[Mod] Map [2] [map]

paramat
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by paramat » Fri Jan 25, 2013 23:20

Yeah i get those error messages too, but it works so i ignore them.
To add new nodes edit the colors.txt file and add the node name and the RGB values for the colour you want on the map for that node. For example ...
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
default:stone_with_iron 97 93 92

RGB values for any colour can be found using the GIMP "colour picker".
Last edited by paramat on Fri Jan 25, 2013 23:24, edited 1 time in total.
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0gb.us
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by 0gb.us » Fri Jan 25, 2013 23:37

Oh, wow. I'm lame. I didn't even see that file. I was focussing on the mapper and init.lua. The format is so obvious, too. Thank you so much!
 

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Likwid H-Craft
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by Likwid H-Craft » Sat Jan 26, 2013 00:40

Why no windows still!
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kaeza
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by kaeza » Sat Jan 26, 2013 10:10

Likwid H-Craft wrote:Why no windows still!

Another more reason to switch to Linux :)
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0gb.us
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by 0gb.us » Sun Jan 27, 2013 04:09

kaeza wrote:
Likwid H-Craft wrote:Why no windows still!

Another more reason to switch to Linux :)

Is there even need for another reason to switch to Linux? I still don't see any reason to stick with Windows ... Linux, OS X, BSD, DOS, it doesn't matter what you use, as long as it isn't Windows.

Also, is there a way to get this to map the whole generated world? The first time I ran it, it mapped only the center. I tried modifying it three times and ran it each time, but it didn't work. I really have no idea what I'm doing in that script. I don't need this to function in-game, even. I've been running it in a back-up copy of the world to get a graphical map for someone who wants me to post it in the server topic.
Last edited by 0gb.us on Sun Jan 27, 2013 04:10, edited 1 time in total.
 

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TForsman
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by TForsman » Sun Jan 27, 2013 12:14

I can't get this mod to work. in debug.txt I can see:

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
13:02:50: INFO[main]:   [map         ] ["/usr/share/minetest/games/minetest/mods/map/init.lua"]
13:02:50: VERBOSE[main]: Loading and running script from /usr/share/minetest/games/minetest/mods/map/init.lua
13:02:50: VERBOSE[main]: register_item_raw: map:map
13:02:50: VERBOSE[main]: ItemDefManager: registering "map:map"
13:02:50: VERBOSE[main]: registerNode: registering content id "576": name="map:map"
13:02:50: VERBOSE[main]: registerCraft: registering craft definition: (shaped, output="map:map", recipe={ "default:paper","default:paper"; "default:paper","default:paper" }, replacements={})
[map] No map image found. Creating image... (This will take some time)
[map] debug: 256
[map] Failed!
[map] Tried to run command "python /usr/share/minetest/games/minetest/mods/map/minetestmapper.py -i /home/tforsman/.minetest/worlds/Foresight World -o /usr/share/minetest/games/minetest/mods/map//textures/map.png"



If I run command from terminal:

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
python /usr/share/minetest/games/minetest/mods/map/minetestmapper.py -i /home/tforsman/.minetest/worlds/Foresight World -o /usr/share/minetest/games/minetest/mods/map//textures/map.png
World does not exist.


Can't handle spaces in world name? (just guessing) As the name of the world is: "Foresight World"
Last edited by TForsman on Sun Jan 27, 2013 12:15, edited 1 time in total.
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Likwid H-Craft
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by Likwid H-Craft » Sun Jan 27, 2013 17:15

kaeza wrote:
Likwid H-Craft wrote:Why no windows still!

Another more reason to switch to Linux :)

Wheres the Map Texture? Theres nothing in it.

Well I don't get why not this kind of, need a update for windows users.
Last edited by Likwid H-Craft on Sun Jan 27, 2013 17:16, edited 1 time in total.
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0gb.us
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by 0gb.us » Mon Jan 28, 2013 02:30

Likwid H-Craft wrote:
kaeza wrote:
Likwid H-Craft wrote:Why no windows still!

Another more reason to switch to Linux :)

Wheres the Map Texture? Theres nothing in it.

Well I don't get why not this kind of, need a update for windows users.


I did some searching, and I found this update for Windows users.
 

socramazibi
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by socramazibi » Wed Jan 30, 2013 15:00

Hello, this mod could be used in windows 7 with this file minetest_mapper.exe (http://forum.minetest.net/viewtopic.php?id=2896&p=2)

thanks


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Just A Man
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by Just A Man » Mon Jun 03, 2013 05:19

Python sript can be fixed. It just needed some os related things. Like using os.pathsep instead of /. If someone need this i can try to fix but i dont have Windows so some one need to test it
 

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Zeg9
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by Zeg9 » Mon Jun 03, 2013 11:02

Just A Man wrote:Python sript can be fixed. It just needed some os related things. Like using os.pathsep instead of /. If someone need this i can try to fix but i dont have Windows so some one need to test it

The C++ version is really faster than the python one, so I see no point in fixing it (except the python version is the "official" one).
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Jouster27
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by Jouster27 » Sat Oct 05, 2013 15:26

I get why the map has to be in the Mod folder but I've basically quit using this mod because I run multiple maps and it's not playing nice with the new method of running mods. Could the map texture name be based on the world name? Then you could write the code load the correct map for the world you're in.

PS: Sorry if I missed a comment above asking for the same thing.
 

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PilzAdam
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by PilzAdam » Sat Oct 05, 2013 16:23

Jouster27 wrote:I get why the map has to be in the Mod folder but I've basically quit using this mod because I run multiple maps and it's not playing nice with the new method of running mods. Could the map texture name be based on the world name? Then you could write the code load the correct map for the world you're in.

PS: Sorry if I missed a comment above asking for the same thing.

Yea that could be done. But this mod doesnt work very good anyway.
Also I dont have a copy of it anymore and omploader is down.
 

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by Jouster27 » Sat Oct 05, 2013 17:26

PilzAdam wrote:Also I dont have a copy of it anymore and omploader is down.


I understand, man. It's a bummer, though. I liked the mod. Ah well, I guess I should test some of the other mapping solutions... Thanks anyway for the use I got out of the mod, though.
 

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Silent-Hunter
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by Silent-Hunter » Fri Nov 08, 2013 04:37

I wonder if there's a way to have in game maps, like Minecraft. Or a minimap.
 

paramat
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by paramat » Sun Jan 12, 2014 06:30

Hi, the unchanged map.zip is available here http://www.mediafire.com/download/m1rp10pzw3wtvzs/map.zip
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SlowMo24
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Re: [Mod] Map [2] [map]

by SlowMo24 » Sun May 17, 2015 13:46

Thanks for this very cool mod. paramat's link works fine. I would like to propose two enhancements:

1. you could add im=im.rotate(90) to the python code before saving, to make the map correspond to the real wold, when placed on the ground.

2. VanessaE's colors.txt (from here: http://wiki.minetest.net/Minetestmapper) should be added by default

cheers
 

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Krock
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Re: [Mod] Map [2] [map]

by Krock » Mon May 18, 2015 16:26

SlowMo24 wrote:I would like to propose two enhancements:

I agree, this mod is no longer in developement.
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