PixelMap have a bug with 32-bit Windows that crashes the program. This is fixed in next update.
The next update will take some time. I have my real life to think of first, but I hope that I can give it out before the end of this month. If I cannot release it, I'll remove the additions and release only an update with bugfixes only.
Ah, ok. That's cool, not like the program is essential, just muchly desired to help find various ores and such. :biggrin.gif:
Amazing program. It is absolutely crazy how fast it is :biggrin.gif: Took me 40 secs flat to render a 60,000 chunk world. I have 1 problem with it though: the terrain.png in all texture packs has grey for leaves and grass. Is there a way to read biomes and apply colors from a foliagecolor.png or grasscolor.png? Or perhaps just assign a default green value for it to use. Luckily I still have a version of my texture pack which uses the colored grass to override biomes.
PixelMap can take in any terrain.png with any size and color. This means you can use the default one, other ones and even HD ones. Just remember that the size has to be able to be divided by 16.
And about the update: It might take longer than expected as I have really problem with the implementation. Not that it's hard, it's more like the transformation is tricky. Also, doing a angled world will take up to 7 times slower than normal. Therefor when you do a top-down, I kept the original algorithm for those rare occasions when people is in need for that type of mapping. Although, I have to remake the passing once again so it will suit for the angled algorithm too.
I'm trying to run the Pixelmap.exe on my machine and every time I run it the image never renders. I check off the cache checkbox and it still asks me to use the "--cache" command. I'm really confused as to how this works.
Thanks for any help.
Specs:
Core i7 920 @2.67 GhZ. Rendering a world 1.2 GB
*EDIT* Also, whenever I hit the cache checkbox, it always asks me to use the --cache command after it fails to render.
Seems there was a bug in the cache file. I've fixed it now, but if you still want to test it, try type in cache.bin in the field to the right of the checkbox.
Checking off cache and typing in cache.bin works for a color heightmap. However the program is stuck when I try to render the map using the same settings for a heightmap of 4. It finishes processing the chunks but just stays there and never saves the image.
PixelMap can take in any terrain.png with any size and color. This means you can use the default one, other ones and even HD ones. Just remember that the size has to be able to be divided by 16.
And about the update: It might take longer than expected as I have really problem with the implementation. Not that it's hard, it's more like the transformation is tricky. Also, doing a angled world will take up to 7 times slower than normal. Therefor when you do a top-down, I kept the original algorithm for those rare occasions when people is in need for that type of mapping. Although, I have to remake the passing once again so it will suit for the angled algorithm too.
Sounds complaticated :I
But good.
Been updated yet?Sorry if I sound pushy. I:
Checking off cache and typing in cache.bin works for a color heightmap. However the program is stuck when I try to render the map using the same settings for a heightmap of 4. It finishes processing the chunks but just stays there and never saves the image.
That sounds like you're using threaded mode. If you do, then try it again or try use only one thread with heightmap of 4 enabled. It is really odd that heightmap have to do with the program to stop processing.
Quote from C4C3 »
Sounds complaticated :I
But good.
Been updated yet?Sorry if I sound pushy. I:
It IS complicated. For me at least. Anyway, I think of giving out an update soon, disabling the angled rendering just to have out an update. You'll see what I will do, so heads up!
I like this! One thing that's is surprisingly difficult to find is a simple top down map renderer, and this fits the bill nicely.
An addition I'd really like to see is contour lines to produce a topo map. You already have a heightmap. You can use that plus a level curve tracing algorithm to produce nifty topo maps for minecraft! Overlay contour lines on a normal map render. I don't think any other tool provides this.
Rollback Post to RevisionRollBack
MCDungeon - Procedural Dungeons
The volume of a pizza of thickness a and radius z can be described by the following formula: pi*z*z*a
Released v0.86. See changelog for more information.
Fixed Window 32-bit crash, fixed more bugs and added native support for 64-bit.
Due that this update took longer than expected, I removed the multiple angled feature from next update for now. Although, to make up for the long wait after an update, I added native support for 64-bit Windows. I wont release the source yet as there exists some code in there that I'd like not to give out. Although, I intend to add .deb package support for Linux. Either as source(Probably) or as a pre-compiled package(Ubuntu only). Also, I've briefed how to implement GUI for Unix systems, but I'll leave it by for now until this angled view is ready.
I was searching around for a good map utility for my SMP world, since Cartograph G has stopped rendering my world (probably due to one of the plugins used on the server).
I found this program, tried it, and am absolutely thrilled with the results!
Between the support this developer gives for PixelMap, ease of use, and a program that just plain WORKS, I have to highly recommend this program and give thanks to McTwist. :smile.gif:
This is a fact that I've been struggling for some time now. I've searched for a way to do a Makefile that does this for me. Although, I haven't found any good way yet that is compatible with most distributions of Linux. Although, I am thinking of making a .deb package of this, so probably it will sort things out anyway when that is done.
