Biome specific colors are awesome. I like the way you integrated the biome extractor, also. How do you pass arguments to it? Via command line arguments?
Biome colors look great! Thanks for the update Donkey Kong. Support for custom biome colors in the future? Oh and some preferences saved on exit (colors, render mode, etc.)?
Biome colors look great! Thanks for the update Donkey Kong. Support for custom biome colors in the future? Oh and some preferences saved on exit (colors, render mode, etc.)?
Prefs saved on exit has been in for many releases now. But obviously you don't want it saving every last mode it was in. So set things up the way you like, open preferences, and hit Set.
You can slip custom biome pngs into the World/EXTRACTEDBIOMES folder if you want, but they'll get overwritten when you regenerate. Official support for custom biomes is waiting of official texture pack support.
Quote from IAmThad »
Biome specific colors are awesome. I like the way you integrated the biome extractor, also. How do you pass arguments to it? Via command line arguments?
Yeah, command line arguments. I'll post the version I use so people can integrate it into scripts for use with regular mcmap.
Yeah, that'd be great. I'd love to see it integrated with Minecraft Overviewer for more detailed maps. I guess that might be more difficult since actual textures are used there rather than single-pixel blocks...
Yeah, that'd be great. I'd love to see it integrated with Minecraft Overviewer for more detailed maps. I guess that might be more difficult since actual textures are used there rather than single-pixel blocks...
Minecraft overviewer would have no problem implementing this. Just multiply each color of pixel of the texture by the biome color at the block. That's how minecraft does it in-game.
When you change your orientation, part of the map is not rendered:
Try to see a noticeable landscape feature in the borders of the 1st image, and watch the chunks rendered in the borders vary.
Ok, now, with that biome thing, you are my new hero. I only have 1 suggestion:
A chunk namer. You know, [4,5] or [2,9]. It could tell you what chunks are what, and it could be on/off. I know this has no use cause of the mob spawn fix on [0,0], but still, I would enjoy it.
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Quote from Hesstergon »
anyone who answered no is ethier a liar or chuck norris
GIF support:
GIFs are smaller because they only support a total of 256 colors and 1 bit transparency. Not exactly a fancy modern feature. Plus, I'd have to have mcmap save as png, open it, then resave. Not my highest priority. (Actually, I need to remember to remove the bmp support code, since that's gone now too!)
Edges getting clipped off:
It's two bugs. A rounding error and something else. It's been there since the speed rewrite and it's been driving me nuts. I'm taking yet another look at it. I think I have the rounding error squashed but we'll have to see.
Info panel:
Right behind player positions in the queue. I won't let myself remove that from the menu but I keep avoiding it because it means adding an NBT library to the project. I suppose it had to happen sooner or later.
Edit: The rounding bug is dead! I found the other bug and it is not a fun one... If I get these fixed, I'll push out a bugfix release with "DK's Biome" color set looking much nicer (lighter grass, softer trees, richer color), the ability to remember if the user wants biome colors by default, cancel biome processing by hitting escape, removed (nonfunctional) bitmap support, and the weird edges bug fixed.
Updated with bugfixes:
Finally addressed remaining CPU and RAM consumption issues
Fixed "DK's Biome" color set brightness
Now remembers "Use Biome Colors" as a default
Cancel biome processing by hitting escape
Removed (nonfunctional) bitmap support
No longer clips off edges of small maps in certain cases
Link Removed (1.3.2)
Edit: Damn! RECALL UPDATE! Kind of a nasty bug crept in that causes the screen to go all flashy. Fixing it...
Edit 2: Fixed and upped with new version number.
the new version still clips edges of my map :/
and the update biome information now leaves mcmap not responding and with a weird rectangle in front.
Man... I thought I had it. I fixed it on all my test maps. Mine sending me yours?
As for the update biome bug, that was present in some of my development versions but absolutely shouldn't show up in the release, I fixed that!
Damn... I just reproduced it. It happens if you try to update a world when "Show Biome Colors" isn't on. The sad part is that the white box is supposed to be a message telling you everything finished properly. I figured I'd show that because it wouldn't be obvious that everything worked because the map wouldn't recolor automatically. But instead it deadlocks the program because of a threading issue. Come on...
the new version still clips edges of my map :/
and the update biome information now leaves mcmap not responding and with a weird rectangle in front.
Man... I thought I had it. I fixed it on all my test maps. Mine sending me yours?.
Sure, here you go.
