Cartogaph G is a modified version of Cartograph with extra features implemented.
The original author of Cartograph (Zombuster) doesn't seem to be updating it anymore (or at least not fast enough for my taste).
I love the images rendered by it though, and since it's open source I made some changes to it.
At the beating heart is still Zombuster's original work and I am only responsible for the added features and interface.
There's also an image post processor and a new interface to accommodate the new features and make it more user friendly. Screenshots are near the bottom of this post
Most recent blocks (cake, note blocks, dyed wool, beds, slabs, portal fields, different trees)
Wooloscopy: all blocks are now wool; allows you to see data values
Force brightness: all blocks are now as bright as if exposed to sunlight
Select any number of layers to render them alone or exclude them in any view mode
Select any number of block types to render them alone or exclude them in any view mode
A built-in function to map all layers individually with any options in any view mode (like the broken batch file)
Easy selection screen for layers and blocks, with information on which is which and filters
Merge renders on top of each other (for example a render of lava only on top of a normal map)
Custom background colors (handy if you map only an ore and want more contrast)
A queue for multiple renders in one batch (you should suppress stacking though)
Easy human readable command line interface
All interface -> renderer and interface -> post processor commands go through a batch file, allowing for saving, editing and repeating.
Logging and concurrency: batch jobs log their progress, several jobs can work concurrently.
Orientation and mirroring: select the orientation of the map and optionally mirror it.
Automatic save file finder: finds your custom named world folders in the Minecraft save folder.
Native Beta 1.3 (McRegion) save file support
Custom map path history Big maps, worlds of over a gigabyte have been reported working. Post your high score in this thread.
Partial map rendering by coordinates or markings
Exact coordinates of all blocks written to file (for finding dungeons for example)
Zooming, cropping, mirroring or rotating images
Mod script / Aether support (CGS)
Custom translations
Support for The End dimension
Block/layer presets
Anvil-region compatibility
Beacon beams
Texture file instead of PNG (old files still supported)
Changelog
2012_10_25; BINS: Renders anvil-regions normally. Includes all blocks from the Pretty Scary Update.
2011_11_20; CRG: Bugfix for remote areas, end dragon egg. CGI: Better orientations, windows, paths.
2011_11_05; CGI: The End dimension and blocks CGR: Oblique and libpng bugfix. Added license info.
2011_09_16; CGR: Added correct leaves interpretation.
2011_09_15; BINS: Included correct texture image this time.
2011_09_14; CGR: 1.8 blocks. CGI: 1.8 blocks and translation capability.
2011_08_20; CGR: Zooming, cropping, limited CGS support, current dir fix, leaves fix
2011_06_30; CGR: Added Pistons, lightmap feature, updated Readme. TPP: Pistons, redstone bug.
2011_05_26; CGI: saving advanced options, layer list improved. CGR: Trapdoor, tall grass and dead shrub.
2011_04_20; CGR: (auto)mirroring, libpng, saplings, tiles. CGI: layer custom name, new panes. TPP: MC1.5
2011_04_14; CGR: Filtered cave, memory, added location features. CGI: Location features. TPP overhaul. MEP.
2011_04_01; CGR: Tracks/snow now ceiling of block below. CGI: Log close fix, typo, spaced filename. More
2011_03_17; CGI: Verbosity, log typo, render progress. CGR: Support for more memory, tabular stats
2011_03_03; CGR: Fixed oblique cave mode. CGI: Added advanced path settings, custom path saving.
2011_02_27; CGR: Fixed chunk pattern, higher max filename (4x), resolution (10x). CGI: Server lag fix, IP parse
2011_02_25; CGI: World listing for with Windows 7 and Vista. CGR: Notification and visible blocks for interface
2011_02_24; CGR: Big map support, "folder" command. CGI: Shows custom save folders
2011_02_22; CGR: 1.3 Save file and blocks, fix to isometric, oblique and textures. Error, progress reports. More
2011_02_13; CGI: Fixed some logging issues, including Run-time error 70 for Vista and Windows 7.
2011_02_12; CGI: Log, concurrency, simple orientation and mirroring, saving defaults. CGR: Orientation
2011_02_10; CGI: Cobblestone now a common block, readme updated; CGPP transparency fix.
2011_02_08; TPP: Minor leaf update and text. Updated Faq, known issues and possible features on topic.
2011_02_03; CGPP: Compressed, may solve some issues. CGR: Fixed leaves and portal fields, new texture file
2011_01_31; CGI and readme file: typo fixed. CGR: wool fixed and tree textures perfected.