I love this mapper. I put it in a batch file that renders level slice of my world which is then uploaded to a web site I run. Its fantastic..however..... :- (
I'm having an issue with the latest 32 and 64bit versions (0.86). When I run it from the command line trying to render just a single slice PixelMaps starts slowly eating up all the systems memory to the point of complete deadlock. It eats up GB of memory and never stops.
The 32bit version eats about 2 GB of memory then crashes with a Visual C++ error. The 64bit version continues to eat as much memory as I have (16 GB) which then freezes the computer completely forcing me to do a cold boot.
I've included an example of my command line below:
Have you tried this through the gui? Have you also tried to remove the --silent and --no-gui parameters? How big is the world anyway? As now it seems like it's over 100GB, which sounds too big... Have you tried to render the world normally? The single slice should not make anything particular as it is only a pass in the rendering process.
Yes it works fine when not using those --silent --no-gui paramters. I used the GUI myself the other day and rendered a slice, a color and grey heightmap without any problems. It just appears to be using it in the command line only mode that's the problem.
World data is below; no corruptions or issues related to chunks that I can detect.
region
132.91MB
Map surface: 10,943,744
Total blocks: 1,400,799,232
Is there any debug switches I can use to get more information for you?
I've located and eliminated the error. Seems it got stuck in a loop when it parsed the command line. I'm not sure how it happened, but I know why it happened, as it was trying to find any negative value in an unsigned int(Number: 0 and up). Thank you for reporting this, as it would be a disaster for servers if their server crashed due my program.
When I directly run the .exe on XP:
"Application has failed to start because the application configuration is incorrect...."
When I specify with a .bat file, a dos window blinks briefly then nothing.
When using this on single player world (on a different computer), it works, however, it does not work on a single player world if I specify a path to the dat (as shown below).
----------
@echo off
PixelMap.exe -w "C:\Documents and Settings\Benway.WUMPBOX\Desktop\MineServer Backup 01\TheNubs\level.dat"
echo on
When I directly run the .exe on XP:
"Application has failed to start because the application configuration is incorrect...."
It seems I added some kind of dependence on a library I didn't even knew it required. Currently I don't know what causes this but you could take a look at this list of what is loading in debug mode:
Some paths was removed, and I think .dll's as Avast and kernel32.dll could be removed as well. I am also curious why msvcp90.dll and msvcr90.dll is loaded, as that is Redistributable libraries. Looks these through and try to find them. Else, try download them, as the Redistributable ones, and put them in the same folder as PixelMap and run the program.
Quote from tehMugwump »
When using this on single player world (on a different computer), it works, however, it does not work on a single player world if I specify a path to the dat (as shown below).
That, however, is interesting. As the detection of path and world name is only in beta stage, I cannot guarantee that it will work as expected. Also, as some people thinks, you require quotes around a path if it contains spaces. PixelMap can locate the path for you. The quotes are useful, but not required. Anyway, taking a deeper look in the path, I see you're pointing on the file level.dat. This is wrong, as you only need to type in the path to it and it will do the calculations itself. I will in next version add so it can tell if it is pointing on a file or not. Anyway, you can fix this by typing in this:
@echo off
PixelMap.exe -w "C:\Documents and Settings\Benway.WUMPBOX\Desktop\MineServer Backup 01\TheNubs"
echo on
Remember to not have a slash in the end. This will also be detected in later releases.
It's a bit choppy and not the best video I've seen, but it describes some parts of how it works. Thank you KuuJoe for uploading it.
And for some updates: It's the last week before graduation and then I'll have even more time to focus on PixelMap. I can tell that the angled rendering is going perfect, but right now it's pretty slow and I haven't added any passes. Although, I will talk to a friend of mine and try to get out the information I should know and that I know he knows. That algorithm will increase the speed to almost the same speed as it was before. Right now, it can be up to 4 times slower.
Still, as I wrote in changelog, I've updated the ThreadPool fixing the synchronization issue it had. That also increases the speed when rendering in more than one core.
Ah, ok. That's cool, not like the program is essential, just muchly desired to help find various ores and such. :biggrin.gif:
Thanks for the program :smile.gif:
And about the update: It might take longer than expected as I have really problem with the implementation. Not that it's hard, it's more like the transformation is tricky. Also, doing a angled world will take up to 7 times slower than normal. Therefor when you do a top-down, I kept the original algorithm for those rare occasions when people is in need for that type of mapping. Although, I have to remake the passing once again so it will suit for the angled algorithm too.
Help me help you.
I'm trying to run the Pixelmap.exe on my machine and every time I run it the image never renders. I check off the cache checkbox and it still asks me to use the "--cache" command. I'm really confused as to how this works.
