Minetestmapper generates maps of minetest and freeminer worlds.
- Support for both minetest and freeminer
- Support for sqlite3, postgresql, leveldb and redis map databases
- Generate a subsection of the map, or a full map (but the size of generated images is limited - see 'Known Problems' below)
- Generate regular maps or height-maps
- All colors for regular or height maps are configurable
- Draw player positions
- Draw different geometric figures, or text on the map
- Draw the map at a reduced scale. E.g. 1:4 (max: 1:16).
- Draw a scale on the left and/or top side of the map, and/or a height scale (for height maps) on the bottom.
- Optionally draw some nodes transparently (e.g. water)
- Includes a user manual
- Supports both the gcc and clang compiler suites
- Supports MSVC building on Windows (with SQLite3 and LevelDB)
- With automatic downloading of all but one of the required libraries.
- Build rpm, deb and/or tar.gz installation packages. Or simply type 'make install'.
- Specify a number colors symbolically ('red', ...)
- Draw a grid on the map
- Show a progress indicator
- Draw shades to accentuate height differences (on by default)
- Report actual world dimensions in all directions, as well which part of it will be in the map.
- optionally, avoid reading the block list from the database (may be more efficient when mapping small parts of the existing world)
- Support for the new freeminer database format
- Support for the unofficial postgresql backend.
- Ability to draw height-maps
- Different methods for drawing transparent blocks (more than transparency on and off)
- Different colors can be specified for nodes, in the same colors file, depending on whether transparency is enabled or not.
- Abiliy to draw different geometric figures, or text on the map
- Map dimensions can be specified in different ways:
- using two corners
- using a corner and the size
- using the center and the size
- Pixel or block granularity for the dimensions (stock minetestmapper always uses block granularity: it rounds all dimensions to the next multiple of 16).
- Colors files are automatically searched for in the world directory, or in system directories
- Colors files can include others, so that just a few colors can be redefined, and the system colors file used for the others.
- The map can be drawn at a reduced scale (1:1 - 1:16). This means that a full world map can now be generated.
- A grid can be drawn on the map.
- A number of symbolic colors ('red', ...) are available on the command-line.
- The scale can be enabled on the left and top side individually
- Major and minor (tick) intervals are configurable for the scale
- Block numbers are shown on the scale as well
- Optionally, avoid reading the block list from the database (dramatically speeds up generating maps of small parts of large worlds)
- Compiles using MSVC on windows.
In addition a number bugs have been fixed. As bugs are also getting fixed in the stock version of minetestmapper, no accurate list can be given.
It is currently not possible to generate huge maps.
On 32-bit systems, the map size is limited by the maximum amount of memory (or really: the size of the address space). this means in practise that maps larger than about 24100x24100 (determined experimentally - YMMV) can't be generated. Note, that even if a larger /could/ be generated, most 32-bit applications would still not be able to display it for the same reason.
On 64-bit systems, the libgd image library unfortunately limits the map size to approximately 2147483648 pixels, e.g. approximately 46300x46300.
If a full map is required for a world that is too large, there are currently two options:
- Generate the map in sections, and use another application to paste them together.
- Generate a 1:2 or 1:4 scaled version of the map, if the reduced level of detail is acceptable.
A third alternative, is of course to support the libgd project in removing the current restrictions on image size.
On scaled maps, the colors of some pixels may be imperceptibly different on different systems.
The difference would be at most 1/256 per color. (e.g., a pixel with color
#4c92a1
on one system, might have color#4x91a1
on another system)The cause of this difference has not been determined yet.
The drawing library supports ISO8859-2 fonts only. Characters in text and player names that cannot be converted to the ISO8859-2 character set will not be rendered correctly.