2011_01_30; CGI: Improved block names, nether filter. Changed file naming scheme.
Known issues
Leaves render strangely on older maps or near the edge (see FAQ)
Biomes are not supported
Mirroring 3D maps also mirrors orientation
May not render the same world twice without restarting Windows 7
Can not render huge images on 32bit OSses with little RAM
Non-ASCII characters in world/folder names may not work
Possible future features
Open source (it's still a mess)
Support for biomes
Automatic map name support
Partial rendering, making multiple cores possible
Smooth isometric style
License
Cartograph G itself is licensed under the Creative Commons BY-NC-SA license, which can be found at: http://creativecommo...s/by-nc-sa/3.0/.
The original Cartograph renderer and its components were licensed as "Feel free to use any part of this code for your own projects enjoy your spaghetti!".
Third party libraries linked to by Cartograph G have their own licenses.
Corona and zlib are under the Zlib license: http://opensource.or...ib-license.html
Libpng is licensed under its own license: http://www.libpng.or...png-LICENSE.txt
You are forbidden to:
Lie about authorship of any part of Cartograph G
Remove or alter licensing information intended to inform users about this license
Sell Cartograph G in whole or parts
You are allowed, but discouraged to:
Mirror, copy, repack or redistribute Cartograph G
Lie about the origin of maps generated by Cartograph G
Sell maps generated by Cartograph G or use them for commercial activities
Link to the Cartograph G files, or download link directly, instead of linking to the forum thread
You are allowed and encouraged to:
Make texture packs, language files or mod scripts that can be used to alter Cartograph G
Use maps generated by Cartograph G for your own projects or server, no watermark required
The reason i discourage commercial activities is because Cartograph G is freeware, and i do not accept donations for it.
It doesn't seem fair if anyone were to make money by using or selling a free product, it's like selling air.
I discourage redistributing because that way i can not count downloads.
The download count for a specific version can be retrieved by replacing "download.php" in the download link with "counter.php", leaving the rest of the path as is.
I discourage linking directly to the download link because that way visitors are unable to see which version is the most recent and troubleshooting information.
FAQ
Q: How do i install it?
A: You can not install it, you must extract all the contents of the rar file (with software such as winRAR) to a folder and run Cartograph_G.exe.
Q: Where do the images go?
A: In the same folder you extracted Cartograph G, if you use shortcuts they can go anywhere and i can't guarantee anything works.
Q: Can I map multiplayer maps?
A: Yes, but only if you're the server; select "custom" as map and copy the name of the directory to the textfield.
Q: Why doesn't it work?
A: I don't know. Make sure you have extracted every file to the same directory, make sure the proper permissions are granted and that you have installed the C++ package (download link).
Q: How can I contact you with suggestions, bug reports, rants?
A: I do read this topic, but you should send me a PM or email if you want a personal reply.
Q: Will this work on [operating_system]?
A: I don't know, if it can run windows executables (Wine for example) it might, but I haven't tested this.
Q: Why can't I map the Nether?
A: You can if you've been there at least once. The nether however has a solid Bedrock ceiling, so you'll need to remove a lot of layers from the top or make sure Netherrack and Bedrock are hidden. You could also check "render all slices" to get a thorough view of the Nether.
Q: Why are the leaves so strange?
A: The leaves of Birch and Redwood trees have different textures. Some trees on old maps and near the edge of new maps have leaves with mixed colors. It may be on the old maps because of some old leaf decay algorithm, and on the new maps to keep leaves on remote trees from calculating their decay. But that is speculation from my side, there seems to be nothing to do about it. You can however force all leaves to render as normal leaves if you use standardLeavesPatch.bat in the Texture Pack Patcher.
Q: Why does my virus scanner say it discovered a virus?
A: Few virus scanners, especially Norton, sometimes wrongly see parts of Cartograph G as a virus. As far as i know Cartograph G contains no dangerous elements. You have to set your virus scanner to make an exception and ignore Cartograph G if you want to use it.
Q: Why are chunks rendered so far away from the rest?
A: They exist in the actual save file, it may be a glitch connected to dying in the nether, teleporting or save file hacking. If blocks are not so far away, this is only an inconvenience for mapping. If the distance is too great Cartograph G will try to map the enormous empty space in between and possibly crash. If this happens you'll need to remove the far areas from your world or use the location pane to limit the range.
Troubleshooting
If you encounter problems running Cartograph G, please follow these steps in this order.
