This program worked perfectly for a few times, but after a few days, I tried to run it again, and after the render got to 100%, I got a "Runtime Error" and the program stopped responding. Not sure why this is happening now, I've tried re-downloading with no luck. Any suggestions?
What commands/options where you using? What is your computer specification and OS? What is the size of the world you are trying to render? If it is bigger than the size it was before, then I suspect there is a difficult to allocate memory. Try use the cache and tell me if that will sort things out.
Also, try an another world that is smaller.
On a sidenote: I've been working today on porting PixelMap to Linux, and for now it has gone pretty well. I have compiled it correctly through g++ but when I try to run it I crash on the same spot windows version gets memory leaks. There sure is some really strange thing going on since last update that I have no clue how to figure out. I will debug more and hopefully finish it until Minecraft release next week.
Btw, most of the porting was a lot of changes here and there so the code now looks a bit choppy. I will take a deeper look into that before I release the source so it will look a bit cleaner than it is.
What commands/options where you using? What is your computer specification and OS? What is the size of the world you are trying to render? If it is bigger than the size it was before, then I suspect there is a difficult to allocate memory. Try use the cache and tell me if that will sort things out.
Also, try an another world that is smaller.
I think you are correct. I've been trying to render my server's map, and our borders have recently been expanded. This was the only tool capable of rendering our maps at all on my computer, but it seems that we have expanded slightly too far for my computer to handle. I have a terrible PC, which is (I'm guessing) my problem. I'm able to render smaller maps perfectly fine.
All in all, this is a fantastic Program, and I'd recommend it to anyone looking for something nice and light capable of rendering large files at faster than average (I'd say) rates.
I think you are correct. I've been trying to render my server's map, and our borders have recently been expanded. This was the only tool capable of rendering our maps at all on my computer, but it seems that we have expanded slightly too far for my computer to handle. I have a terrible PC, which is (I'm guessing) my problem. I'm able to render smaller maps perfectly fine.
Did you try the cache option?
Command: --cache cache.bin
Option: Click on the cache checkbox
All information is on the first page.
Edit: According to last posts update news: I just fixed that issue and therefor removed a memory leak as well. Still it doesn't do things I want to, and the debugging is a pain in Linux, but at least it runs as it should do.
Edit2: Final news update of what's going on: Everything is running smoothly. It generates the image of the world correctly. Only visible error is desync of thread when closing program. Even though, it displays the progress with a bar, percentage and a time left. I will then finish this up and fix a pile of bugs I know exists and at the same time clean up the mess in the code so it's decent for others to read when I release source.
Sorry for responding so late. I tried the cache method, with the same error at the end of my render. I asked a player on my server to try, and he got the same exact error. It may be that our world file in some way doesn't work with your program anymore, or we both have computers not capable of rendering the file. I'll edit this with a picture of the error I get.
Follow this quick guide of how to hand me some valuable information for this:
1. Open system: Win+Pause/Break. Take screenshot.
2. Open Task Manager: Ctrl+Shift+Esc. Go to Performance. Take a screenshot and then go to Processes.
3. Start PixelMap but do not start to render.
4. Find PixelMap.exe in the list and click it once.
5. Start to render.
6. When the error occurs, go to Task Manager and take a screenshot.
7. Post the screenshots here. (Be aware to black out personal information!)
(I seriously need to add some proper debugging options as it would be easier to help when this happens.)
From one thing to another: I have managed to properly port PixelMap to Linux. I have also cleaned up most of the code and are doing tweaks and fixing bugs for now before the final release tomorrow or the next day(All depending on Minecraft release).
Released v0.84. See changelog for more information.
Added support for Minecraft 1.3 region save format but kept Alpha save format as backwards compatibility. Also added a lot of other things and fixed a lot of bugs.
This is a pre-release for the next update that comes tomorrow. That update will fix a pile of more bugs and issues. It will also be the time when I release the source. Although I am not sure if I'm going to use github or just post a direct file here.
That's because I'm looking through appdata for Windows. If I'm ever going to release for Linux that is going to be fixed. Although, do you know where minecraft data is saved on Linux and how to retrieve it(C++)?
The minecraft folder in linux is listed in the user's "home" directory. the long syntax for this is
/home/USERNAME/.minecraft/
Note the lack of drive letter and so forth.
I've never had to get this directory in c++, but stack overflow has this to say about it:
You need getuid to get the user id of the current user and then getpwuid to get the password entry (which includes the home directory) of that user:
Note: if you need this in a threaded application, you'll want to use getpwuid_r instead.
Quote from McTwist »
Could you explain this for me? The mapper should normally render the dirt too, but the deeper the lake the less bottom of it you'll see. You could render one and post a link here so I can have a look at it.
