V.1.04 Sept.19,2010
-Fixed trimming errors that affected -obleft
-Added -lessDither, to reduce the "dithering" effects on oblique maps
-Added -realism (-real), which combines -noHeightColor,-gamma .8, and -lessDither in order to generate a version of the map drawn with a more twilit appearance
-Added a -debug option to show map creation information
-Dragging a folder onto the .exe will also add the -statistics parameter to the renderer
V.1.05 Sept.20,2010
-Fixed an error with parameter processing not seeing some options
-Fixed a bug with trying to read map chunks that contained some file errors (thanks to BreakIt)
-Fixed caves rendering large blocks of map areas affected by the pitch black lighting bug
-Slight optimization of writing unused (blank) areas of the map to PNG
-Changed -debug to -mapDebug
-"-debug" now enables -mapDebug and -memInfo
Can you give any tips for people like me that are not command line savvy. Right now, every time I want to use it, I go through a half dozen 'cd' commands then copy paste the the name of the program, then open the read me for the list of commands etc. I'm sure I'm making it a lot harder then it has to be.
On another note, something for the back burner, would you be able to mark your spawn point and current location on the map.
The source isn't available yet, but it will be eventually; the code needs to be optimized more, and it also needs to be made more readable. What kind of waypoints do you mean?
@MeltingPoint
Have you tried using a batch file? You wouldn't have to navigate to the directory in a console window all the time then.
(in notepad)
AlphaVespucci.exe -w1 -obleft
and save it to something.bat. Windows can run the .bat file and run the commands that are listed in it. Just make sure the .bat file is in the same directory as AlphaVespucci.exe if you don't give a path to it.
We use waypoints as warp points. It's a feature added by the topaz toolkit using fake players. I'd like to add annotated points to the map, where those waypoints are. Perhaps a plug-in model, or a text file with coords and annotations?
Actually, I've been working on getting OpenLayers to work, and it might be easier to leave signs as annotations/markers in a GoogleMaps-style map than to make them display on the actual image.
(So many interesting ideas, this todo list keeps growing...)
I'm using gdal2tiles to build an openlayers map out of my map, but I was worried about building an overlay that would change depending on map size. I don't really know a lot about it, so I don't know if the coordinate space grows with the map or not.
Using the zoom on OpenLayers apparently scales the coordinates your mouse is hovering over, and the coordinates are based on what you gave as the bounds for the map.
I was going to write a guide on how to turn your map into a Google Maps style thing, but the example I was using was bugged, so I made my own tiler thing. One simple test run worked, so I'm making it where you just give a config file pointing to the maps you want, and it'll generate a HTML file with the needed scripting to make an online map.
Currently, I'm still debugging why this 1GB+ server map I have fails to finish rendering to file. The PNG writing function just seems to break after 30000 rows of pixels (200 MB PNG size).
I just used this to render the FuG multiplayer SMP map. The map is 415 MB, and resulted in a 78.5 MB .png file.
So far this is the best render that I've seen, many thanks for creating it and providing it to the minecraft community. FuG Map
Rollback Post to RevisionRollBack
http://www.Fugworld.com
Come check us out, we have a smp server for minecraft, but are also a TF2 community.
Currently, I'm still debugging why this 1GB+ server map I have fails to finish rendering to file. The PNG writing function just seems to break after 30000 rows of pixels (200 MB PNG size).
I wouldn't put to much effort into that. It's a limitation in the format that's been around for years (tbh it's been a while since I looked into it, but it sounds like nothing has changed) Rendering to split files is the only way I managed in 3ds.
Keep up the good work though :smile.gif:
EDIT: Now that I think about it , I can't remember if it was a PNG problem or a Windows GDI problem... either way, I don't think it's anything your doing wrong.
V.1.06 Sept.22,2010
-Fixed an error with attempting to access unused portions of a large map.
-Fixed positioning errors in large maps.
-Added option -recover for the rare case that a map does not finish being written to PNG (this command is most likely not applicable to anything before this version, due to the fixes mentioned above).
-Added option -exclude for pruning unusual chunk locations. Currently only acts in a square boundary around the origin (0,0) (not necessarily where you spawn).
-Minor improvement of initial usage of disk memory when rendering a large map.
-Updated some debug messages for clarity.