Make sure all files are extracted from the archive to the same folder
If images don't show up, manually refresh the folder. (it does not always happen automatically)
Try to move your Cartograph G folder away from your desktop or documents, for example to C:\Cartograph_G, and try with administrator rights.
The minimum system requirement is Windows XP SP2, if you're running a newer version of Windows (such as Vista or 7) and encounter problems, try setting the compatibility for the three exe files to "Windows XP (Service Pack 3)" at their property settings (right click, properties, compatibility tab).
If some worlds can be mapped but not one that was recently played or mapped, make sure Minecraft itself is closed. If that doesn't help, try to restart your computer. Some locks may apply to the files preventing mapping.
Successful or not, when trying to render a world a batch file named renderJob0.bat and a text file named after your world should show up in the Cartograph G folder. The text file can contain an error message.
You can use the verbosity setting to get a clearer indication on what went wrong, it then writes a complete log so you can see what happened right before the crash.
Make sure enough memory is available, large worlds of hundreds of megabytes may require more ram than your computer can deliver, especially with 3D maps. Using a 64 bit OS and more than 2GB ram may help if you only have problems with such large tasks. On some Windows versions a 0kb image may be created instead of crashing.
If the above have no effect, leave a message at this topic or send a private message to Gameslinder, along with all information that may be relevant (What you were doing, your operating system, RAM size, Minecraft and Cartograph G version, Minecraft mods, texture packs, error messages, visible map glitches, world name and path, world size, render style, orientation, extra selected options, the contents of the batch file, problemTracker.txt file, world text file, what does and does not work, etc.)
Screenshots
Dyed wool, both new trees (near the bottom), wooloscopy mode to see data values (for example the water flow below the rainbow)
Easy block filter to exclude or only render selected blocks; example shows leaves and sand hidden.
Easy layer filter to exclude or only render selecter layers; example shows several layers cut from the middle.
Choose to render all layers individually with a simple checkbox instead of the broken batch file
Merge several renders (example shows lava rendered on top).
Log screen, showing the progress of tasks and (periodically) render progress
Texture pack patcher (add-on), allows usage of any texture pack and tools to ensure compatibility.
Marking extraction pack (add-on), allows rendering only a selected area.
Lightmap, shows which areas are dark enough to spawn monsters
If you encounter a problem with Cartograph G, I might be able to fix it.
Follow the troubleshooting tips on the topic page first, and if that doesn't work you can tell me all relevant information (see the bottom of troubleshooting), we might solve it.
Norton seems to be blocking it whenever I try to render a world. Then again, I can't tell if it's working or not.
How will I even know if it's working/done?
I had to go into the alert options and restore the file and check the box that says "Exclude this file from the search"
It's not that the file is bad it's just that Norton thinks it's iffy and removes it just in case.
Yeah, it didn't work for me at first, then I noticed that Norton immediately removes cartograph_g_renderer.exe as soon as I extract the files from the archive. I had to tell Norton to mind it's own business and restore the file. It doesn't give any particular reason, just says it has performed suspicious activity:
Full Path: Not Available
____________________________
____________________________
On computers as of:
2/7/2011 at 9:13:19 AM
Last Used:
2/7/2011 at 9:14:24 AM
Startup Item:
No
Launched:
Yes
____________________________
____________________________
Very Few Users
Fewer than 5 users in the Norton Community have used this file.
____________________________
High
This file risk is high.
____________________________
Threat Details
SONAR Protection monitors for suspicious program activity on your computer.
____________________________
Origin
Downloaded from URL Not Available
Source File:
7zg.exe
File Created:
cartograph_g_renderer.exe
____________________________
File Actions
File: c:\Junk\cartograph_g_2011_02_03_bins\cartograph_g_renderer.exe
Removed
____________________________
File Thumbprint - SHA:
Not Available
____________________________
File Thumbprint - MD5:
Not Available
____________________________
Once that was corrected, it works fine, nice job! Glad to see the old Cartograph back in action and updated.
OK, any reason why some leaves on top of trees render darker than others?
These happen in clumps and as far as I know, aren't any different than the trees next to them that are normal. Seems to happen on some worlds and not others, and happens in both isometric and flat modes.
Also, if you select a world that doesn't exist, the app will crash.
I don't think it needs a progress bar if that's a lot of hassle to add, since you can just watch the command window and when it goes away, the thing is done.
Rollback Post to RevisionRollBack
D_B
To tell them how to live is to prevent them living.