One thing I forgot to mention before, I have a client side mod call crystalclearwaters, by roundaround, which is known to cause this same no water bug in minimaps, though I've never seen it affect external map renderers. I know it causes the light levels to pass through water blocks as if they were air. This mod was uninstalled during the update though, and the problem persists.
Additionally, the newest version is giving me some weird holes in my map, both with alpha and beta mode renders. Perhaps this is one of the bugs you referenced and it will be fixed later today? The map is a pre-beta 1.3 map that was converted in game by beta 1.3, so alpha was tested by using the mcregion unpacker, RegionTool.jar.
Renders in both alpha and beta modes. A c10t render of the same unpacked files used for the alpha render test. Logs of both alpha and beta renders reference files
The minecraft folder in linux is listed in the user's "home" directory. the long syntax for this is
/home/USERNAME/.minecraft/
Note the lack of drive letter and so forth.
I've already added that feature and it will be released with the next update along with the source and people with Linux also can use the program without using WINE or such.
Quote from kivan117 »
One thing I forgot to mention before, I have a client side mod call crystalclearwaters, by roundaround, which is known to cause this same no water bug in minimaps, though I've never seen it affect external map renderers. I know it causes the light levels to pass through water blocks as if they were air. This mod was uninstalled during the update though, and the problem persists.
Additionally, the newest version is giving me some weird holes in my map, both with alpha and beta mode renders. Perhaps this is one of the bugs you referenced and it will be fixed later today? The map is a pre-beta 1.3 map that was converted in game by beta 1.3, so alpha was tested by using the mcregion unpacker, RegionTool.jar.
Renders in both alpha and beta modes. A c10t render of the same unpacked files used for the alpha render test. Logs of both alpha and beta renders reference files
I don't know what's causing the water to be removed. Maybe you are running "-e w"?
Then to the loss of chunks, I've got that issue before, but only on multithreaded and I thought I fixed that. I assume you're running it on WINE, so wait to later today and you'll get the Linux version that you could try instead.
I'm getting an "Unable to list files. Please try again." message in the GUI when trying to render a map in a custom path. Worked before I updated to the latest version, so I'm a little confused as to what changed. I have double-checked the path and it is correct.
I'm getting an "Unable to list files. Please try again." message in the GUI when trying to render a map in a custom path. Worked before I updated to the latest version, so I'm a little confused as to what changed. I have double-checked the path and it is correct.
I have not saved the source for that one, but I do know that I forgot to add some functionality in this release. Anyway, they are fixed in the next version.
Edit: Have anyone noticed that I own about 50% of the posts in this topic? Either you guys are pleased(Yay!) or very few is using PixelMap(Nou!).
Released v0.85. See changelog for more information.
This contains a lot of bugfixes but also some additions. One of them is that it searches through your savefolder and outputs the level name you chose to a dropdown list. This makes a little change in how you use the -w command. First, to use a world from the save folder you only have to type in the folder name(Haven't got level names to work yet) but if you want to have a custom path you only need to have at least one backslash(/ or \), e.g. you can do ./MyWorld. The old 1-5 system is still available, but only if you set --version to alpha. There currently is no system that automatically detects a level version, but that might be for an another update.
I removed --nexus as well because it's redundant, --nether still works though.
I also released source for those that would like to help me out with updating this, or just wants to know how it is built up. Do be aware that I work normally in MSVS2008 and that the program handles the sorting of files. If you have that program just open it up and compile like it was made for your computer. All dependencies are included.
On Linux/Unix systems, just untar it, enter the folder and run make. It will find all dependences for you. Then run make install. This compiles the program an outputs(Normally) a program named pixelmap.
There is additional commands for make, like test(Test most functionality), debug(Requires gdb) and clean(Removes dependences and objects).
If anyone get any error running the files or when compiling, don't hesitate to ask.
Edit: I will put it on github later if anyone asks for it.
Porting it to Linux have both its advantages as some disadvantages. Bad thing is that it requires additional code for the same functionality, like threading and file paths. Good thing is that more people can use it. There is also this little thing that when porting I had to tighten up the code a bit, because a bug that was not found in one OS, could be found in an another, which happened...
So, I think I've found the source of the weird no water quirk. Turns out running it with the --no-heightmap parameter adds the water back in... sort of. it looks a bit odd, but the water's totally there.
I believe that, since the clearwaters mod allows the sun to shine full brightness all the way to the bottom of the water, the lightmaps saved in the chunks indicate that the lakebeds are normal surface blocks, despite that not being the actual case. Consequently, pixelmap ignores the water. That's my best guess. By using the no-heightmap option, the water is drawn as it should be, it just looks odd since the blocks below water are also drawn at full brightness as per the lightmap.
note that this was created using 0.85, compiled on my linux box with the make files.
