Tryed to use mcmapDZ for my singleplayer map, but..
Why doesn't the readme say in clears the output folder if i choose another one with fles? I just lost Some videos and photos... -.-
My fault, sorry. I'll add a warning to the readme, but I'll also try and find a way to make sure that mcmapDZ only deletes the files that are part of the render, and nothing else.
I get the message: "The command mcmapdz.exe is wrong written or couldn't be found" after using the gui. But the mcmapdz.exe is in the same folder like the gui..
This is a problem with Windows XP that I fixed in the previous version, but obviously something I overlooked when I rewrote the GUI. It's an easy fix so I'll get onto it right away
I've done a quick search and error '80070070' just means that there is not enough disk space to complete the operation. When HDmake converts the PNG map to tiles, it has to cache the data to disk, which can end up using up something like 5GB of space for a very large map (like the 12500x12500 map I've got on the first page). This is only temporary, but if there isn't enough space available at the time it will fail.
Another quick bugfix release, 0.42. Changes in this version:
- New cleanup method that only deletes files related to mcmapDZ, instead of the whole directory.
- Fixed a small issue regarding pathnames in the GUI when running Windows XP.
render biomes... how? could you provide an updated or built biome data extraction?
You'll have to wait until mcmap supports the new biome format in Anvil, unfortunately. mcmapDZ doesn't actually do anything in regards to map rendering.
The mcmapDZ rendered maps seem to have height cut off at 128 by default. Here's a comparison between mcmap and mcmapDZ renders of the same world:
The advanced settings doesn't have the max height set explicitly. It would make sense to use 256 by default.
However, once rendering, the MaxY is set to 128.
This is unexpected behaviour.
Cheers, turns out I did have defaults set in the CLI, but it was set at 128. I've removed the defaults now which should allow mcmap to choose the height itself when no height is given to mcmapDZ. I've updated the program, but I haven't changed the version number (due to the short time between the last update) so you'll have to download 0.41 again. Also I've added the '-debug' option in the CLI, which shows the commands that are sent to mcmap and hdmake.
mcmap itself supports the -end argument to render the End dimension of a world (so you can set world_the_end as a target world with the -end parameter to actually render it), but mcmapdz does not support this argument. Could you perhaps add it?
Great tool, by the way!
I'll be honest - I only started playing Minecraft again recently so I never actually knew about The End. It's really simple to add so I should be able to do it soon
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mcmapDZ: Simple, lightning-fast interactive web maps.
var viewer = null;
var lastPos = null;
var lastZoom = null;
var control = null;
function init() {
viewer = new Seadragon.Viewer("container");
viewer.addControl(makeControl(), Seadragon.ControlAnchor.TOP_RIGHT);
// Force full screen and remove the full screen button
viewer.setFullPage(true);
var navControl = viewer.getNavControl();
navControl.removeChild(navControl.lastChild);
function makeControl() {
// Creating the drop down box form
control = document.createElement("select");
var day = document.createElement("option");
var night = document.createElement("option");
var cave = document.createElement("option");
var nether = document.createElement("option");
// don't let the browser handle the link
Seadragon.Utils.cancelEvent(event);
}
function restoreView(viewer)
{
viewer.viewport.zoomTo(lastZoom, lastPos, true)
}
function onControlClick(event) {
Seadragon.Utils.cancelEvent(event);
// Check the selected map type and load it
switch(control.options[control.selectedIndex].text) {
case 'Day':
switchTo(event, mapDir + 'day.xml');
break;
case 'Night':
switchTo(event, mapDir + 'night.xml');
break;
case 'Cave':
switchTo(event, mapDir + 'cave.xml');
break;
case 'Nether':
switchTo(event, mapDir + 'nether.xml');
break;
}
}
I've done a quick search and error '80070070' just means that there is not enough disk space to complete the operation. When HDmake converts the PNG map to tiles, it has to cache the data to disk, which can end up using up something like 5GB of space for a very large map (like the 12500x12500 map I've got on the first page). This is only temporary, but if there isn't enough space available at the time it will fail.
Hm.. I used a HDD partition that had 13gb left. But if the temporary save is somewhere on C:\, then it had to fail for me, because it's nearly no space left
Ok, this might be a really stupid question but I dont know the answer. After finishing the render, it gives me an index.html which I can click on to bring up the map. When I do that, it shows the url as a path to the file on my computer. What I want to know is how to put this map render to a real url which I can share with other people. Everyone else has their maps set to a link and I don't know how to do this.
Ok, this might be a really stupid question but I dont know the answer. After finishing the render, it gives me an index.html which I can click on to bring up the map. When I do that, it shows the url as a path to the file on my computer. What I want to know is how to put this map render to a real url which I can share with other people. Everyone else has their maps set to a link and I don't know how to do this.
Thanks,
Andrew
Ideally you'd host it on a web server, but since that's a bit of a hassle to set up I'd suggest using Dropbox instead. It's really easy:
1. Download and install Dropbox from this site. 2. When it's done, navigate to your Dropbox directory. 3. Copy the entire render directory (the folder containing 'index.html') to the 'Public' folder 4. Dropbox will start synchronising the files, which might take a while. When the folder has a green tick on it, you'll know it's done. 5. When it's done, right click on 'index.html' in the folder, and click 'Dropbox > Copy public link' 6. This copies the link to your clipboard, which will allow you to paste it anywhere and share it.
I'm pretty terrible at explaining, so if that's too complicated I can host the map for you myself if you want to send it to me. It depends how big it is, though.
Ideally you'd host it on a web server, but since that's a bit of a hassle to set up I'd suggest using Dropbox instead. It's really easy:
1. Download and install Dropbox from this site. 2. When it's done, navigate to your Dropbox directory. 3. Copy the entire render directory (the folder containing 'index.html') to the 'Public' folder 4. Dropbox will start synchronising the files, which might take a while. When the folder has a green tick on it, you'll know it's done. 5. When it's done, right click on 'index.html' in the folder, and click 'Dropbox > Copy public link' 6. This copies the link to your clipboard, which will allow you to paste it anywhere and share it.
I'm pretty terrible at explaining, so if that's too complicated I can host the map for you myself if you want to send it to me. It depends how big it is, though.
These instructions were great, thank you so much! It did take a little time to synch but it works great. Thanks
- Added ability to place custom labels on the map. See 'labels_example.txt' for instructions. A spawn label is added automatically.
- Fixed an error in the HTML template that would cause it to fail when a day render wasn't chosen.
I'll be uploading a render to showcase the labels feature soon.
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mcmapDZ: Simple, lightning-fast interactive web maps.
I've released 0.44, which is really just an update to the template.html file. Labels are now clickable - clicking them will cause the viewport to zoom in and/or pan to their location - and when you switch maps the map should now stay in the same place rather than shifting slightly.
If you have the save, you should just be able to select it just like any other map. If you don't know how to do that, just click 'Browse' in the GUI, navigate to your world/save directory, and select the level.dat of your world.
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mcmapDZ: Simple, lightning-fast interactive web maps.
0.45 has been released! I've updated to the latest mcmap version, and as that fixes cave rendering, the cave option has been re-enabled. The GUI now has a 'Labels' section, so you'll be able to add labels to the map without editing a text file. The viewer should now also reset properly when switching from the Nether to an Overworld map.
Rollback Post to RevisionRollBack
mcmapDZ: Simple, lightning-fast interactive web maps.
My fault, sorry. I'll add a warning to the readme, but I'll also try and find a way to make sure that mcmapDZ only deletes the files that are part of the render, and nothing else.
This is a problem with Windows XP that I fixed in the previous version, but obviously something I overlooked when I rewrote the GUI. It's an easy fix so I'll get onto it right away
I've done a quick search and error '80070070' just means that there is not enough disk space to complete the operation. When HDmake converts the PNG map to tiles, it has to cache the data to disk, which can end up using up something like 5GB of space for a very large map (like the 12500x12500 map I've got on the first page). This is only temporary, but if there isn't enough space available at the time it will fail.
This looks like a mcmap issue, so I can't help with this one. Ask Zahl in the mcmap thread and I'm sure he'll be happy to help.
---
You'll have to wait until mcmap supports the new biome format in Anvil, unfortunately. mcmapDZ doesn't actually do anything in regards to map rendering.
Cheers, turns out I did have defaults set in the CLI, but it was set at 128. I've removed the defaults now which should allow mcmap to choose the height itself when no height is given to mcmapDZ. I've updated the program, but I haven't changed the version number (due to the short time between the last update) so you'll have to download 0.41 again. Also I've added the '-debug' option in the CLI, which shows the commands that are sent to mcmap and hdmake.