Yeah, it didn't work for me at first, then I noticed that Norton immediately removes cartograph_g_renderer.exe as soon as I extract the files from the archive. I had to tell Norton to mind it's own business and restore the file. It doesn't give any particular reason, just says it has performed suspicious activity:
Once that was corrected, it works fine, nice job! Glad to see the old Cartograph back in action and updated.
It's because the file if fresh on the market. I had to do the same thing
Quote from Dweller_Benthos »
OK, any reason why some leaves on top of trees render darker than others?
These happen in clumps and as far as I know, aren't any different than the trees next to them that are normal. Seems to happen on some worlds and not others, and happens in both isometric and flat modes.
I suspect it's the birch and darkwood leaves that are causing the problem as Gameslinder has expressed grievance in differing them apart in the rendering process.
Quote from Dweller_Benthos »
I don't think it needs a progress bar if that's a lot of hassle to add, since you can just watch the command window and when it goes away, the thing is done.
Interesting that it is the renderer that gives issues; this is mostly the original Cartograph code and possibly compiled in the same way.
It's hard to see why this would give warnings while the original Cartograph would not.
"7zg.exe" might refer to the fact Cartograph has to decompress the chunk files... maybe this is used in viruses to decompress code from unused parts of their binary. (the fact that it's compressed obfuscates its function to a scanner)
The reference to "7zg.exe" is (I think) when I use 7zip to extract the archive, as soon as it (7zip) writes the file, Norton checks it and erases it.
Quote from Gameslinder »
Is this near the edge of the map? I have seen this happen too, it seems that leaves that are close to the edge are frozen in time with temporary data values (to prevent leaf decay from trees that don't exist yet?)
It is known that 0 = normal, 1 = redwood, 2 = birch, but i have seen higher values pop up too, which in Cartograph G are forced to also have the standard texture, which can result in trees with mixed leaf colors (the alternative was almost-bald trees)
You can use wooloscopy mode to see what goes on behind the scenes; it seems remote trees DO have bands of leaves with abnormal data values.
It's a mystery to me why these leaves apparently have undocumented features in their data values.
This happens in the middle of maps as well:
A wooloscopy shows this:
So that's what it is. This is an older map and has had no new terrain generated after the update for new trees, so there are no birches or tall pines in the map. But, these trees have the weird mixed foliage look of old trees with all the new leaf types in one tree. The thing is, and even older world doesn't have this problem at all. Weird.
Oh yeah, I've also used a couple of editors on this map, but not the other one. This one has had MinePlump expand it's ore veins, MCEdit to move the spawn point, MineEdit to edit inventory, etc. The other map is untouched though.
OK, on a brand new generated level, it appears the darker leaves are from birch trees. Must be on the older levels where the trees are mixed leaves it can't decide what they are supposed to be.
Rollback Post to RevisionRollBack
D_B
To tell them how to live is to prevent them living.
OK, on a brand new generated level, it appears the darker leaves are from birch trees. Must be on the older levels where the trees are mixed leaves it can't decide what they are supposed to be.
This is correct as I've experienced the same thing.
Also, good job on trying to fix Cartograph. It doesn't tell that you fixed the custom path on this one, so could you please verify that there's no bug when using the custom path?
About the support for biomes, I would give you this: http://www.minecraftforum.net/viewtopic.php?f=25&t=80902
Currently the only way to extract biomes, but there could be other ways.
Yes it does. At last somebody fixed it. Hopefully more people will leave Cartograph and go to other mappers, like this one, that is a branch of the original one.
Quote from Gameslinder »
Biome support is difficult to implement in Cartograph, it's ancient in design. If i see an opportunity to do so i certainly will.
Oh yeah. When I made PixelMap I roundhouse kicked Cartographs design with my modular approach. Technically I can take out whatever part I'd like and change it completely but the rest of the program can still run smoothly.
You can however force all leaves to render as normal leaves if you use standardLeavesPatch.bat in the Texture Pack Patcher.
Figured as much. Where's this standardLeavesPatch.bat file located? I use Xau's texture patcher and don't recall seeing it anywhere mentioned with that. Is there another texture patcher?
Or, you could just cut down all the old trees that have messed up leaves and grow new ones. :-)
Rollback Post to RevisionRollBack
D_B
To tell them how to live is to prevent them living.
