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
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 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.
Requirements
------------
* C++ compiler, zlib, zstd
* libgd
* sqlite3
* LevelDB (optional)
* hiredis (optional)
* Postgres libraries (optional)
on Debian/Ubuntu:
^^^^^^^^^^^^^^^^^
``sudo apt install cmake libgd-dev libhiredis-dev libleveldb-dev libpq-dev libsqlite3-dev zlib1g-dev libzstd-dev``
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>`_.
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
Compilation
-----------
.. code-block:: bash
cmake . -DENABLE_LEVELDB=1
make -j$(nproc)
Usage
-----
``minetestmapper`` has two mandatory paremeters, ``-i`` (input world path)
and ``-o`` (output image path).
::
./minetestmapper -i ~/.minetest/worlds/my_world/ -o map.png
Parameters
^^^^^^^^^^
bgcolor:
Background color of image, e.g. ``--bgcolor '#ffffff'``
scalecolor:
Color of scale marks and text, e.g. ``--scalecolor '#000000'``
playercolor:
Color of player indicators, e.g. ``--playercolor '#ff0000'``
origincolor:
Color of origin indicator, e.g. ``--origincolor '#ff0000'``
drawscale:
Draw scale(s) with tick marks and numbers, ``--drawscale``
drawplayers:
Draw player indicators with name, ``--drawplayers``
draworigin:
Draw origin indicator, ``--draworigin``
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``
noshading:
Don't draw shading on nodes, ``--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``
max-y:
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``
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:
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``
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, 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.