I don't think this is the place to ask, but when you guys say "windows has their own catographers, let us have ours", could you please tell me which ones? I honestly have been looking around for days for something that can do this kind of stuff so simply, and nothing. I know it's a noob move, but please if anyone has suggestions I could use them. Rember, simple.
I don't think this is the place to ask, but when you guys say "windows has their own catographers, let us have ours", could you please tell me which ones? I honestly have been looking around for days for something that can do this kind of stuff so simply, and nothing. I know it's a noob move, but please if anyone has suggestions I could use them. Rember, simple.
Easy question, and one I doubt DK will mind me answering here. Try MCMap (viewtopic.php?f=25&t=40327). MCMap Live is a wrapper for MCMap itself, and while you won't have all the features that are present in the "Live" Mac-only version, MCMap is an excellent mapping program in its own right and will run natively with a GUI on Windows.
This tool looks great, and I love mcmap, but I don't have a mac, so I threw this app together for Windows:
It's similar to MCMap Live, but not as fully featured (yet). It requires the Microsoft .NET Framework 4 Client Profile. Just download, unzip and run Minemapper.exe:
This tool looks great, and I love mcmap, but I don't have a mac, so I threw this app together for Windows:
It's similar to MCMap Live, but not as fully featured (yet). It requires the Microsoft .NET Framework 4 Client Profile. Just download, unzip and run Minemapper.exe:
Let me know what you think, or if you have any problems.
thats good but you aught to make your own thread instead of piggy backing someone elses, also windows has cartographer and mac had nothing untill DK came along and made his awesome app for mac
It's perfectly fine if he wants to announce in here for a bit. I really don't hold any platform grudges (I use them all!) so I'm glad Windows users are getting something really nice.
If I start getting support requests, you're gonna have to get your own thread though, Pup!
Let me know what you think, or if you have any problems.
Hey, thats not bad. It obviously doesn't have the features of MCMap Live, but it has potential IMO. Although this really isn't the place to talk about it, how abought making a thread for your program so we can get more people interested?
This is a very well made app! The fact that I can use multi gestures with my trackpad is great. The only problem is, when I set it to find mossy cobblestone(dungeons), I can't tell where exactly/how far down it is in the ground because you can only view maps at an angle. This makes it difficult to pin-point dungeons, because you can't judge location. I ask for a top-down view added to the "orientation" place in the menu bar. This would make it easier to pinpoint dungeons using the Block Finder. Once again, very well made! But it needs top-down.
This is probably due to MCMap, and not MCMap Live, but I've noticed this quirk in Nether rendering that I think should be fixed. Maybe it's a special kind of block, or chunk file format, that's not being handled properly in the drawing routines?
This was drawn with the maximum 128 depth, not with any cut-off. Any place which is solid from level 128 down to level 89 or the first air (whichever comes first), is simply not drawn. Why does it start drawing at 88 even without air? Not sure. It is almost like cave-mode rendering, but not quite. It would be better if this did draw the whole Nether, even if this means that you get a solid block roof over the caverns. It's hard to map out the tunnels you dig when they show up this way; you can't tell how tall some open areas are, either, which can help you mark out ghast-lairs.
This is probably due to MCMap, and not MCMap Live, but I've noticed this quirk in Nether rendering that I think should be fixed. Maybe it's a special kind of block, or chunk file format, that's not being handled properly in the drawing routines?
This was drawn with the maximum 128 depth, not with any cut-off. Any place which is solid from level 128 down to level 89 or the first air (whichever comes first), is simply not drawn. Why does it start drawing at 88 even without air? Not sure. It is almost like cave-mode rendering, but not quite. It would be better if this did draw the whole Nether, even if this means that you get a solid block roof over the caverns. It's hard to map out the tunnels you dig when they show up this way; you can't tell how tall some open areas are, either, which can help you mark out ghast-lairs.
Basically yes, it's trying to be smart and do some cave-like rendering and failing in a lot of cases. The latest mcmap (not bundled with the current Live release) already has slightly better behavior here but it's really hard to come up with something ideal. The next update will be better but don't know by how much. I'll see about turning off the intelligent block removal entirely and just letting you use the depth slider.
