.TH MINETESTMAPPER 6 .SH NAME minetestmapper \- generate an overview image of a Luanti map .SH SYNOPSIS .B minetestmapper \fB\-i\fR \fIworld_path\fR \fB\-o\fR \fIoutput_image\fR .PP See additional optional parameters below. .SH DESCRIPTION .B minetestmapper 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 .BR \-i " " \fIworld_path\fR Input world path .TP .BR \-o " " \fIoutput_image\fR Path to output image .SH OPTIONAL PARAMETERS .TP .BR \-\-bgcolor " " \fIcolor\fR Background color of image, e.g. "--bgcolor #ffffff" .TP .BR \-\-scalecolor " " \fIcolor\fR Color of scale marks and text, e.g. "--scalecolor #000000" .TP .BR \-\-playercolor " " \fIcolor\fR Color of player indicators, e.g. "--playercolor #ff0000" .TP .BR \-\-origincolor " " \fIcolor\fR Color of origin indicator, e.g. "--origincolor #ff0000" .TP .BR \-\-drawscale Draw scale(s) with tick marks and numbers .TP .BR \-\-drawplayers Draw player indicators with name .TP .BR \-\-draworigin Draw origin indicator .TP .BR \-\-drawalpha Allow nodes to be drawn with transparency (such as water) .TP .BR \-\-noshading Don't draw shading on nodes .TP .BR \-\-noemptyimage Don't output anything when the image would be empty .TP .BR \-\-verbose Enable verbose log output. .TP .BR \-\-min-y " " \fInumber\fR 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" .TP .BR \-\-backend " " \fIbackend\fR 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: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 Don't render the image, just print the extent of the map that would be generated, in the same format as the geometry above. .TP .BR \-\-zoom " " \fIfactor\fR Zoom the image by using more than one pixel per node, e.g. "--zoom 4" .TP .BR \-\-colors " " \fIpath\fR Override auto-detected path to colors.txt, e.g. "--colors ../world/mycolors.txt" .TP .BR \-\-scales " " \fIedges\fR Draw scales on specified image edges (letters \fIt b l r\fP meaning top, bottom, left and right), e.g. "--scales tbr" .TP .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, as minetestmapper tries to automatically picks the best option. .TP .BR \-\-dumpblock " " \fIpos\fR Instead of rendering anything try to load the block at the given position (\fIx,y,z\fR) and print its raw data as hexadecimal. .SH MORE INFORMATION Website: https://github.com/luanti-org/minetestmapper .SH MAN PAGE AUTHOR Daniel Moerner