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minetestmapper.6
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.TH MINETESTMAPPER 6
.SH NAME
minetestmapper \- generate an overview image of a Luanti map
.SH SYNOPSIS
.B minetestmapper
\fB\-i\fR \fIworld_path\fR
\fB\-o\fR \fIoutput_image\fR
.PP
See additional optional parameters below.
.SH DESCRIPTION
.B minetestmapper
generates a top-down overview image of a Luanti map.
This is a port of the obsolete minetestmapper.py script to C++,
that is both faster and provides more features.
Minetestmapper ships with a colors.txt file suitable for Minetest Game,
if you use a different game or have mods installed you should generate a
matching colors.txt for better results (colors will be missing otherwise).
.SH MANDATORY PARAMETERS
.TP
.BR \-i " " \fIworld_path\fR
Input world path
.TP
.BR \-o " " \fIoutput_image\fR
Path to output image
.SH OPTIONAL PARAMETERS
.TP
.BR \-\-bgcolor " " \fIcolor\fR
Background color of image, e.g. "--bgcolor #ffffff"
.TP
.BR \-\-scalecolor " " \fIcolor\fR
Color of scale marks and text, e.g. "--scalecolor #000000"
.TP
.BR \-\-playercolor " " \fIcolor\fR
Color of player indicators, e.g. "--playercolor #ff0000"
.TP
.BR \-\-origincolor " " \fIcolor\fR
Color of origin indicator, e.g. "--origincolor #ff0000"
.TP
.BR \-\-drawscale
Draw scale(s) with tick marks and numbers
.TP
.BR \-\-drawplayers
Draw player indicators with name
.TP
.BR \-\-draworigin
Draw origin indicator
.TP
.BR \-\-drawalpha
Allow nodes to be drawn with transparency (such as water)
.TP
.BR \-\-noshading
Don't draw shading on nodes
.TP
.BR \-\-noemptyimage
Don't output anything when the image would be empty
.TP
.BR \-\-verbose
Enable verbose log output.
.TP
.BR \-\-min-y " " \fInumber\fR
Don't draw nodes below this Y value, e.g. "--min-y -25"
.TP
.BR \-\-max-y " " \fInumber\fR
Don't draw nodes above this Y value, e.g. "--max-y 75"
.TP
.BR \-\-backend " " \fIbackend\fR
Override auto-detected map backend; supported: \fIsqlite3\fP, \fIleveldb\fP, \fIredis\fP, \fIpostgresql\fP, e.g. "--backend leveldb"
.TP
.BR \-\-geometry " " \fIgeometry\fR
Limit area to specific geometry (\fIx:z+w+h\fP where x and z specify the lower left corner), e.g. "--geometry -800:-800+1600+1600"
The coordinates are specified with the same axes as in-game. The Z axis becomes Y when projected on the image.
.TP
.BR \-\-extent
Don't render the image, just print the extent of the map that would be generated, in the same format as the geometry above.
.TP
.BR \-\-zoom " " \fIfactor\fR
Zoom the image by using more than one pixel per node, e.g. "--zoom 4"
.TP
.BR \-\-colors " " \fIpath\fR
Override auto-detected path to colors.txt, e.g. "--colors ../world/mycolors.txt"
.TP
.BR \-\-scales " " \fIedges\fR
Draw scales on specified image edges (letters \fIt b l r\fP meaning top, bottom, left and right), e.g. "--scales tbr"
.TP
.BR \-\-exhaustive " " \fImode\fR
Select if database should be traversed exhaustively or using range queries, available: \fInever\fP, \fIy\fP, \fIfull\fP, \fIauto\fP
Defaults to \fIauto\fP. You shouldn't need to change this, as minetestmapper tries to automatically picks the best option.
.TP
.BR \-\-dumpblock " " \fIpos\fR
Instead of rendering anything try to load the block at the given position (\fIx,y,z\fR) and print its raw data as hexadecimal.
.SH MORE INFORMATION
Website: https://github.com/luanti-org/minetestmapper
.SH MAN PAGE AUTHOR
Daniel Moerner