Ah, cool, I was wondering about ore color as well, that looks like it will be just what I wanted, thanks.
though.... I did the ore patch and the texture file is changed, but when I render a diamond only map, they still come out mostly black? Or am I expecting something that isn't meant to happen? Shouldn't the diamond be blue? I also tried redstone and it isn't red, just black dots. Leaves come out OK now, though if it weren't for the old trees problem, it would be nice to have birches & pines marked differently on the map.
Rollback Post to RevisionRollBack
D_B
To tell them how to live is to prevent them living.
I did the ore patch and the texture file is changed, but when I render a diamond only map, they still come out mostly black? Or am I expecting something that isn't meant to happen? Shouldn't the diamond be blue? I also tried redstone and it isn't red, just black dots.
Maybe you didn't use the "force brightness" option? Otherwise any block that has something non-transparent on top is rendered very darkly.
Yep, that's it, d'oh!
Quote from Gameslinder »
Quote from Dweller_Benthos »
Leaves come out OK now, though if it weren't for the old trees problem, it would be nice to have birches & pines marked differently on the map.
They are... though you have to look closely due to the leaves.
Old trees can not be turned into new trees though.
Unless you cut them all down..... hmmm.... there may be a way to change all leaves in MCEdit, I'll have to look into that.
Rollback Post to RevisionRollBack
D_B
To tell them how to live is to prevent them living.
Can't quite get it to work. When I open the Cartograph_G_Renderer and hit render it just instantly says done and saves me a verrrry small image or says world contains no chunks. When I run Cartograph G and hit render it opens the command line very briefly and almost instantly closes it. Same thing happens when I try to open the command line it's self.
Can't quite get it to work. When I open the Cartograph_G_Renderer and hit render it just instantly says done and saves me a verrrry small image or says world contains no chunks. When I run Cartograph G and hit render it opens the command line very briefly and almost instantly closes it. Same thing happens when I try to open the command line it's self.
Never seen that before; what's different about your installation that might make it fail?
What's your operating system? Are you certain you picked the right world? Are all Cartograph G files in the same folder with full access rights? Are you using mods in minecraft?
Windows 7 32bit. I am but nothing that changes the world. Just a flying mod. But no everything is in it's folder and all I did was make a folder called cart and unpacked the .rar into it.
some firewall/virus protection could also block running program, try turning it off just before running Cartograph G, also can try running it from different locations (desktop) or as an administrator
Rollback Post to RevisionRollBack
"Angels dream of one thing ... to be human" - Angeal Hewley (CC:FFVII)
It's located on my desktop. My firewall is turned off and I've tried running as administrator. Unfortunitaly I don't have any computers and my world is almost 15mb. It's acting like the world doesn't exist and it's only 1 of 2 worlds I have.
It's located on my desktop. My firewall is turned off and I've tried running as administrator. Unfortunitaly I don't have any computers and my world is almost 15mb. It's acting like the world doesn't exist and it's only 1 of 2 worlds I have.
Mines over 60 and I have W7 64-bit so this is a strange occurrence. Though I doubt it's the fire wall doing anything. A firewall is for stuff to NOT get into your computer from the "outside" like the internet or LAN or something. Might be the anti-viral though I doubt it.
-make folder named Cart and but the .rar into it.
-right click on extract here.
-open Cartograph_G_Renderer
-I click world 2 (I've even tried 1) Leave middle column on normal, and check no options in the right column.
- Hit render, It renders for about a second, says done, and creates a file named map2-normal-day and another just titled map 2. map2 says my map surface is
What I find weird is when i open Cartograph_G_post_Processor is just opens then closes immediately. I don't know what that means.. I can open my normal command prompt just fine. I'm starting to think it's just my computer not liking the program.
Cartogaph G is a modified version of Cartograph with extra features implemented.
The original author of Cartograph (Zombuster) doesn't seem to be updating it anymore (or at least not fast enough for my taste).
I love the images rendered by it though, and since it's open source I made some changes to it.
At the beating heart is still Zombuster's original work and I am only responsible for the added features and interface.
There's also an image post processor and a new interface to accommodate the new features and make it more user friendly.
Screenshots are near the bottom of this post
Downloads
Most recent version (2012_10_25): cartograph_g_2012_10_25_bins.rar
Older version (2011_11_20): cartograph_g_2011_11_20_bins.rar
If it doesn't work right away, download this: C++ Package (32bits), (64bits)
Texture pack patcher:
cartograph_g_2011_11_20_tpp.rar(obsolete)Marking extraction pack: cartograph_g_2011_04_14_mep.rar
Modscript documentation (Cartograph G Script) with Aether example: cartograph_g_2011_08_20_cgs.rar
Translation documentation with templates:cartograph_g_2011_11_20_tlp.rar
New features
Most recent blocks (cake, note blocks, dyed wool, beds, slabs, portal fields, different trees)
Wooloscopy: all blocks are now wool; allows you to see data values
Force brightness: all blocks are now as bright as if exposed to sunlight
Select any number of layers to render them alone or exclude them in any view mode
Select any number of block types to render them alone or exclude them in any view mode
A built-in function to map all layers individually with any options in any view mode (like the broken batch file)
Easy selection screen for layers and blocks, with information on which is which and filters
Merge renders on top of each other (for example a render of lava only on top of a normal map)
Custom background colors (handy if you map only an ore and want more contrast)
A queue for multiple renders in one batch (you should suppress stacking though)
Easy human readable command line interface
All interface -> renderer and interface -> post processor commands go through a batch file, allowing for saving, editing and repeating.
Logging and concurrency: batch jobs log their progress, several jobs can work concurrently.
Orientation and mirroring: select the orientation of the map and optionally mirror it.
Automatic save file finder: finds your custom named world folders in the Minecraft save folder.
Native Beta 1.3 (McRegion) save file support
Custom map path history
Big maps, worlds of over a gigabyte have been reported working. Post your high score in this thread.
Partial map rendering by coordinates or markings
Exact coordinates of all blocks written to file (for finding dungeons for example)
Zooming, cropping, mirroring or rotating images
Mod script / Aether support (CGS)
Custom translations
Support for The End dimension
Block/layer presets
Anvil-region compatibility
Beacon beams
Texture file instead of PNG (old files still supported)
Changelog
2012_10_25; BINS: Renders anvil-regions normally. Includes all blocks from the Pretty Scary Update.
2011_11_20; CRG: Bugfix for remote areas, end dragon egg. CGI: Better orientations, windows, paths.
2011_11_05; CGI: The End dimension and blocks CGR: Oblique and libpng bugfix. Added license info.
2011_09_16; CGR: Added correct leaves interpretation.
2011_09_15; BINS: Included correct texture image this time.
2011_09_14; CGR: 1.8 blocks. CGI: 1.8 blocks and translation capability.
2011_08_20; CGR: Zooming, cropping, limited CGS support, current dir fix, leaves fix
2011_06_30; CGR: Added Pistons, lightmap feature, updated Readme. TPP: Pistons, redstone bug.
2011_05_26; CGI: saving advanced options, layer list improved. CGR: Trapdoor, tall grass and dead shrub.
2011_04_20; CGR: (auto)mirroring, libpng, saplings, tiles. CGI: layer custom name, new panes. TPP: MC1.5
2011_04_14; CGR: Filtered cave, memory, added location features. CGI: Location features. TPP overhaul. MEP.
2011_04_01; CGR: Tracks/snow now ceiling of block below. CGI: Log close fix, typo, spaced filename. More
2011_03_17; CGI: Verbosity, log typo, render progress. CGR: Support for more memory, tabular stats
2011_03_03; CGR: Fixed oblique cave mode. CGI: Added advanced path settings, custom path saving.
2011_02_27; CGR: Fixed chunk pattern, higher max filename (4x), resolution (10x). CGI: Server lag fix, IP parse
2011_02_25; CGI: World listing for with Windows 7 and Vista. CGR: Notification and visible blocks for interface
2011_02_24; CGR: Big map support, "folder" command. CGI: Shows custom save folders
2011_02_22; CGR: 1.3 Save file and blocks, fix to isometric, oblique and textures. Error, progress reports. More
2011_02_13; CGI: Fixed some logging issues, including Run-time error 70 for Vista and Windows 7.
2011_02_12; CGI: Log, concurrency, simple orientation and mirroring, saving defaults. CGR: Orientation
2011_02_10; CGI: Cobblestone now a common block, readme updated; CGPP transparency fix.
2011_02_08; TPP: Minor leaf update and text. Updated Faq, known issues and possible features on topic.
2011_02_03; CGPP: Compressed, may solve some issues. CGR: Fixed leaves and portal fields, new texture file
2011_01_31; CGI and readme file: typo fixed. CGR: wool fixed and tree textures perfected.
2011_01_30; CGI: Improved block names, nether filter. Changed file naming scheme.
Known issues
Leaves render strangely on older maps or near the edge (see FAQ)
Biomes are not supported
Mirroring 3D maps also mirrors orientation
May not render the same world twice without restarting Windows 7
Can not render huge images on 32bit OSses with little RAM
Non-ASCII characters in world/folder names may not work
Possible future features
Open source (it's still a mess)
Support for biomes
Automatic map name support
Partial rendering, making multiple cores possible
Smooth isometric style
License
Cartograph G itself is licensed under the Creative Commons BY-NC-SA license, which can be found at: http://creativecommo...s/by-nc-sa/3.0/.
The original Cartograph renderer and its components were licensed as "Feel free to use any part of this code for your own projects enjoy your spaghetti!".
Third party libraries linked to by Cartograph G have their own licenses.
Corona and zlib are under the Zlib license: http://opensource.or...ib-license.html
Libpng is licensed under its own license: http://www.libpng.or...png-LICENSE.txt
You are forbidden to:
It doesn't seem fair if anyone were to make money by using or selling a free product, it's like selling air.
I discourage redistributing because that way i can not count downloads.
The download count for a specific version can be retrieved by replacing "download.php" in the download link with "counter.php", leaving the rest of the path as is.
I discourage linking directly to the download link because that way visitors are unable to see which version is the most recent and troubleshooting information.
FAQ
Q: How do i install it?
A: You can not install it, you must extract all the contents of the rar file (with software such as winRAR) to a folder and run Cartograph_G.exe.
Q: Where do the images go?
A: In the same folder you extracted Cartograph G, if you use shortcuts they can go anywhere and i can't guarantee anything works.
Q: Can I map multiplayer maps?
A: Yes, but only if you're the server; select "custom" as map and copy the name of the directory to the textfield.
Q: Why doesn't it work?
A: I don't know. Make sure you have extracted every file to the same directory, make sure the proper permissions are granted and that you have installed the C++ package (download link).
Q: How can I contact you with suggestions, bug reports, rants?
A: I do read this topic, but you should send me a PM or email if you want a personal reply.
Q: Will this work on [operating_system]?
A: I don't know, if it can run windows executables (Wine for example) it might, but I haven't tested this.
Q: Why can't I map the Nether?
A: You can if you've been there at least once. The nether however has a solid Bedrock ceiling, so you'll need to remove a lot of layers from the top or make sure Netherrack and Bedrock are hidden. You could also check "render all slices" to get a thorough view of the Nether.
Q: Why are the leaves so strange?
A: The leaves of Birch and Redwood trees have different textures. Some trees on old maps and near the edge of new maps have leaves with mixed colors. It may be on the old maps because of some old leaf decay algorithm, and on the new maps to keep leaves on remote trees from calculating their decay. But that is speculation from my side, there seems to be nothing to do about it. You can however force all leaves to render as normal leaves if you use standardLeavesPatch.bat in the Texture Pack Patcher.
Q: Why does my virus scanner say it discovered a virus?
A: Few virus scanners, especially Norton, sometimes wrongly see parts of Cartograph G as a virus. As far as i know Cartograph G contains no dangerous elements. You have to set your virus scanner to make an exception and ignore Cartograph G if you want to use it.
Q: Why are chunks rendered so far away from the rest?
A: They exist in the actual save file, it may be a glitch connected to dying in the nether, teleporting or save file hacking. If blocks are not so far away, this is only an inconvenience for mapping. If the distance is too great Cartograph G will try to map the enormous empty space in between and possibly crash. If this happens you'll need to remove the far areas from your world or use the location pane to limit the range.
Troubleshooting
If you encounter problems running Cartograph G, please follow these steps in this order.
Screenshots
Dyed wool, both new trees (near the bottom), wooloscopy mode to see data values (for example the water flow below the rainbow)
Easy block filter to exclude or only render selected blocks; example shows leaves and sand hidden.
Easy layer filter to exclude or only render selecter layers; example shows several layers cut from the middle.
Choose to render all layers individually with a simple checkbox instead of the broken batch file
Merge several renders (example shows lava rendered on top).
Log screen, showing the progress of tasks and (periodically) render progress
Texture pack patcher (add-on), allows usage of any texture pack and tools to ensure compatibility.
Marking extraction pack (add-on), allows rendering only a selected area.
Lightmap, shows which areas are dark enough to spawn monsters
Follow the troubleshooting tips on the topic page first, and if that doesn't work you can tell me all relevant information (see the bottom of troubleshooting), we might solve it.
Venit, quessit, induravit.
How will I even know if it's working/done?
I had to go into the alert options and restore the file and check the box that says "Exclude this file from the search"
It's not that the file is bad it's just that Norton thinks it's iffy and removes it just in case.
Venit, quessit, induravit.
Once that was corrected, it works fine, nice job! Glad to see the old Cartograph back in action and updated.
OK, any reason why some leaves on top of trees render darker than others?
These happen in clumps and as far as I know, aren't any different than the trees next to them that are normal. Seems to happen on some worlds and not others, and happens in both isometric and flat modes.
Also, if you select a world that doesn't exist, the app will crash.
I don't think it needs a progress bar if that's a lot of hassle to add, since you can just watch the command window and when it goes away, the thing is done.
D_B
To tell them how to live is to prevent them living.
It's because the file if fresh on the market. I had to do the same thing
I suspect it's the birch and darkwood leaves that are causing the problem as Gameslinder has expressed grievance in differing them apart in the rendering process.
Agreed.
Venit, quessit, induravit.
The reference to "7zg.exe" is (I think) when I use 7zip to extract the archive, as soon as it (7zip) writes the file, Norton checks it and erases it.
This happens in the middle of maps as well:
A wooloscopy shows this:
So that's what it is. This is an older map and has had no new terrain generated after the update for new trees, so there are no birches or tall pines in the map. But, these trees have the weird mixed foliage look of old trees with all the new leaf types in one tree. The thing is, and even older world doesn't have this problem at all. Weird.
Oh yeah, I've also used a couple of editors on this map, but not the other one. This one has had MinePlump expand it's ore veins, MCEdit to move the spawn point, MineEdit to edit inventory, etc. The other map is untouched though.
OK, on a brand new generated level, it appears the darker leaves are from birch trees. Must be on the older levels where the trees are mixed leaves it can't decide what they are supposed to be.
D_B
To tell them how to live is to prevent them living.
This is correct as I've experienced the same thing.
Also, good job on trying to fix Cartograph. It doesn't tell that you fixed the custom path on this one, so could you please verify that there's no bug when using the custom path?
About the support for biomes, I would give you this: http://www.minecraftforum.net/viewtopic.php?f=25&t=80902
Currently the only way to extract biomes, but there could be other ways.
Help me help you.
Yes it does. At last somebody fixed it. Hopefully more people will leave Cartograph and go to other mappers, like this one, that is a branch of the original one.
Oh yeah. When I made PixelMap I roundhouse kicked Cartographs design with my modular approach. Technically I can take out whatever part I'd like and change it completely but the rest of the program can still run smoothly.
Help me help you.
Figured as much. Where's this standardLeavesPatch.bat file located? I use Xau's texture patcher and don't recall seeing it anywhere mentioned with that. Is there another texture patcher?
Or, you could just cut down all the old trees that have messed up leaves and grow new ones. :-)
D_B
To tell them how to live is to prevent them living.
though.... I did the ore patch and the texture file is changed, but when I render a diamond only map, they still come out mostly black? Or am I expecting something that isn't meant to happen? Shouldn't the diamond be blue? I also tried redstone and it isn't red, just black dots. Leaves come out OK now, though if it weren't for the old trees problem, it would be nice to have birches & pines marked differently on the map.
D_B
To tell them how to live is to prevent them living.
Yep, that's it, d'oh!
Unless you cut them all down..... hmmm.... there may be a way to change all leaves in MCEdit, I'll have to look into that.
D_B
To tell them how to live is to prevent them living.
Windows 7 32bit. I am but nothing that changes the world. Just a flying mod. But no everything is in it's folder and all I did was make a folder called cart and unpacked the .rar into it.
Mines over 60 and I have W7 64-bit so this is a strange occurrence. Though I doubt it's the fire wall doing anything. A firewall is for stuff to NOT get into your computer from the "outside" like the internet or LAN or something. Might be the anti-viral though I doubt it.
Post a step by step of what EXACTLY it is you do.
Venit, quessit, induravit.
-make folder named Cart and but the .rar into it.
-right click on extract here.
-open Cartograph_G_Renderer
-I click world 2 (I've even tried 1) Leave middle column on normal, and check no options in the right column.
- Hit render, It renders for about a second, says done, and creates a file named map2-normal-day and another just titled map 2. map2 says my map surface is
Map surface is: 3328 square meters
Block amounts:
Air: 327680
Stone: 0
Grass: 0
Dirt: 0
Cobblestone: 0
Moss Cobblestone: 0
Monster Spawner: 0
Bedrock: 0
Snow: 0
says there is nothing but air.