One place i noticed this is near my spawn point, i dunno if you can find it, but look for Stone Stairs with about 65% X-Ray, and you'll find a starway inside a mountain, there's a bay outside, if i go out the default orientation, and go to the 2nd on the list, the edges of that bay disapear, hope this helps.
Zahl just added support for my biome extractor to mcmap, I'm working on some tight integration for Live. A teaser screenshot:
Just gotta integrate the biome extractor and have it automatically process a map when you enable biome coloration. I might get it done tonight.
Edit: Stealth update! Let's see if the userbase notices...
Prefs saved on exit has been in for many releases now. But obviously you don't want it saving every last mode it was in. So set things up the way you like, open preferences, and hit Set.
You can slip custom biome pngs into the World/EXTRACTEDBIOMES folder if you want, but they'll get overwritten when you regenerate. Official support for custom biomes is waiting of official texture pack support.
Yeah, command line arguments. I'll post the version I use so people can integrate it into scripts for use with regular mcmap.
I posted it, the thread kinda dropped off the bottom though. Here:
viewtopic.php?f=25&t=80902
Minecraft overviewer would have no problem implementing this. Just multiply each color of pixel of the texture by the biome color at the block. That's how minecraft does it in-game.
When you change your orientation, part of the map is not rendered:
Try to see a noticeable landscape feature in the borders of the 1st image, and watch the chunks rendered in the borders vary.
http://imgur.com/a/RCGaP/mcmap_live_orientation_bug
A chunk namer. You know, [4,5] or [2,9]. It could tell you what chunks are what, and it could be on/off. I know this has no use cause of the mob spawn fix on [0,0], but still, I would enjoy it.
GIFs are smaller because they only support a total of 256 colors and 1 bit transparency. Not exactly a fancy modern feature. Plus, I'd have to have mcmap save as png, open it, then resave. Not my highest priority. (Actually, I need to remember to remove the bmp support code, since that's gone now too!)
Edges getting clipped off:
It's two bugs. A rounding error and something else. It's been there since the speed rewrite and it's been driving me nuts. I'm taking yet another look at it. I think I have the rounding error squashed but we'll have to see.
Info panel:
Right behind player positions in the queue. I won't let myself remove that from the menu but I keep avoiding it because it means adding an NBT library to the project. I suppose it had to happen sooner or later.
Edit: The rounding bug is dead! I found the other bug and it is not a fun one... If I get these fixed, I'll push out a bugfix release with "DK's Biome" color set looking much nicer (lighter grass, softer trees, richer color), the ability to remember if the user wants biome colors by default, cancel biome processing by hitting escape, removed (nonfunctional) bitmap support, and the weird edges bug fixed.
Finally addressed remaining CPU and RAM consumption issues
Fixed "DK's Biome" color set brightness
Now remembers "Use Biome Colors" as a default
Cancel biome processing by hitting escape
Removed (nonfunctional) bitmap support
No longer clips off edges of small maps in certain cases
Link Removed (1.3.2)
Edit:
Damn! RECALL UPDATE! Kind of a nasty bug crept in that causes the screen to go all flashy. Fixing it...Edit 2: Fixed and upped with new version number.
Sweet program btw.
Who can say no to mcmap with carto this sexy?
Oh yeah.
do you think this option could be added?: rendering the map from top view with a true north?
what do you think?
viewtopic.php?f=25&t=76934
and the update biome information now leaves mcmap not responding and with a weird rectangle in front.
That makes me want to kill myself in comparison :sad.gif: I guess I have to wait for santa to bring me a mac :/
Man... I thought I had it. I fixed it on all my test maps. Mine sending me yours?
As for the update biome bug, that was present in some of my development versions but absolutely shouldn't show up in the release, I fixed that!
Damn... I just reproduced it. It happens if you try to update a world when "Show Biome Colors" isn't on. The sad part is that the white box is supposed to be a message telling you everything finished properly. I figured I'd show that because it wouldn't be obvious that everything worked because the map wouldn't recolor automatically. But instead it deadlocks the program because of a threading issue. Come on...
It's fixed for the next release already.
Sure, here you go.
One place i noticed this is near my spawn point, i dunno if you can find it, but look for Stone Stairs with about 65% X-Ray, and you'll find a starway inside a mountain, there's a bay outside, if i go out the default orientation, and go to the 2nd on the list, the edges of that bay disapear, hope this helps.
Cheers
Keep up the great work! :smile.gif: