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Make options documentation consistent
also resolve confusion between Y axis on image vs. in-game
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@@ -9,9 +9,13 @@ minetestmapper \- generate an overview image of a Luanti map
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See additional optional parameters below.
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.SH DESCRIPTION
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.B minetestmapper
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generates an overview image of a Luanti map. This is a port of
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the original minetestmapper.py to C++, that is both faster and
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provides more functionality than the obsolete Python script.
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generates a top-down overview image of a Luanti map.
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This is a port of the obsolete minetestmapper.py script to C++,
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that is both faster and provides more features.
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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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.SH MANDATORY PARAMETERS
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.TP
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@@ -28,7 +32,7 @@ Background color of image, e.g. "--bgcolor #ffffff"
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.TP
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.BR \-\-scalecolor " " \fIcolor\fR
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Color of scale, e.g. "--scalecolor #000000"
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Color of scale marks and text, e.g. "--scalecolor #000000"
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.TP
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.BR \-\-playercolor " " \fIcolor\fR
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@@ -40,11 +44,11 @@ Color of origin indicator, e.g. "--origincolor #ff0000"
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.TP
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.BR \-\-drawscale
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Draw tick marks
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Draw scale(s) with tick marks and numbers
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.TP
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.BR \-\-drawplayers
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Draw player indicators
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Draw player indicators with name
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.TP
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.BR \-\-draworigin
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@@ -52,7 +56,7 @@ Draw origin indicator
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.TP
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.BR \-\-drawalpha
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Allow nodes to be drawn with transparency
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Allow nodes to be drawn with transparency (such as water)
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.TP
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.BR \-\-noshading
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@@ -60,7 +64,7 @@ Don't draw shading on nodes
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.TP
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.BR \-\-noemptyimage
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Don't output anything when the image would be empty.
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Don't output anything when the image would be empty
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.TP
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.BR \-\-verbose
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@@ -68,19 +72,21 @@ Enable verbose log output.
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.TP
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.BR \-\-min-y " " \fInumber\fR
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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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.TP
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.BR \-\-max-y " " \fInumber\fR
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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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.TP
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.BR \-\-backend " " \fIbackend\fR
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Use specific map backend; supported: \fIsqlite3\fP, \fIleveldb\fP, \fIredis\fP, \fIpostgresql\fP, e.g. "--backend leveldb"
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Override auto-detected map backend; supported: \fIsqlite3\fP, \fIleveldb\fP, \fIredis\fP, \fIpostgresql\fP, e.g. "--backend leveldb"
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.TP
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.BR \-\-geometry " " \fIgeometry\fR
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Limit area to specific geometry (\fIx:y+w+h\fP where x and y specify the lower left corner), e.g. "--geometry -800:-800+1600+1600"
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Limit area to specific geometry (\fIx:z+w+h\fP 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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.TP
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.BR \-\-extent
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@@ -92,7 +98,7 @@ Zoom the image by using more than one pixel per node, e.g. "--zoom 4"
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.TP
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.BR \-\-colors " " \fIpath\fR
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Forcefully set path to colors.txt file (autodetected otherwise), e.g. "--colors ../world/mycolors.txt"
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Override auto-detected path to colors.txt, e.g. "--colors ../world/mycolors.txt"
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.TP
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.BR \-\-scales " " \fIedges\fR
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@@ -102,12 +108,7 @@ Draw scales on specified image edges (letters \fIt b l r\fP meaning top, bottom,
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.BR \-\-exhaustive " " \fImode\fR
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Select if database should be traversed exhaustively or using range queries, available: \fInever\fP, \fIy\fP, \fIfull\fP, \fIauto\fP
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Defaults to \fIauto\fP. 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
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.B min-y
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and
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.B max-y
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when you don't care about the world below e.g. -60 and above 1000 nodes.
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Defaults to \fIauto\fP. You shouldn't need to change this, as minetestmapper tries to automatically picks the best option.
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.TP
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.BR \-\-dumpblock " " \fIpos\fR
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