So, I think I've found the source of the weird no water quirk. Turns out running it with the --no-heightmap parameter adds the water back in... sort of. it looks a bit odd, but the water's totally there.
I believe that, since the clearwaters mod allows the sun to shine full brightness all the way to the bottom of the water, the lightmaps saved in the chunks indicate that the lakebeds are normal surface blocks, despite that not being the actual case. Consequently, pixelmap ignores the water. That's my best guess. By using the no-heightmap option, the water is drawn as it should be, it just looks odd since the blocks below water are also drawn at full brightness as per the lightmap.
note that this was created using 0.85, compiled on my linux box with the make files.
example pic:
That seems to be the case, now when you mention it, therefor you're absolutely correct. I could make no-heightmap to be use-heightmap instead, just because this very reason that people have had problem with it(You with the water and Lyqyd with the torches). Also, because I'm beginning on an algorithm of how to render the map in any direction(Top-down, Oblique, Isometric, Side) I might have to disable it because there wont be any performance increases but when using Top-down.
So I had a previous version of this that worked. Just downloaded the new update and when I run the program, it starts up (looking at the list of processes in the task manager) but no gui, then it proceeds to close (again looking at task manager for this). Any ideas?
I've been trying out every mapping program I can find lately trying to successfully generate a map for our rather large world (1.36 GB using the new Region format*). This is the only one that I have found which generates the map without crashing, and to top things off does so at an acceptable speed. My initial generation was only using 1 core due to other foreground tasks running, so I'm looking forward to speeding through it on 2 cores.
* Interestingly, the log indicates 1989.3MB, so not sure what's going on there.
Also, because I'm beginning on an algorithm of how to render the map in any direction(Top-down, Oblique, Isometric, Side) I might have to disable it because there wont be any performance increases but when using Top-down.
Given that prior to our world growing to it's current level we generated isometric maps displayed via the google maps API, this news combined with coming across http://www.zoom.it has made my weekend. I look forward to testing Windows builds (running Win 7 64 bit) when you start releasing.
@Toast7312
Might help if you post what OS (and language) you're running on, which version you downloaded, and what directory you extracted it into.
Rollback Post to RevisionRollBack
Cheers.....Thermal Ions Tectonicus Changed Tile Extractor - minimise the files you upload to your map server (now supports Tectonicus v2.x)
Also, try an another world that is smaller.
On a sidenote: I've been working today on porting PixelMap to Linux, and for now it has gone pretty well. I have compiled it correctly through g++ but when I try to run it I crash on the same spot windows version gets memory leaks. There sure is some really strange thing going on since last update that I have no clue how to figure out. I will debug more and hopefully finish it until Minecraft release next week.
Btw, most of the porting was a lot of changes here and there so the code now looks a bit choppy. I will take a deeper look into that before I release the source so it will look a bit cleaner than it is.
Help me help you.
I think you are correct. I've been trying to render my server's map, and our borders have recently been expanded. This was the only tool capable of rendering our maps at all on my computer, but it seems that we have expanded slightly too far for my computer to handle. I have a terrible PC, which is (I'm guessing) my problem. I'm able to render smaller maps perfectly fine.
All in all, this is a fantastic Program, and I'd recommend it to anyone looking for something nice and light capable of rendering large files at faster than average (I'd say) rates.
Did you try the cache option?
Command: --cache cache.bin
Option: Click on the cache checkbox
All information is on the first page.
Edit: According to last posts update news: I just fixed that issue and therefor removed a memory leak as well. Still it doesn't do things I want to, and the debugging is a pain in Linux, but at least it runs as it should do.
Edit2: Final news update of what's going on: Everything is running smoothly. It generates the image of the world correctly. Only visible error is desync of thread when closing program. Even though, it displays the progress with a bar, percentage and a time left. I will then finish this up and fix a pile of bugs I know exists and at the same time clean up the mess in the code so it's decent for others to read when I release source.
Help me help you.
1. Open system: Win+Pause/Break. Take screenshot.
2. Open Task Manager: Ctrl+Shift+Esc. Go to Performance. Take a screenshot and then go to Processes.
3. Start PixelMap but do not start to render.
4. Find PixelMap.exe in the list and click it once.
5. Start to render.
6. When the error occurs, go to Task Manager and take a screenshot.
7. Post the screenshots here. (Be aware to black out personal information!)
(I seriously need to add some proper debugging options as it would be easier to help when this happens.)
From one thing to another: I have managed to properly port PixelMap to Linux. I have also cleaned up most of the code and are doing tweaks and fixing bugs for now before the final release tomorrow or the next day(All depending on Minecraft release).
Help me help you.
Added support for Minecraft 1.3 region save format but kept Alpha save format as backwards compatibility. Also added a lot of other things and fixed a lot of bugs.
This is a pre-release for the next update that comes tomorrow. That update will fix a pile of more bugs and issues. It will also be the time when I release the source. Although I am not sure if I'm going to use github or just post a direct file here.
Help me help you.
The minecraft folder in linux is listed in the user's "home" directory. the long syntax for this is
Note the lack of drive letter and so forth.
I've never had to get this directory in c++, but stack overflow has this to say about it:
One thing I forgot to mention before, I have a client side mod call crystalclearwaters, by roundaround, which is known to cause this same no water bug in minimaps, though I've never seen it affect external map renderers. I know it causes the light levels to pass through water blocks as if they were air. This mod was uninstalled during the update though, and the problem persists.
Additionally, the newest version is giving me some weird holes in my map, both with alpha and beta mode renders. Perhaps this is one of the bugs you referenced and it will be fixed later today? The map is a pre-beta 1.3 map that was converted in game by beta 1.3, so alpha was tested by using the mcregion unpacker, RegionTool.jar.
Renders in both alpha and beta modes. A c10t render of the same unpacked files used for the alpha render test. Logs of both alpha and beta renders
reference files
I've already added that feature and it will be released with the next update along with the source and people with Linux also can use the program without using WINE or such.
I don't know what's causing the water to be removed. Maybe you are running "-e w"?
Then to the loss of chunks, I've got that issue before, but only on multithreaded and I thought I fixed that. I assume you're running it on WINE, so wait to later today and you'll get the Linux version that you could try instead.
Help me help you.
I have not saved the source for that one, but I do know that I forgot to add some functionality in this release. Anyway, they are fixed in the next version.
Edit: Have anyone noticed that I own about 50% of the posts in this topic? Either you guys are pleased(Yay!) or very few is using PixelMap(Nou!).
Help me help you.
This contains a lot of bugfixes but also some additions. One of them is that it searches through your savefolder and outputs the level name you chose to a dropdown list. This makes a little change in how you use the -w command. First, to use a world from the save folder you only have to type in the folder name(Haven't got level names to work yet) but if you want to have a custom path you only need to have at least one backslash(/ or \), e.g. you can do ./MyWorld. The old 1-5 system is still available, but only if you set --version to alpha. There currently is no system that automatically detects a level version, but that might be for an another update.
I removed --nexus as well because it's redundant, --nether still works though.
I also released source for those that would like to help me out with updating this, or just wants to know how it is built up. Do be aware that I work normally in MSVS2008 and that the program handles the sorting of files. If you have that program just open it up and compile like it was made for your computer. All dependencies are included.
On Linux/Unix systems, just untar it, enter the folder and run make. It will find all dependences for you. Then run make install. This compiles the program an outputs(Normally) a program named pixelmap.
There is additional commands for make, like test(Test most functionality), debug(Requires gdb) and clean(Removes dependences and objects).
If anyone get any error running the files or when compiling, don't hesitate to ask.
Edit: I will put it on github later if anyone asks for it.
Help me help you.
Thank you for testing.
Help me help you.
I believe that, since the clearwaters mod allows the sun to shine full brightness all the way to the bottom of the water, the lightmaps saved in the chunks indicate that the lakebeds are normal surface blocks, despite that not being the actual case. Consequently, pixelmap ignores the water. That's my best guess. By using the no-heightmap option, the water is drawn as it should be, it just looks odd since the blocks below water are also drawn at full brightness as per the lightmap.
note that this was created using 0.85, compiled on my linux box with the make files.
example pic:
That seems to be the case, now when you mention it, therefor you're absolutely correct. I could make no-heightmap to be use-heightmap instead, just because this very reason that people have had problem with it(You with the water and Lyqyd with the torches). Also, because I'm beginning on an algorithm of how to render the map in any direction(Top-down, Oblique, Isometric, Side) I might have to disable it because there wont be any performance increases but when using Top-down.
Help me help you.
Help me help you.
Strange because the file does exist. Is it somehow pointing to the wrong directory?
and as soon as i run it it simply crashes
no gui no command line nothing
so tell me what im supposed to be doing here that im doing wrong
* Interestingly, the log indicates 1989.3MB, so not sure what's going on there.
Given that prior to our world growing to it's current level we generated isometric maps displayed via the google maps API, this news combined with coming across http://www.zoom.it has made my weekend. I look forward to testing Windows builds (running Win 7 64 bit) when you start releasing.
@Toast7312
Might help if you post what OS (and language) you're running on, which version you downloaded, and what directory you extracted it into.
Tectonicus Changed Tile Extractor - minimise the files you upload to your map server (now supports Tectonicus v2.x)