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MINETESTMAPPER(6) |
FreeBSD Games Manual |
MINETESTMAPPER(6) |
minetestmapper - generate an overview image of a Minetest map
minetestmapper -i world_path -o output_image
See additional optional parameters below.
minetestmapper generates an overview image of a minetest map. This is a
port of the original minetestmapper.py to C++, that is both faster and
provides more functionality than the deprecated Python script.
- -i world_path
- Input world path.
- -o output_image
- Path to output image. (only PNG supported currently)
- --bgcolor color
- Background color of image, e.g. "--bgcolor #ffffff"
- --scalecolor color
- Color of scale, e.g. "--scalecolor #000000"
- --playercolor color
- Color of player indicators, e.g. "--playercolor #ff0000"
- --origincolor color
- Color of origin indicator, e.g. "--origincolor #ff0000"
- --drawscale
- Draw tick marks
- --drawplayers
- Draw player indicators
- --draworigin
- Draw origin indicator
- --drawalpha
- Allow nodes to be drawn with transparency
- --noshading
- Don't draw shading on nodes
- --noemptyimage
- Don't output anything when the image would be empty.
- --min-y number
- Don't draw nodes below this y value, e.g. "--min-y -25"
- --max-y number
- Don't draw nodes above this y value, e.g. "--max-y 75"
- --backend backend
- Use specific map backend; supported: sqlite3, leveldb,
redis, postgresql, e.g. "--backend leveldb"
- --geometry geometry
- Limit area to specific geometry (x:y+w+h where x and y specify the
lower left corner), e.g. "--geometry -800:-800+1600+1600"
- --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.
- --zoom factor
- Zoom the image by using more than one pixel per node, e.g. "--zoom
4"
- --colors path
- Forcefully set path to colors.txt file (it's autodetected otherwise), e.g.
"--colors ../minetest/mycolors.txt"
- --scales edges
- Draw scales on specified image edges (letters t b l r meaning top,
bottom, left and right), e.g. "--scales tbr"
- --exhaustive mode
- 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.
- --dumpblock pos
- Instead of rendering anything try to load the block at the given position
(x,y,z) and print its raw data as hexadecimal.
Website: https://github.com/minetest/minetestmapper
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