Most of my energy as of late has been put into getting biomes rendered.
Most of my energy as of late has been put into getting biomes rendered.
Sounds great, man. Different colors per biome? Is there even data in the save for the regional biomes? I figured it was all just from a perlin noise function.
How about ⌘0 (zero) for 1:1 scaling, and ⌘+/⌘- for view zoom in, zoom out?
Most of my energy as of late has been put into getting biomes rendered.
Sounds great, man. Different colors per biome? Is there even data in the save for the regional biomes? I figured it was all just from a perlin noise function.
How about ⌘0 (zero) for 1:1 scaling, and ⌘+/⌘- for view zoom in, zoom out?
Those are standard shortcuts for zooming, I like it. They're now on my Big List of Stuff™
There isn't data for regional biomes stored, which is why no mapper has drawn them so far. I've been working with Zahl and I've got a solution up and running now. Using a special Java program, I tap into minecraft.jar, seek out the biome generation function, calculate it over the surface of a world, and save it with the world data. I've spent a good week making this process extremely robust and cross-platform. It should be able to survive updates to minecraft and everything. With some luck mcmap (and therefore MCMap Live) will support biome-based grass/foliage coloration very soon. You'll also be able to draw the distinct biomes all in different colors.
You mean like copying chunks between worlds?
Yeah, I could do that.
Easy question, and one I doubt DK will mind me answering here. Try MCMap (viewtopic.php?f=25&t=40327). MCMap Live is a wrapper for MCMap itself, and while you won't have all the features that are present in the "Live" Mac-only version, MCMap is an excellent mapping program in its own right and will run natively with a GUI on Windows.
It's similar to MCMap Live, but not as fully featured (yet). It requires the Microsoft .NET Framework 4 Client Profile. Just download, unzip and run Minemapper.exe:
http://stuffstack.com/minemapper.zip
Let me know what you think, or if you have any problems.
thats good but you aught to make your own thread instead of piggy backing someone elses, also windows has cartographer and mac had nothing untill DK came along and made his awesome app for mac
If I start getting support requests, you're gonna have to get your own thread though, Pup!
grr... :wink.gif:
Hey, thats not bad. It obviously doesn't have the features of MCMap Live, but it has potential IMO. Although this really isn't the place to talk about it, how abought making a thread for your program so we can get more people interested?
http://getsatisfaction.com/mojang/topic ... onal_books
I hope to get a lot of support for this!
viewtopic.php?f=25&t=76934
Thanks again for all your work on mcmap and MCMap Live!
This was drawn with the maximum 128 depth, not with any cut-off. Any place which is solid from level 128 down to level 89 or the first air (whichever comes first), is simply not drawn. Why does it start drawing at 88 even without air? Not sure. It is almost like cave-mode rendering, but not quite. It would be better if this did draw the whole Nether, even if this means that you get a solid block roof over the caverns. It's hard to map out the tunnels you dig when they show up this way; you can't tell how tall some open areas are, either, which can help you mark out ghast-lairs.
Basically yes, it's trying to be smart and do some cave-like rendering and failing in a lot of cases. The latest mcmap (not bundled with the current Live release) already has slightly better behavior here but it's really hard to come up with something ideal. The next update will be better but don't know by how much. I'll see about turning off the intelligent block removal entirely and just letting you use the depth slider.
Most of my energy as of late has been put into getting biomes rendered.
Sounds great, man. Different colors per biome? Is there even data in the save for the regional biomes? I figured it was all just from a perlin noise function.
How about ⌘0 (zero) for 1:1 scaling, and ⌘+/⌘- for view zoom in, zoom out?
Those are standard shortcuts for zooming, I like it. They're now on my Big List of Stuff™
There isn't data for regional biomes stored, which is why no mapper has drawn them so far. I've been working with Zahl and I've got a solution up and running now. Using a special Java program, I tap into minecraft.jar, seek out the biome generation function, calculate it over the surface of a world, and save it with the world data. I've spent a good week making this process extremely robust and cross-platform. It should be able to survive updates to minecraft and everything. With some luck mcmap (and therefore MCMap Live) will support biome-based grass/foliage coloration very soon. You'll also be able to draw the distinct biomes all in different colors.