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Make options documentation consistent
also resolve confusion between Y axis on image vs. in-game
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41
README.rst
41
README.rst
@@ -4,16 +4,18 @@ Minetest Mapper C++
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.. image:: https://github.com/minetest/minetestmapper/workflows/build/badge.svg
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:target: https://github.com/minetest/minetestmapper/actions/workflows/build.yml
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Minetestmapper generates an overview image from a Luanti map.
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Minetestmapper generates a top-down overview image from a Luanti map.
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A port of minetestmapper.py to C++ from `the obsolete Python script
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<https://github.com/minetest/minetest/tree/0.4.17/util>`_.
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This version is both faster and provides more features.
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Minetestmapper ships with a colors.txt file for Minetest Game, if you use a different game or have
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many mods installed you should generate a matching colors.txt for better results.
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Minetestmapper ships with a colors.txt file suitable for Minetest Game,
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if you use a different game or have mods installed you should generate a
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matching colors.txt for better results (colors will be missing otherwise).
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The `generate_colorstxt.py script
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<./util/generate_colorstxt.py>`_ in the util folder exists for this purpose, detailed instructions can be found within.
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<./util/generate_colorstxt.py>`_ in the util folder exists for this purpose,
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detailed instructions can be found within.
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Requirements
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------------
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@@ -41,7 +43,8 @@ Minetestmapper for Windows can be downloaded `from the Releases section
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<https://github.com/minetest/minetestmapper/releases>`_.
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After extracting the archive, it can be invoked from cmd.exe or PowerShell:
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::
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.. code-block:: dos
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cd C:\Users\yourname\Desktop\example\path
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minetestmapper.exe --help
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@@ -49,7 +52,7 @@ After extracting the archive, it can be invoked from cmd.exe or PowerShell:
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Compilation
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-----------
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::
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.. code-block:: bash
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cmake . -DENABLE_LEVELDB=1
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make -j$(nproc)
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@@ -57,8 +60,8 @@ Compilation
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Usage
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-----
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`minetestmapper` has two mandatory paremeters, `-i` (input world path)
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and `-o` (output image path).
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``minetestmapper`` has two mandatory paremeters, ``-i`` (input world path)
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and ``-o`` (output image path).
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::
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@@ -90,7 +93,7 @@ draworigin:
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Draw origin indicator, ``--draworigin``
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drawalpha:
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Allow nodes to be drawn with transparency (e.g. water), ``--drawalpha``
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Allow nodes to be drawn with transparency (such as water), ``--drawalpha``
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extent:
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Don't output any imagery, just print the extent of the full map, ``--extent``
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@@ -101,11 +104,14 @@ noshading:
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noemptyimage:
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Don't output anything when the image would be empty, ``--noemptyimage``
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verbose:
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Enable verbose log putput, ``--verbose``
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min-y:
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Don't draw nodes below this y value, e.g. ``--min-y -25``
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Don't draw nodes below this Y value, e.g. ``--min-y -25``
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max-y:
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Don't draw nodes above this y value, e.g. ``--max-y 75``
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Don't draw nodes above this Y value, e.g. ``--max-y 75``
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backend:
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Override auto-detected map backend; supported: *sqlite3*, *leveldb*, *redis*, *postgresql*, e.g. ``--backend leveldb``
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@@ -113,8 +119,10 @@ backend:
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geometry:
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Limit area to specific geometry (*x:z+w+h* where x and z specify the lower left corner), e.g. ``--geometry -800:-800+1600+1600``
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The coordinates are specified with the same axes as in-game. The Z axis becomes Y when projected on the image.
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zoom:
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Apply zoom to drawn nodes by enlarging them to n*n squares, e.g. ``--zoom 4``
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Zoom the image by using more than one pixel per node, e.g. ``--zoom 4``
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colors:
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Override auto-detected path to colors.txt, e.g. ``--colors ../world/mycolors.txt``
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@@ -123,6 +131,9 @@ scales:
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Draw scales on specified image edges (letters *t b l r* meaning top, bottom, left and right), e.g. ``--scales tbr``
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exhaustive:
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| Select if database should be traversed exhaustively or using range queries, available: *never*, *y*, *full*, *auto*
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| Defaults to *auto*. You shouldn't need to change this, but doing so can improve rendering times on large maps.
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| For these optimizations to work it is important that you set ``min-y`` and ``max-y`` when you don't care about the world below e.g. -60 and above 1000 nodes.
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Select if database should be traversed exhaustively or using range queries, available: *never*, *y*, *full*, *auto*
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Defaults to *auto*. You shouldn't need to change this, as minetestmapper tries to automatically picks the best option.
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dumpblock:
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Instead of rendering anything try to load the block at the given position (*x,y,z*) and print its raw data as hexadecimal.
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