Minetestmapper rewritten into C++
Ok, some more kitchen-testing with the latest version from Github (as of 2012_11_27 morning), Minetest v 0.4.3 and Ubuntu 12.04, 4gig ram
I played around with the "--geometry" option and here are some of the results:
--geometry -30000:-30000+100+100
Result: "Segmentation fault (core dumped)". Yes, there are some buildings out at -30,000x,-30,000y.
--geometry -20000:-20000+100+100
Result: About 15 to 20 minutes to produce a 33 byte (yup, 3-3-b-y-t-e) file that wouldn't load into Eye-of-Gnome (eog) nor GIMP.
--geometry -2000:-2000+4000+4000
Result: A 6.7mb file covering a 4000 x 4000 area starting in the lower left corner at -2000x, -2000y
--geometry -10000:-10000+20000+20000
Results: A 20.2mb file covering a 20,000 x 20,000 area staring in the lower left corner at -10,000x, -10,000y
I've noticed that the minetestmapper's "y" is different than Minetest's coordinates "y". In Minetest, the "y" is the vertical (heaven to hell, up and down) where in the minetestmapper, the "y" is the north and south, forward and reverse (like they taught me in geometry class).
The file size seems quite large for a flat, 2D map. I see that each node is already reduced to 1 pixel each. If rendering the full 60,000x60,000 map becomes possible, what other options could be exercised to reduce the file size? Greyscale instead of RGB? Lower resolution? Output format *.jpg instead of *.png? What about splitting the image into sections that could later be knitted together in a photo editor?
I hope this information is usefull in the further develpment of this nifty program.
I played around with the "--geometry" option and here are some of the results:
--geometry -30000:-30000+100+100
Result: "Segmentation fault (core dumped)". Yes, there are some buildings out at -30,000x,-30,000y.
--geometry -20000:-20000+100+100
Result: About 15 to 20 minutes to produce a 33 byte (yup, 3-3-b-y-t-e) file that wouldn't load into Eye-of-Gnome (eog) nor GIMP.
--geometry -2000:-2000+4000+4000
Result: A 6.7mb file covering a 4000 x 4000 area starting in the lower left corner at -2000x, -2000y
--geometry -10000:-10000+20000+20000
Results: A 20.2mb file covering a 20,000 x 20,000 area staring in the lower left corner at -10,000x, -10,000y
I've noticed that the minetestmapper's "y" is different than Minetest's coordinates "y". In Minetest, the "y" is the vertical (heaven to hell, up and down) where in the minetestmapper, the "y" is the north and south, forward and reverse (like they taught me in geometry class).
The file size seems quite large for a flat, 2D map. I see that each node is already reduced to 1 pixel each. If rendering the full 60,000x60,000 map becomes possible, what other options could be exercised to reduce the file size? Greyscale instead of RGB? Lower resolution? Output format *.jpg instead of *.png? What about splitting the image into sections that could later be knitted together in a photo editor?
I hope this information is usefull in the further develpment of this nifty program.
My blog: LazyJ's Minetest World
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Program bugs and memory usage aside, about all you can to do shrink the file size further without losing important information is to use 8-bit color instead of 24-bit, assuming it doesn't already do that, use fewer color transitions (e.g. lose the shadows that give hills and tall objects some definition), don't save any metadata, and use maximum PNG compression on the file. You could also try cutting out all parts of the map that haven't been built on, fill those areas with solid white similar to how unexplored regions are drawn. That'll cut the size down some. Large swaths of solid colors compress better than regular map details.
You could indeed try converting such a map to JPG, which will probably cut the file size considerably, but it'll likely suffer horrible quality loss even at high quality settings.
You could also try scaling the map down 2:1 or maybe 3:1, but of course that will result in blurred details.
The best solution is probably to only export the portions of the map that have been built up, and stitch them together on a web page with thumbnails to make a clickable, zoomable map similar to the one ruberwardy maintains for redcrab's server.
Some of this has already been tried as you already know, and the results weren't necessarily all that great.
You could indeed try converting such a map to JPG, which will probably cut the file size considerably, but it'll likely suffer horrible quality loss even at high quality settings.
You could also try scaling the map down 2:1 or maybe 3:1, but of course that will result in blurred details.
The best solution is probably to only export the portions of the map that have been built up, and stitch them together on a web page with thumbnails to make a clickable, zoomable map similar to the one ruberwardy maintains for redcrab's server.
Some of this has already been tried as you already know, and the results weren't necessarily all that great.
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)
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is ruberwardys script avivable to the public?
and try using optipng, it can reduce the filesize to one third
and try using optipng, it can reduce the filesize to one third
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One thing I've noticed with this mapper is that it leaves lots of big holes all over my map image. By holes, I don't mean white spots, but rather little circular or square stone depressions in the land all over the place. Each of those spots has nodes that the mapper isn't familiar with, such as a conifer tree from cisoun's Conifers mod, white fencing from my Colored Woods mod, lighting blocks from my Home Decor mod, or most of the plants in my Plantlife modpack. One would assume nodes without a colors.txt entry would just be treated as air... :-)
Python version, as of minetest git commit 40dac4cd[...]:
C++ version, as of mapper commit 7d15dbf4[...]:
Don't mind the difference in colors, I've got an expanded colors.txt that I use with the python mapper.
Python version, as of minetest git commit 40dac4cd[...]:
C++ version, as of mapper commit 7d15dbf4[...]:
Don't mind the difference in colors, I've got an expanded colors.txt that I use with the python mapper.
