Closed tahoward closed 13 years ago
Same issue here too.
Can you try using the official Dynmap v0.20?
The madminer address is now updated to the recommended version of Dynmap v0.20. Removed the tile directory for a fresh render. I re-ran the render for Skylands on my local machine as well with identical results as preciously posted.
Edit: preciously lol...
I also run on the Recommended v0.20 version.
I've found the issue and fixed it in 0.21. I'll create a 0.20.1 version later when some more of the fixes are in. The issue was that for some reason Skylands uses data-value 8 for parts of their leaves. The minecraftwiki isn't yet up to date on these values, since they only describe values 0, 1 and 2: http://www.minecraftwiki.net/images/8/8c/DataValuesBeta.png You can get 0.21 here: http://webbukkit.org/jenkins/public/dynmap/
@FrozenCow - I found that the non 0,1,2 values are present in general (not skylands specific): looks like the values can have either 4 or 8 added on, and it appears to have to do with the leaves being marked for "fade processing" (the possibility that they may fade). I suspect that the chunk generator creates some of these pre-marked, and if the chunk isn't loaded long enough, it never gers processed (hence why it has been reported primarily on remote corners of folks maps).
Hmm interesting. I would guess this feature is only in the newest versions of Minecraft. I added some debugging to test the data values of a few trees, apparently those didn't contain data-values with 4. Where exactly did you get this information?
I added debug for any blockdata above 2 for leaves, and did a run on a non-trivial normal-environment world. I saw values for all 3 leaf types (0,1,2), plus all of them +4 (4, 5, 6), plus all of them +8 (8, 9, 10). The minecraft wiki text for the Block IDs page describing the mapping makes reference to 'bit 0x4' being associated with leaf fade processing (see http://www.minecraftwiki.net/wiki/Data_values#Leaves) - I suspect that both 4 and 8 are associated with this processing, particularly since I found the coordinates of the +4 and +8 valued leaves correlated with chunks that were likely only active briefly after they were first generated (the most remote corners and edges of my map). I'm going to take a peek at the Bukkit/MC server chunk generation code and tree population code to confirm the domain of bits, but my test run with the equivalent texture mappings for N, N+4, and N+8 yielded 100% correction on all trees of all types on my test map.
The values are what I found by adding debug on any tree data value above 2, and running on my nontrivial normal world map. I observed all combinations of the 3 base ids and both +4 and +8 (but not +12). There is a reference to 'bit 0x4' in the text of the block data text in the MC wiki.
FrozenCow reply@reply.github.com wrote:
Hmm interesting. I would guess this feature is only in the newest versions of Minecraft. I added some debugging to test the data values of a few trees, apparently those didn't contain data-values with 4. Where exactly did you get this information?
Reply to this email directly or view it on GitHub: https://github.com/webbukkit/dynmap/issues/376#issuecomment-1748873
Map.madminer.com has been updated with v0.21. Topless trees are still popping up towards the edges. I ran the render on my local machine for Skylands with no change as well.
What time was the build you used? I've tested the latest with a map that showed the problem and everything worked.
About 20 minutes ago. I just re-downloaded v0.21 to be absolutely sure and have set up bindings so map2.madminer.com resolves to my local test machine which has skylands loaded on a fresh, mostly unmodified, dynmap plugin. Using the default "skylands-hires" template with flat map commented out.
server.madminer.com:25566 should get you on the minecraft server for this map.
It will take a while to fully render, but you should be able to see what I am looking at.
Try latest build when you get a chance
I see trees now; with leafs! Awesome work. I'll let this sit and render to see if I can catch anything else.
map2.madminer.com
Closed by accident. My bad.
We got leafs now; however there are still a few oddities if you start looking closely at the trees. I'll log in to the server to see if there is a common type for the missing leaf blocks tomorrow evening.
OK - added the id=3 leaves, which appear (though not documented anyplace I can find) to come from migration of alpha maps. Give latest 0.21 a spin.
Ok, I'll be able to in about 3 and a half hours from now.
Edit: Running now. Initial results are looking better than I last remember; will let this complete.
BTW 32 bit is awesome with duko pack. map.madminer.com; putting my vm to good use. : )
Go ahead and call this one fixed.
Cool - thanks for the help getting this fixed
My pleasure, dynmap is an amazing piece of work. Glad to help. : -)
Ok, dynmap pulls off a full render on a pre-generated world like Skylands, however, it seems to not like trees all that much:
http://img.photobucket.com/albums/v380/drkomiter/dynmap_skylands_trees.jpg
This also occurs on the edge of normal maps as well, except just the tops of the tree leaves go missing:
http://map.madminer.com
The difference being with Skylands is most of the map has not been traveled by players.
My template for Skylands:
version: 0.20 templates:
Template for normal world (HDMap hires)
custom-normal-skylowres: enabled: true
Number of extra zoom-out levels for world (each level is twice as big as the previous one)