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Thread: SinglePlayer Map Renderer

  1. #61
    Inventor Bubo's Avatar
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    Works great and like the added regions grid, thank you!

    map.jpg

    Quick and simple

  2. #62
    Refugee
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    Thank you for this awesome tool!

  3. #63
    Refugee
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    Thank you very much, this is eggstremely useful!

  4. #64
    Scavenger
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    Useless, trying to find a slanted area to build into a mountain, this still got fog of war in it.

  5. #65
    Hunter Eihwaz's Avatar
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    Hey DorHans,

    i´ve made a small spotlight about your handy tool in german, maybe you like to watch it
    hav a nice day

  6. #66
    Scavenger DorHans's Avatar
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    Thank you guys for all your feedback! It' always a pleasure to read, even if you find it useless.

    And thanks, Eihwaz, very nice spotlight. I like how you explain every option and detail. This reminds me of writing a short wiki on github...

  7. #67
    Scavenger DorHans's Avatar
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    Hi guys and gals,

    what have I been up to lately? I've been trying to render a map from the region files.

    From what I have observed, and that may be incorrect, the game saves data the following way:
    It creates the "hub cell data", which I think is for the distant terrain. These files contain the names of POIs, "asphalt" and some binary data. Maybe the height and/or biome map? The creation takes some time, but I expect that you see this data, when you use "Editing Tools" (Random Gen World Previewer). Each hub seems to represent 9 regions.
    The actual blocks are stored in your region files. Each region is 512 x 512 blocks big and reaches from the bedrock to the sky. The region is divided in 32 x 32 = 1024 chunks, each of them being 16 x 16 blocks big.
    When you first step into a region, the game creates an empty region file and only generates the chunks around you.
    From where I stand, the map gets rendered 4 chunks in each direction. The region files contains additional 4 chunks in each direction. This may be because of my view distance being 9? Beyond that point the chunks aren't created or saved.

    There is a console command called "visitmap", with that you can force the creation of specific regions and chunks. The command expects two X-Z block coordinate pairs. If you want to create the region 0,0 you have to type "visitmap 0 0 511 511". It than creates and checks all 1024 chunks in that region.

    Here are some numbers. These are only estimates, as I don't want to spend so much time testing this out.
    A random world is about 40 x 40 = 1600 regions big. Each region consists of 1024 chunks, resulting in about 1.6 million chunks. The visitmap command can compute about 22 chunks per second (on my system). Generation of the whole world would take 74,000 seconds or 20 hours. Each region file takes about 8-10 MB, so the whole world would be 12-15 GB.
    Rendering the map is a lot faster, and happens at about 1100 chunks per seconds (on my system) -- resulting in about 26 minutes for the whole world. The image would be 20,000 x 20,000 pixels and about 130 MB big.

    TLDR:
    It is possible to render a map from region files, but -- and that's a huge butt -- it takes a tremendous amount of time to create the regions.
    Currently it can only render the terrain, no blocks or decorations. Maybe because blocks can be painted, and therefore the map color must be extracted from the texture? And it also renders underwater terrain.
    The code is very experimental and far away from production use. So don't expect a release in the near future.

    Finally something to look at.
    The four images on the left are a comparison between the rendered regions and the ingame map. I hope, you can see the limitations mentioned above.
    The right image shows what additional information you may get. The magenta overlay marks the chunks saved in the region file, that are not on your ingame map. Nice, but pretty much useless?

    RegionRendering.jpg

    Any thoughts on this feature?
    Any wishes? Maybe extend your ingame map with information from region files?
    You know a faster way to generate the whole world?

  8. #68
    Ranger Markezzz's Avatar
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    Hey DorHans,
    i know the update is only 1 day old to a17, but did you have any plans for a update to your tool?

  9. #69
    Scavenger DorHans's Avatar
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    Definitely yes, but not this month.
    Tbh, I haven't played in months. So thanks for letting me know, there is a new version.

  10. #70
    Survivor
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    Existing one seems to work fine. You just have to open the map file with it.

  11. #71
    Nomad
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    The existing version seems to work fine _except_ for waypoints. I don't see them on my alpha 17 maps.

  12. #72
    Inventor Bubo's Avatar
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    A18 is right around the corner anyway =)

  13. #73
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    Post

    Hi, I've just started to host a server for me and a friend, I'm finding this tool very useful but wondered if you would take a few suggestions?

    I'm running a quick powershell I've wrote to grab all the enteries in prefabs.xml and plot them over the biomes.png which is great to get an idea where stuff is. I got the idea to overly the output from your SingleMapRenderer on top of my biomes.png to give a map of where we have been, what the biome layout is and where the interesting POI's are, which results in something like this:

    sm_output.jpg

    My request would be, can you add an option under general to produce a full size png which is the whole map area, not just the discovered tiles? i.e. is the randomGen is 4096x4096, the png output is 4096x4096, regardless of the discovered area? This would mean I can just overly the images straight on top of the biomes.png without having to photoshop to align everything.

    I've looked over your source code and unfortunately my programming skills don't extend to the level needed to figure out how the map reading works

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