Thanks for reporting the bugs.
I'll be honest - I only started playing Minecraft again recently so I never actually knew about The End. It's really simple to add so I should be able to do it soon
Forgive my noob ways, I took the Index.HTML file and copied the content. Is this what you need?
<!DOCTYPE html>
<html>
<head>
<meta http-equiv="X-UA-Compatible" content="IE=edge" >
<script type="text/javascript"
src="seadragon-min.js">
</script>
<script type="text/javascript">
var mapDir = 'maps/'
var viewer = null;
var lastPos = null;
var lastZoom = null;
var control = null;
function init() {
viewer = new Seadragon.Viewer("container");
viewer.addControl(makeControl(), Seadragon.ControlAnchor.TOP_RIGHT);
// Force full screen and remove the full screen button
viewer.setFullPage(true);
var navControl = viewer.getNavControl();
navControl.removeChild(navControl.lastChild);
// Default image
viewer.openDzi(mapDir + "day.xml");
}
function makeControl() {
// Creating the drop down box form
control = document.createElement("select");
var day = document.createElement("option");
var night = document.createElement("option");
var cave = document.createElement("option");
var nether = document.createElement("option");
day.text = "Day"; night.text = "Night"; cave.text = "Cave"; nether.text = "Nether";
//DAY_COMMENTcontrol.add(day,null);
//NIGHT_COMMENTcontrol.add(night,null);
//CAVE_COMMENTcontrol.add(cave,null);
control.add(nether,null);
control.className = "control";
// onChange, run the function
Seadragon.Utils.addEvent(control, "change", onControlClick);
return control;
}
function switchTo(event, dzi) {
if (dzi) {
lastPos = viewer.viewport.getCenter()
lastZoom = viewer.viewport.getZoom()
viewer.addEventListener("open", restoreView);
viewer.openDzi(dzi);
} else {
viewer.close();
}
// don't let the browser handle the link
Seadragon.Utils.cancelEvent(event);
}
function restoreView(viewer)
{
viewer.viewport.zoomTo(lastZoom, lastPos, true)
}
function onControlClick(event) {
Seadragon.Utils.cancelEvent(event);
// Check the selected map type and load it
switch(control.options[control.selectedIndex].text) {
case 'Day':
switchTo(event, mapDir + 'day.xml');
break;
case 'Night':
switchTo(event, mapDir + 'night.xml');
break;
case 'Cave':
switchTo(event, mapDir + 'cave.xml');
break;
case 'Nether':
switchTo(event, mapDir + 'nether.xml');
break;
}
}
Seadragon.Utils.addEvent(window, "load", init);
</script>
<style type="text/css">
#container
{
width: 500px;
height: 400px;
background-color: black;
border: 1px solid black;
color: white; /* for error messages, etc. */
}
select {
margin-right:5px;
margin-top:5px
}
</style>
</head>
<body>
</body>
</html>
That's it, thanks. I did already fix it in 0.41, though
Hm.. I used a HDD partition that had 13gb left. But if the temporary save is somewhere on C:\, then it had to fail for me, because it's nearly no space left
Good luck with solving the other problems ^^
Thanks,
Andrew
Ideally you'd host it on a web server, but since that's a bit of a hassle to set up I'd suggest using Dropbox instead. It's really easy:
1. Download and install Dropbox from this site.
2. When it's done, navigate to your Dropbox directory.
3. Copy the entire render directory (the folder containing 'index.html') to the 'Public' folder
4. Dropbox will start synchronising the files, which might take a while. When the folder has a green tick on it, you'll know it's done.
5. When it's done, right click on 'index.html' in the folder, and click 'Dropbox > Copy public link'
6. This copies the link to your clipboard, which will allow you to paste it anywhere and share it.
I'm pretty terrible at explaining, so if that's too complicated I can host the map for you myself if you want to send it to me. It depends how big it is, though.
These instructions were great, thank you so much! It did take a little time to synch but it works great. Thanks
I'll be uploading a render to showcase the labels feature soon.
Here's the map showcasing the labels.
I threw MCMap in the directory but DZ still throws the cave warning. I'm guessing you just have to "re-enable" the command line option?
Thanks for all the hard work!
Thank again!
here is a render i did today of my vanilla SMP map with labels:
http://www.arsecraft.com/Maps/19032012/index.html