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)
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Can someone make a tutorial on how to use this?
Please.
Please.
Last edited by Casimir on Mon Dec 31, 2012 21:25, edited 1 time in total.
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I was playing around with this again today and also noticed that it does not load the entire colors.txt file - many entries therein are skipped. Maybe it's due to the sheer number of entries are in mine, I dunno. This colors.txt is what I use with the python mapper.
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)
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Already is: https://github.com/mireq/minetest-mapper-cpp/downloadsCasimir wrote:Me too. Please?jojoa1997 wrote:Windows 7
Usage:
http://forum.minetest.net/viewtopic.php ... 321#p40321
Last edited by Jordach on Sat Jan 26, 2013 22:36, edited 1 time in total.
The map generates but am curious as to why it says this:
Edited by sfan5: Maybe use Pastebin for that?
Code: Select all
Unknown nodes:
christmas:ligs
conifers:leaves
conifers:leaves_special
conifers:sapling
conifers:trunk
darkage:chalk
darkage:desert_stone_with_iron
darkage:mud
...
wool:black
wool:grey
wool:white
workbench:4x4
Last edited by sfan5 on Sun Jan 27, 2013 10:00, edited 1 time in total.
"Before you speak, ask yourself: Is it kind, is it true, is it necessary, does it improve upon the silence?"
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My mods: http://goo.gl/n4kpn
(Currently Various, Industrial, Fakeblocks, Jail, MoarCraft, Christmas, Replicator, minetest dev installer for linux, bash mod installer, windows mod installer)
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Download and copy this colors.txt file in place of the default one. It supports many different mods:
http://digitalaudioconcepts.com/vanessa ... colors.txt
Those nodes that are unrecognized just means that the mapper is supposed to ignore them (this doesn't work properly in the C++ mapper).
http://digitalaudioconcepts.com/vanessa ... colors.txt
Those nodes that are unrecognized just means that the mapper is supposed to ignore them (this doesn't work properly in the C++ mapper).
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)
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It probably tells you what nodes it does not recognise.RAPHAEL wrote:The map generates but am curious as to why it says this:Edited by sfan5: Maybe use Pastebin for that?Code: Select all
Unknown nodes: christmas:ligs conifers:leaves conifers:leaves_special conifers:sapling conifers:trunk darkage:chalk darkage:desert_stone_with_iron darkage:mud ... wool:black wool:grey wool:white workbench:4x4
Thank you VanessaE.. here is my contribution to it (for now)VanessaE wrote:Download and copy this colors.txt file in place of the default one. It supports many different mods:
http://digitalaudioconcepts.com/vanessa ... colors.txt
Those nodes that are unrecognized just means that the mapper is supposed to ignore them (this doesn't work properly in the C++ mapper).
EDIT: updated colorssnow:snow 255 255 255
snow:snow_block 255 255 255
snow:ice 116 187 251
snow:dirt_with_snow 255 255 255
traps:cage 107 134 51
jail:jailwall 108 123 139
industrial:cement 108 123 139
industrial:asphalt 0 0 0
industrial:white_brick 255 255 255
stairs:slab_asphalt 0 0 0
stairs:slab_cement 108 123 139
stairs:stair_cement 108 123 139
stairs:stair_asphalt 0 0 0
lightsplus:light_on 255 255 255
lightsplus:slab_light 255 255 255
lightsplus:slab_light_on 255 255 255
lightsplus:slab_light_wall 255 255 255
lightsplus:slab_light_wall_on 255 255 255
maptools:glass 183 183 222
maptools:stone 128 128 128
more_fences:fence_cobble 123 123 123
more_fences:fence_iron 108 123 139
more_fences:fence_stone 128 128 128
various:lawngrass 107 134 51
scaffolding:scaffolding 104 78 42
Last edited by RAPHAEL on Sun Jan 27, 2013 19:38, edited 1 time in total.
"Before you speak, ask yourself: Is it kind, is it true, is it necessary, does it improve upon the silence?"
My mods: http://goo.gl/n4kpn
(Currently Various, Industrial, Fakeblocks, Jail, MoarCraft, Christmas, Replicator, minetest dev installer for linux, bash mod installer, windows mod installer)
My mods: http://goo.gl/n4kpn
(Currently Various, Industrial, Fakeblocks, Jail, MoarCraft, Christmas, Replicator, minetest dev installer for linux, bash mod installer, windows mod installer)
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Thanks, Raphael. I've added your edited settings and updated the downloadable file.
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)
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It works! I love it!Jordach wrote:Already is: https://github.com/mireq/minetest-mapper-cpp/downloadsCasimir wrote:Me too. Please?jojoa1997 wrote:Windows 7
Usage:
http://forum.minetest.net/viewtopic.php ... 321#p40321
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It is.
Download the file, download the colors.txt. Put both into the same folder. Press shift and rightclick into that folder (not on the files). Click "Open command window here" (or something similar). Then you type the line you see in the post linked by Jordach. That should work.
When you get an error make sure you have the right path, and try it with and without the \ at the end.
Download the file, download the colors.txt. Put both into the same folder. Press shift and rightclick into that folder (not on the files). Click "Open command window here" (or something similar). Then you type the line you see in the post linked by Jordach. That should work.
When you get an error make sure you have the right path, and try it with and without the \ at the end.
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New revision to my colors.txt today to accommodate the latest moreblocks+stairsplus as well as adding a bunch of blocks on my server that weren't being covered before.
Get it from the same download location as mentioned above.
Get it from the same download location as mentioned above.
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)
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