Thanks for any help.
Specs:
Core i7 920 @2.67 GhZ. Rendering a world 1.2 GB
*EDIT* Also, whenever I hit the cache checkbox, it always asks me to use the --cache command after it fails to render.
Help me help you.
Checking off cache and typing in cache.bin works for a color heightmap. However the program is stuck when I try to render the map using the same settings for a heightmap of 4. It finishes processing the chunks but just stays there and never saves the image.
But good.
Been updated yet?Sorry if I sound pushy. I:
That sounds like you're using threaded mode. If you do, then try it again or try use only one thread with heightmap of 4 enabled. It is really odd that heightmap have to do with the program to stop processing.
It IS complicated. For me at least. Anyway, I think of giving out an update soon, disabling the angled rendering just to have out an update. You'll see what I will do, so heads up!
Help me help you.
An addition I'd really like to see is contour lines to produce a topo map. You already have a heightmap. You can use that plus a level curve tracing algorithm to produce nifty topo maps for minecraft! Overlay contour lines on a normal map render. I don't think any other tool provides this.
The volume of a pizza of thickness a and radius z can be described by the following formula: pi*z*z*a
Fixed Window 32-bit crash, fixed more bugs and added native support for 64-bit.
Due that this update took longer than expected, I removed the multiple angled feature from next update for now. Although, to make up for the long wait after an update, I added native support for 64-bit Windows. I wont release the source yet as there exists some code in there that I'd like not to give out. Although, I intend to add .deb package support for Linux. Either as source(Probably) or as a pre-compiled package(Ubuntu only). Also, I've briefed how to implement GUI for Unix systems, but I'll leave it by for now until this angled view is ready.
Help me help you.
I found this program, tried it, and am absolutely thrilled with the results!
Between the support this developer gives for PixelMap, ease of use, and a program that just plain WORKS, I have to highly recommend this program and give thanks to McTwist. :smile.gif:
Help me help you.
I'm having an issue with the latest 32 and 64bit versions (0.86). When I run it from the command line trying to render just a single slice PixelMaps starts slowly eating up all the systems memory to the point of complete deadlock. It eats up GB of memory and never stops.
The 32bit version eats about 2 GB of memory then crashes with a Visual C++ error. The 64bit version continues to eat as much memory as I have (16 GB) which then freezes the computer completely forcing me to do a cold boot.
I've included an example of my command line below:
Anyone else running into this issue?
I'm running Windows 7 Professional 64 bit with all the latest patches.
Help me help you.
World data is below; no corruptions or issues related to chunks that I can detect.
Is there any debug switches I can use to get more information for you?
Help me help you.
"Application has failed to start because the application configuration is incorrect...."
When I specify with a .bat file, a dos window blinks briefly then nothing.
When using this on single player world (on a different computer), it works, however, it does not work on a single player world if I specify a path to the dat (as shown below).
----------
@echo off
PixelMap.exe -w "C:\Documents and Settings\Benway.WUMPBOX\Desktop\MineServer Backup 01\TheNubs\level.dat"
echo on
It seems I added some kind of dependence on a library I didn't even knew it required. Currently I don't know what causes this but you could take a look at this list of what is loading in debug mode:
Some paths was removed, and I think .dll's as Avast and kernel32.dll could be removed as well. I am also curious why msvcp90.dll and msvcr90.dll is loaded, as that is Redistributable libraries. Looks these through and try to find them. Else, try download them, as the Redistributable ones, and put them in the same folder as PixelMap and run the program.
That, however, is interesting. As the detection of path and world name is only in beta stage, I cannot guarantee that it will work as expected. Also, as some people thinks, you require quotes around a path if it contains spaces. PixelMap can locate the path for you. The quotes are useful, but not required. Anyway, taking a deeper look in the path, I see you're pointing on the file level.dat. This is wrong, as you only need to type in the path to it and it will do the calculations itself. I will in next version add so it can tell if it is pointing on a file or not. Anyway, you can fix this by typing in this:
Remember to not have a slash in the end. This will also be detected in later releases.
Help me help you.
It's a bit choppy and not the best video I've seen, but it describes some parts of how it works. Thank you KuuJoe for uploading it.
And for some updates: It's the last week before graduation and then I'll have even more time to focus on PixelMap. I can tell that the angled rendering is going perfect, but right now it's pretty slow and I haven't added any passes. Although, I will talk to a friend of mine and try to get out the information I should know and that I know he knows. That algorithm will increase the speed to almost the same speed as it was before. Right now, it can be up to 4 times slower.
Still, as I wrote in changelog, I've updated the ThreadPool fixing the synchronization issue it had. That also increases the speed when rendering in more than one core.
Help me help you.