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mirror of https://github.com/luanti-org/minetestmapper.git synced 2025-10-10 07:25:25 +02:00

Make options documentation consistent

also resolve confusion between Y axis on image vs. in-game
This commit is contained in:
sfan5
2025-04-07 22:58:58 +02:00
parent 458c3c30a0
commit 314debe4fb
3 changed files with 58 additions and 40 deletions

View File

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