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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

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