-Made -cavelimit have a different addon name than -cave
The error was one of those integer overflows, actually. Hopefully, the large map bugs are solved this time (edit: again, redownload if you got it within 10 minutes of this post).
I was hoping to have the OpenLayers thing ready today, but I think adding annotations from signs/input files would be a great thing to have.
Also edit: Has anyone tried the -real option for coloring the map?
After releasing V.1.06, I ran this 996 MB SMP server (1.4 GB on disk). The result was a 29423 x 33089, 221.4 MB PNG. I could only see it via Google Picasa, and below is the image resized to 3% original size.
V.1.07 Sept.23,2010 Easy Online Maps!
-Added -tilemode parameter, which converts a .png or .conf file into a browsable map using OpenLayers. More instructions are included below
-Added tiling.ves, a packed file that contains the javascript, images, and css needed to create a browsable map locally (unpacks self during map output)
-Dragging a .conf file or a .png file onto the executable will activate -tilemode
A new feature with V.1.07, AlphaVespucci can now automatically tile one or more maps and output necessary files to make a Google Maps-style map using the OpenLayers interface. (Note that the layer switching control is at the top right of the map.)
WARNING: This program assumes that all the input maps are the same size (all generated with the same map parameter (i.e. all -obleft, all -ob, etc.) ). Images will not overlap each other correctly if they are completely different sizes.
-tilemode <.PNG file>, -tilemode <.CONF file>
Generates an online browsable map which is tiled for efficient loading in a web page (small 50kb PNGs are easier for a webpage to handle than one 50 MB PNG).
If a PNG file is used as the parameter, the map's title will be the same name as the PNG file.
Using a .conf file, you can customize the titles of each map, and the title of the page.
All commands must be in the format "command:parameters", with no spaces around the colon.
Commands to use in the .conf file:
Example: AlphaVespucci.exe -tilemode ThisMap.png
Example: AlphaVespucci.exe -tilemode ThisConfigurationFile.conf
title:
Sets the title of the page. If this is not supplied, it will use the same name as the mainmap parameter's file/title. This also serves as the name for the folder to be output.
Example: title:My Map Title (notice there is no space around the colon separating the command from the title phrase)
outputfolder:
Sets the output directory of the map. The folder must exist beforehand.
Example: outputfolder:C:\OutputThingsHere\IntoThisFolder
(The program will output into the folder C:\OutputThingsHere\IntoThisFolder\(Title) and place index.html in the (Title) folder.
(Maps) All maps will appear in the layer switching tool in the order that they were listed in the .conf file.
mainmap: (REQUIRED)
Sets the first map that will be seen when the page loads. Can be set as <PNG file> or <MapTitle;PNG file>. If no MapTitle is supplied, it will be guessed from the PNG file's name. If this command is not supplied, the .conf file will be invalid.
Example: mainmap:Daytime Map;C:\files\etc\firstmap.png
altmap:
Adds other maps that can be switched to with the layer control. These maps will be part of the "base layer" options (i.e. background)
Example: altmap:This could be a Nighttime Map;C:\files\etc\secondmap.png
overlay:
Adds maps that can be placed on top of the map that is serving as a base layer. Generally recommended for whitelisted maps that show a few things (caves, diamonds, dungeons, etc.)
Example: overlay:Surface Caves;C:\files\etc\somecaves.png
--------------------------
Example Batch File
--------------------------
(You would save this file to something.bat in Windows.)
This would set the -obleft map as the main map, and the base layer can be switched between each of the slices, nighttime, and nowater maps. Overlays would include the cavelimit map, the whitelists, and the caves added again, but this time as an overlay.
I absolutely love what you've done here. This is amazingly fast and makes gorgeous images.
Unfortunately, this isn't working for me:
Quote from OrangeXP »
-Added tiling.ves, a packed file that contains the javascript, images, and css needed to create a browsable map locally (unpacks self during map output)
-Fixed trimming errors that affected -obleft
-Added -lessDither, to reduce the "dithering" effects on oblique maps
-Added -realism (-real), which combines -noHeightColor,-gamma .8, and -lessDither in order to generate a version of the map drawn with a more twilit appearance
-Added a -debug option to show map creation information
-Dragging a folder onto the .exe will also add the -statistics parameter to the renderer
-Fixed an error with parameter processing not seeing some options
-Fixed a bug with trying to read map chunks that contained some file errors (thanks to BreakIt)
-Fixed caves rendering large blocks of map areas affected by the pitch black lighting bug
-Slight optimization of writing unused (blank) areas of the map to PNG
-Changed -debug to -mapDebug
-"-debug" now enables -mapDebug and -memInfo
On another note, something for the back burner, would you be able to mark your spawn point and current location on the map.
