minetestmapper
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Generates a overview image of a minetest map.
Minetest Mapper C++
.. image:: https://github.com/minetest/minetestmapper/workflows/build/badge.svg :target: https://github.com/minetest/minetestmapper/actions/workflows/build.yml
Minetestmapper generates an overview image from a Minetest map.
A port of minetestmapper.py to C++ from https://github.com/minetest/minetest/tree/0.4.17/util. This version is both faster and provides more features than the now obsolete Python script.
Minetestmapper ships with a colors.txt file for Minetest Game, if you use a different game or have
many mods installed you should generate a matching colors.txt for better results.
The generate_colorstxt.py script <./util/generate_colorstxt.py>
_ in the util folder exists for this purpose, detailed instructions can be found within.
Requirements
- C++ compiler, zlib, zstd
- libgd
- sqlite3
- LevelDB (optional)
- hiredis (optional)
- Postgres libraries (optional)
on Debian/Ubuntu: ^^^^^^^^^^^^^^^^^
sudo apt install cmake libgd-dev libhiredis-dev libleveldb-dev libpq-dev libsqlite3-dev zlib1g-dev libzstd-dev
on openSUSE: ^^^^^^^^^^^^
sudo zypper install gd-devel hiredis-devel leveldb-devel postgresql-devel sqlite3-devel zlib-devel libzstd-devel
for Windows:
^^^^^^^^^^^^
Minetestmapper for Windows can be downloaded from the Releases section <https://github.com/minetest/minetestmapper/releases>
_.
After extracting the archive, it can be invoked from cmd.exe: ::
cd C:\Users\yourname\Desktop\example\path
minetestmapper.exe --help
Compilation
::
cmake . -DENABLE_LEVELDB=1
make -j$(nproc)
Usage
minetestmapper
has two mandatory paremeters, -i
(input world path)
and -o
(output image path).
::
./minetestmapper -i ~/.minetest/worlds/my_world/ -o map.png
Parameters ^^^^^^^^^^
bgcolor:
Background color of image, e.g. --bgcolor '#ffffff'
scalecolor:
Color of scale marks and text, e.g. --scalecolor '#000000'
playercolor:
Color of player indicators, e.g. --playercolor '#ff0000'
origincolor:
Color of origin indicator, e.g. --origincolor '#ff0000'
drawscale:
Draw scale(s) with tick marks and numbers, --drawscale
drawplayers:
Draw player indicators with name, --drawplayers
draworigin:
Draw origin indicator, --draworigin
drawalpha:
Allow nodes to be drawn with transparency (e.g. water), --drawalpha
extent:
Don't output any imagery, just print the extent of the full map, --extent
noshading:
Don't draw shading on nodes, --noshading
noemptyimage:
Don't output anything when the image would be empty, --noemptyimage
min-y:
Don't draw nodes below this y value, e.g. --min-y -25
max-y:
Don't draw nodes above this y value, e.g. --max-y 75
backend:
Override auto-detected map backend; supported: sqlite3, leveldb, redis, postgresql, e.g. --backend leveldb
geometry:
Limit area to specific geometry (x:z+w+h where x and z specify the lower left corner), e.g. --geometry -800:-800+1600+1600
zoom:
Apply zoom to drawn nodes by enlarging them to n*n squares, e.g. --zoom 4
colors:
Override auto-detected path to colors.txt, e.g. --colors ../minetest/mycolors.txt
scales:
Draw scales on specified image edges (letters t b l r meaning top, bottom, left and right), e.g. --scales tbr
exhaustive:
| Select if database should be traversed exhaustively or using range queries, available: never, y, full, auto
| Defaults to auto. You shouldn't need to change this, but doing so can improve rendering times on large maps.
| For these optimizations to work it is important that you set min-y
and max-y
when you don't care about the world below e.g. -60 and above 1000 nodes.