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There must be a solution to the theoretical problem of rendering near infinite maps, my Idea is to split the map into smaller files and arrange them in their own coordinate grid.
Like: c10t --split 10 -w /path/to/world -o test/
Where --split specifies the number of chunks to include in any axis.
Output must in this case be a folder into which files like the following are written:
Would it make more sense to split it in to certain chunk sizes instead of splitting it into a certain number of files? It would be super easy if you wanted to generate each png as 100x100x128 blocks. The level file gives the width and length of the world so you could divide those by the number of blocks you want to generate to see how many times you need to loop.
This might make the calculation less awkward anyhow.
There must be a solution to the theoretical problem of rendering near infinite maps, my Idea is to split the map into smaller files and arrange them in their own coordinate grid.
Like: c10t --split 10 -w /path/to/world -o test/
Where
--split
specifies the number of chunks to include in any axis.Output must in this case be a folder into which files like the following are written:
size.txt contains the following:
1 2
This is
<x-size> <y-size>
of the entire map, which can be easily mapped to all the parts.The text was updated successfully, but these errors were encountered: