Closed katanacrimson closed 13 years ago
Possible, but I would need to know what is required via command-line. I've already created a branch that can be used to separate the features while being able to patch if required.
mcmap -help should list all options iirc
I'm sure it does, but I don't use mcmap and don't have the time to test with the other things I'm working on. I can quickly add a branch that supports it, but I will not take the time to find out all of the required commands.
If you can get that info, I'd be glad to add it to the branch.
Here ya go, this is the version I've got at least. I believe it's the latest (at least I hope it is, because otherwise, I need to redownload and recompile the bugger).
~$ ./mcmap -help
mcmap by Zahl - an isometric minecraft map rendering tool. Version 1.9.01
Usage: ./mcmap/mcmap [-from X Z -to X Z] [-night] [-cave] [-noise VAL] [...] WORLDPATH
-from X Z sets the coordinate of the chunk to start rendering at
-to X Z sets the coordinate of the chunk to end rendering at
Note: Currently you need both -from and -to to define
bounds, otherwise the entire world will be rendered.
-cave renders a map of all caves that have been explored by players
-blendcave overlay caves over normal map; doesn't work with incremental
rendering (some parts will be hidden)
-night renders the world at night using blocklight (torches)
-skylight use skylight when rendering map (shadows below trees etc.)
hint: using this with -night makes a difference
-noise VAL adds some noise to certain blocks, reasonable values are 0-20
-height VAL maximum height at which blocks will be rendered (1-128)
-min/max VAL minimum/maximum Y index (height) of blocks to render (0-127)
-file NAME sets the output filename to 'NAME'; default is output.png
-mem VAL sets the amount of memory (in MiB) used for rendering. mcmap
will use incremental rendering or disk caching to stick to
this limit. Default is 1800.
-colors NAME loads user defined colors from file 'NAME'
-dumpcolors creates a file which contains the default colors being used
for rendering. Can be used to modify them and then use -colors
-north -east -south -west
controls which direction will point to the *top left* corner
it only makes sense to pass one of them; East is default
-blendall always use blending mode for blocks
-hell render the hell/nether dimension of the given world
-serverhell force cropping of blocks at the top (use for nether servers)
-texture NAME extract colors from png file 'NAME'; eg. terrain.png
-biomes apply biome colors to grass/leaves; requires that you run Donkey Kong's biome extractor first on your world
-biomecolors PATH load grasscolor.png and foliagecolor.png from 'PATH'
WORLDPATH is the path of the desired alpha world.
Examples:
./mcmap/mcmap ~/.minecraft/saves/World1
- This would render your entire singleplayer world in slot 1
./mcmap/mcmap -night -from -10 -10 -to 10 10 ~/.minecraft/saves/World1
- This would render the same world but at night, and only
from chunk (-10 -10) to chunk (10 10)
Formatting may be slightly weird; if it is, I blame PuTTY.
Oh, also, another script I modified (the author wrote it originally I believe, I altered it for my own use) to generate maps with mcmap: https://gist.github.com/719655
Take a look at this branch https://github.com/endofzero/Minecraft-Sheller/tree/mcmap
Give that a test, CARTO_OPTIONS are where you set mcmaps flags, I added -png -biomes and -blendcave just as examples.
Since you can't specify the filename for outputs, after it is finished, it renames the output and thumb to match the filename scheme of the master branch, It would just be an extra file as the thumb is not generated by c10t.
Not sure how much farther I will get into this... If it is broken, I will try to fix it, but as far as adding features and whathave you... probably not. I will however, try to keep it updated with any fixes I come across.
Actually, reading through the params again, it looks like you can set the filename for output files.
-file NAME sets the output filename to 'NAME'; default is output.png
I use mcmap myself, I may take a stab at this.
I am going to close this as it seems the mcmap branch is working correctly... at least in my brief testing.
For those of us that prefer mcmap over cartograph, can the script be changed to support mcmap?
mcmap @ minecraftforum: http://www.minecraftforum.net/viewtopic.php?f=25&t=40327