so it outputs to the console how it is going. --silent in that scenario will disable that output as well. Although, on Linux you could do > /dev/null.
I know about that, and I excluded that feature until next version so I can narrow down possibilities of upcoming bugs in this version. Also I intend to include it in the next version.
Help me help you.
I've noticed only one thing that could be considered somewhat wrong, and that is that when generating a torch-specific map, it seems that only torches which are placed on the ground (and not affixed to a wall) show up on the block-specific map. I haven't tested it extensively, but the city walls on the SMP server I play in show up completely without torches, even though they have torches affixed to the parapets every 4 blocks or so. Just thought you might like to know.
Thanks again for the great tool!
I think what you mean is nightmode isn't working correctly. I am aware of that and have written in the changelog that it has been fixed.
Help me help you.
Actually, this should fairly clearly show what I mean. The torches attached to the wall don't show up on the map, but the torches attached to the floor do.
Ah, now I see. This is due that to increase the speed I use the built in height map that comes with each chunk. That means that the height map, and thereby the light, ignores the torches on the wall and therefor goes below them to nearest ground instead. To pass this you can either in the GUI check the No Heightmap, or you as a command line --no-heightmap. Hopefully that will solve your issue, but it might be a slight decrease of performance.
Anyway, more updates: Due that I two days ago got a rootkit(Don't ask where I got it from!), I reinstalled my OS once again and realized that I needed a better system to backup my data. So I will now try to make it possible to use PixelMap on Linux, and therefor I will release the source code. I've already created an account on Github but I have no idea of how it works. Although I've managed to create and connect to it, so I suppose that there will be some source put there very soon.
If anyone could hand me some decent information of how to best use Github, then please let me know.
This addition also will make it possible for others to help out with developing this tool. Maybe I will learn something too.
Help me help you.
Anyway, I got it working with McRegion, which the new saving format is built up against. I think there is a 10% performance increase as well. I also added possibility for future updates to contain backwards compatibility against older formats, like Classic/Invdev. I wont add them now but it could be a good addition later for those still using it. The old Alpha format will be kept but not be a standard.
A release will be out as soon as I find out that Minecraft v1.3 is released. Until then, I will look into porting it to Linux and then put it up on github.
Help me help you.