minetestmapper/README.rst

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Minetest Mapper C++
===================
.. image:: https://github.com/minetest/minetestmapper/workflows/build/badge.svg
: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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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.
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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.
The `generate_colorstxt.py script
<./util/generate_colorstxt.py>`_ in the util folder exists for this purpose, detailed instructions can be found within.
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Requirements
------------
* C++ compiler, zlib, zstd
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* libgd
* sqlite3
* LevelDB (optional)
* hiredis (optional)
* Postgres libraries (optional)
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on Debian/Ubuntu:
^^^^^^^^^^^^^^^^^
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``sudo apt install cmake libgd-dev libhiredis-dev libleveldb-dev libpq-dev libsqlite3-dev zlib1g-dev libzstd-dev``
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on openSUSE:
^^^^^^^^^^^^
``sudo zypper install gd-devel hiredis-devel leveldb-devel postgresql-devel sqlite3-devel zlib-devel libzstd-devel``
for Windows:
^^^^^^^^^^^^
Minetestmapper for Windows can be downloaded `from the Releases section
<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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::
cd C:\Users\yourname\Desktop\example\path
minetestmapper.exe --help
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Compilation
-----------
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::
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cmake . -DENABLE_LEVELDB=1
make -j$(nproc)
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Usage
-----
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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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./minetestmapper -i ~/.minetest/worlds/my_world/ -o map.png
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Parameters
^^^^^^^^^^
bgcolor:
Background color of image, e.g. ``--bgcolor '#ffffff'``
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scalecolor:
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Color of scale marks and text, e.g. ``--scalecolor '#000000'``
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playercolor:
Color of player indicators, e.g. ``--playercolor '#ff0000'``
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origincolor:
Color of origin indicator, e.g. ``--origincolor '#ff0000'``
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drawscale:
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Draw scale(s) with tick marks and numbers, ``--drawscale``
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drawplayers:
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Draw player indicators with name, ``--drawplayers``
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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``
extent:
Don't output any imagery, just print the extent of the full map, ``--extent``
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noshading:
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Don't draw shading on nodes, ``--noshading``
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noemptyimage:
Don't output anything when the image would be empty, ``--noemptyimage``
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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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max-y:
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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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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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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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colors:
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Override auto-detected path to colors.txt, e.g. ``--colors ../world/mycolors.txt``
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.