@MeltingPoint
Have you tried using a batch file? You wouldn't have to navigate to the directory in a console window all the time then.
(in notepad)
AlphaVespucci.exe -w1 -obleft
and save it to something.bat. Windows can run the .bat file and run the commands that are listed in it. Just make sure the .bat file is in the same directory as AlphaVespucci.exe if you don't give a path to it.
"We will absolutely not keep in mind what external mapeditors will have to do to read data from the disk, that makes no sense whatsoever." - Grum
(So many interesting ideas, this todo list keeps growing...)
I was going to write a guide on how to turn your map into a Google Maps style thing, but the example I was using was bugged, so I made my own tiler thing. One simple test run worked, so I'm making it where you just give a config file pointing to the maps you want, and it'll generate a HTML file with the needed scripting to make an online map.
Currently, I'm still debugging why this 1GB+ server map I have fails to finish rendering to file. The PNG writing function just seems to break after 30000 rows of pixels (200 MB PNG size).
So far this is the best render that I've seen, many thanks for creating it and providing it to the minecraft community.
FuG Map
Come check us out, we have a smp server for minecraft, but are also a TF2 community.
Is there a way to make the images more detailed? Zoomed in, as it were? I'd like to see more details, especially on smaller worlds.
I wouldn't put to much effort into that. It's a limitation in the format that's been around for years (tbh it's been a while since I looked into it, but it sounds like nothing has changed) Rendering to split files is the only way I managed in 3ds.
Keep up the good work though :smile.gif:
EDIT: Now that I think about it , I can't remember if it was a PNG problem or a Windows GDI problem... either way, I don't think it's anything your doing wrong.
-Fixed an error with attempting to access unused portions of a large map.
-Fixed positioning errors in large maps.
-Added option -recover for the rare case that a map does not finish being written to PNG (this command is most likely not applicable to anything before this version, due to the fixes mentioned above).
-Added option -exclude for pruning unusual chunk locations. Currently only acts in a square boundary around the origin (0,0) (not necessarily where you spawn).
-Minor improvement of initial usage of disk memory when rendering a large map.
-Updated some debug messages for clarity.
-Made -cavelimit have a different addon name than -cave
The error was one of those integer overflows, actually. Hopefully, the large map bugs are solved this time (edit: again, redownload if you got it within 10 minutes of this post).
I was hoping to have the OpenLayers thing ready today, but I think adding annotations from signs/input files would be a great thing to have.
Also edit: Has anyone tried the -real option for coloring the map?
V.1.07 Sept.23,2010 Easy Online Maps!
-Added -tilemode parameter, which converts a .png or .conf file into a browsable map using OpenLayers. More instructions are included below
-Added tiling.ves, a packed file that contains the javascript, images, and css needed to create a browsable map locally (unpacks self during map output)
-Dragging a .conf file or a .png file onto the executable will activate -tilemode
--------------------------
Online Browsable Maps
--------------------------
A new feature with V.1.07, AlphaVespucci can now automatically tile one or more maps and output necessary files to make a Google Maps-style map using the OpenLayers interface. (Note that the layer switching control is at the top right of the map.)
WARNING: This program assumes that all the input maps are the same size (all generated with the same map parameter (i.e. all -obleft, all -ob, etc.) ). Images will not overlap each other correctly if they are completely different sizes.
-tilemode <.PNG file>, -tilemode <.CONF file>
Generates an online browsable map which is tiled for efficient loading in a web page (small 50kb PNGs are easier for a webpage to handle than one 50 MB PNG).
If a PNG file is used as the parameter, the map's title will be the same name as the PNG file.
Using a .conf file, you can customize the titles of each map, and the title of the page.
All commands must be in the format "command:parameters", with no spaces around the colon.
Commands to use in the .conf file:
Example: AlphaVespucci.exe -tilemode ThisMap.png
Example: AlphaVespucci.exe -tilemode ThisConfigurationFile.conf
title:
Sets the title of the page. If this is not supplied, it will use the same name as the mainmap parameter's file/title. This also serves as the name for the folder to be output.
