Mapping Programs?

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MortalDanger

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Jul 29, 2019
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Are there any mapping programs like Minutor or Cartograph that can map the new terrain? At present they don't gen anything with foreign blocks or terrain. Anything out there?
 
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alfblack

New Member
Jul 29, 2019
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Yes please, I have been wondering myself.

Even better if it would be a server plugin thingie.
 

arovin

New Member
Jul 29, 2019
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I have been using MCmap with MCmapDZ to add a google maps style interface. It renders blocks it does not recognize but the colors are not correct. It is good enough to make out the terrain and figure out where things are.

8245514470_5a807543ac_b.jpg


You can see in that sample the giant redwoods are gray as well as some of the Autumn trees. For now it is good enough for the players on my server.

I know you can give it a colors.txt file to associate block id's with the correct colors, I just have not taken the time to do it yet.

Hope that helps.
 

Golrith

Over-Achiever
Trusted User
Nov 11, 2012
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Nice program. Just tried it on my old tekkit single player game. Here's the results https://dl.dropbox.com/u/46396473/output.jpg

My little home, lost in the woods. Hmm, spent weeks in that small area, constantly busy. Doesn't look like it! Couldn't get it to use my Terrain.png file for colours properly though, I'm guessing it's only expecting 16x textures, and I've got 64x. So instead I used the default texture options.
 

alfblack

New Member
Jul 29, 2019
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Thanks very much arovin!

I have tried a few "renderers" but they all seem to crash on my machine. This is the first one that actually output something. :) Now I'll need to tinker with it.
 

arovin

New Member
Jul 29, 2019
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Thanks, Just set dynmap up on my server and it looks amazing. The isometric view is great.

It seems pretty resource intensive and I am concerned about how much bandwidth its gonna use. I only have a few players so it might not be to be a big deal. Render takes quite a long time on a large world. Been running a fullrender and it is still going after about 3 hours. Almost up to 2G of storage for the map. it is nice that I do not have to maintain, render and upload the maps by hand anymore.

Here are a couple of screenshots from my server using Dynmap:
8247138249_40d102e867_b.jpg


Zoomed for detail:
8247137905_383dd93ebc_b.jpg
 

MortalDanger

New Member
Jul 29, 2019
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Yea, I got dynmap as well but it is extremely slow. In fact, it loaded a few chunks and has stopped entirely. I turned off cave rendering to speed it up but nothin' gives. Just sits there with those loaded chunks and makes no other effort. :(
 

arovin

New Member
Jul 29, 2019
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Yea, I got dynmap as well but it is extremely slow. In fact, it loaded a few chunks and has stopped entirely. I turned off cave rendering to speed it up but nothin' gives. Just sits there with those loaded chunks and makes no other effort. :(

Try the command

/dynmap fullrender
 

ncecere

New Member
Jul 29, 2019
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So I used some chunk loading turtles to start generating my map. They are slowly working there way out in a spiral pattern and now the map is huge. it will be fun to render it out in a day or so. It will let me and some of our friends carve up our map into little nations
 

Bubbinska

New Member
Jul 29, 2019
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Sorry for resurrecting an older thread, but I've been using mcmapDZ and am trying to sort out a way to properly color some blocks that have been coming out as the wrong color.

I'm trying to get a colors.txt to work for:
Redwood leaves
Construction Foam
Autumn Leaves
Greatwood + Silverwood leaves
Rubber tree leaves (both from IC2 and the other, huge type)
Basalt (working)
Red Rock (working)

I've managed to get some working, but mcmap appears to be disregarding certain blockids as invalid. Through testing it appears that a blockid value larger than 255 will be rejected. Here's my current colors.txt:
(please excuse the strange spacing)
Code:
#ID    R    G    B    A    Noise
1309    49    150    5    255    0
1312    128    68      28      255    0
1313    128    68      28      255    0
1314    128    68      28      255    0
1315    128    68      28      255    0
610    99      99      99      255    0
1301    219        116        2        255        10
1610    49      150    5      255    0
1610:1    9        80        213        255        0
625        101        150        27        255        0
211        101        150        27        255        0
212    128    68      28      255    0
215        60        60        60        255        15
251        148        70        44        255        10

All but the last four ids are rejected. If there's a program that works like mcmap but allows for blockids larger than 255, I should be able to get my colors.txt to work fine. Any thoughts?

*edit* upon looking at what I think is the correct code on github, it appears that the reason for the restriction is that an 8-bit integer is being used to read blockIDs. This means that for larger ids, the result would probably be wrapped around 256 a number of times. For example, here's the wrapped blockid number for construction foam:

610 % 256 = 98

To test this theory I placed construction foam in a square next to stone bricks (both have a wrapped blockid of 98) and ran the mapping program twice. When rendered without a custom colors.txt entry, they both appeared grey. When rendered WITH the custom colors.txt entry, they both appeared white.

I suppose this means that the reason why our redwood trees and whatnot are rendering with strange colors is because the blockids are being wrapped around and probably end up overlapping with other blocks' colors.
 

Hydra

New Member
Jul 29, 2019
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chunkloading does not affect the map generation just run a full render

He's pregenerating the map. There's nothing to render if a chunk hasn't been 'visited' before because the chunk doesn't exist. He's using turtles to do that.