Example: title:My Map Title (notice there is no space around the colon separating the command from the title phrase)
outputfolder:
Sets the output directory of the map. The folder must exist beforehand.
Example: outputfolder:C:\OutputThingsHere\IntoThisFolder
(The program will output into the folder C:\OutputThingsHere\IntoThisFolder\(Title) and place index.html in the (Title) folder.
(Maps) All maps will appear in the layer switching tool in the order that they were listed in the .conf file.
mainmap: (REQUIRED)
Sets the first map that will be seen when the page loads. Can be set as <PNG file> or <MapTitle;PNG file>. If no MapTitle is supplied, it will be guessed from the PNG file's name. If this command is not supplied, the .conf file will be invalid.
Example: mainmap:Daytime Map;C:\files\etc\firstmap.png
altmap:
Adds other maps that can be switched to with the layer control. These maps will be part of the "base layer" options (i.e. background)
Example: altmap:This could be a Nighttime Map;C:\files\etc\secondmap.png
overlay:
Adds maps that can be placed on top of the map that is serving as a base layer. Generally recommended for whitelisted maps that show a few things (caves, diamonds, dungeons, etc.)
Example: overlay:Surface Caves;C:\files\etc\somecaves.png
--------------------------
Example Batch File
--------------------------
(You would save this file to something.bat in Windows.)
AlphaVespucci.exe -w4 -obleft -fullname "webtest"
AlphaVespucci.exe -w4 -obleft -sliceupto 8 -fullname "sliced_upto_8"
AlphaVespucci.exe -w4 -obleft -sliceupto 16 -fullname "sliced_upto_16"
AlphaVespucci.exe -w4 -obleft -sliceupto 32 -fullname "sliced_upto_32"
AlphaVespucci.exe -w4 -obleft -sliceupto 48 -fullname "sliced_upto_48"
AlphaVespucci.exe -w4 -obleft -night -fullname "nighttime"
AlphaVespucci.exe -w4 -obleft -cave -fullname "caves"
AlphaVespucci.exe -w4 -obleft -cavelimit 15 -fullname "cavelimit"
AlphaVespucci.exe -w4 -obleft -nowater -fullname "nowater"
AlphaVespucci.exe -w4 -obleft -whitelist "cobblestone,mossy cobblestone" -fullname "whitelist1"
AlphaVespucci.exe -w4 -obleft -whitelist "diamond ore" -fullname "whitelist2"
AlphaVespucci.exe -w4 -obleft -whitelist "clay" -fullname "whitelist3"
Each of these maps would have a different output name, which could be applied to the configuration file below.
--------------------------
Example .conf File
--------------------------
title:World 4 Survival Map
mainmap:Original Map;C:\AlphaVespucci\webtest.png
altmap:Layer 8 Slice;C:\AlphaVespucci\sliced_upto_8.png
altmap:Layer 16 Slice;C:\AlphaVespucci\sliced_upto_16.png
altmap:Layer 32 Slice;C:\AlphaVespucci\sliced_upto_32.png
altmap:Layer 48 Slice;C:\AlphaVespucci\sliced_upto_48.png
altmap:Nighttime;C:\AlphaVespucci\nighttime.png
altmap:Caves;C:\AlphaVespucci\caves.png
overlay:Surface Caves;C:\AlphaVespucci\cavelimit.png
altmap:Waterless;C:\AlphaVespucci\nowater.png
overlay:Dungeons;C:\AlphaVespucci\whitelist1.png
overlay:Diamond Ores;C:\AlphaVespucci\whitelist2.png
overlay:Clay;C:\AlphaVespucci\whitelist3.png
overlay:Caves;C:\AlphaVespucci\caves.png
outputfolder:C:\Base\Testing\Output
The result of this output can be found here:
https://sites.google.com/site/orangexpt ... ects=0&d=1
This would set the -obleft map as the main map, and the base layer can be switched between each of the slices, nighttime, and nowater maps. Overlays would include the cavelimit map, the whitelists, and the caves added again, but this time as an overlay.
Unfortunately, this isn't working for me:
Here is my .conf file:
It generates all of the images and the index.html fine, but none of the javascript/css/etc get extracted and placed in the "party" folder.