Programs and editors/Tectonicus/TectonicusConfigFormat

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When running from the command line the preferred way to configure Tectonicus is to use a config file. For the most up-to-date information, see the example config file here: https://github.com/tectonicus/tectonicus/blob/master/Docs/fullConfig.xml

Tectonicus config files are stored as XML. If you are unfamiliar with XML, then see this basic tutorial: http://www.w3schools.com/xml/xml_syntax.asp

When starting Tectonicus, to get it to parse the config file, pass a "config=" option. For example:

java -jar Tectonicus.jar config=layerConfig.xml

If you're new then it's easiest to just take the example config file and modify the file paths so they point to your world folder and output folder.

Remember that config options are case sensitive!

Overview[edit]

The basic structure of the config file looks like:

<tectonicus version="2">

	<config>
		<!-- general config options go here -->
	</config>

	<rasteriser>
		<!-- rasteriser options go here -->
	</rasteriser>

	<map>
		<!-- map marker options go here -->
		<layer>
			<!-- options which control the appearance of the final rendered map go here -->
		</layer>
	</map>

	<tweeks>
		<!-- tweeks options go here -->
	</tweeks>

	<debug>
		<!-- debug options go here -->
	</debug>

	<!-- additional maps go here -->

</tectonicus>

These can be in any order. Only 'layer' and 'map' may be present more than once, these nodes will be covered later.

Example configuration file[edit]

Here’s a minimal config file for creating a single map:

<?xml version="1.0"?>
<tectonicus version="2">
	<config mode="cmd" outputDir="myoutputdirectory"/>

	<map name="mymapname" worldDir="/path/to/level.dat">
		<layer name="Day" lighting="day"/>
	</map>
</tectonicus>

Configuration file defined[edit]

Config node[edit]

Here's an example config node:

	<config mode = "cmd"
			worldDir = "D:\Minecraft\Tectonicus\level"
			outputDir = "D:\Minecraft\Tectonicus\Map Render"
			
			outputHtmlName = "Xoozo_Map.html"
			minecraftJar = "filepath to minecraft.jar"
			texturePack = "/Users/xxx/Texture pack.jar"
			
			numDownsampleThreads = "2"
			eraseOutputDir = "false"
			useCache = "true"
			cacheDir = "D:\Minecraft\Tectonicus\Map Render\cache"
			logFile = "D:\Minecraft\Tectonicus\Map Render\Log.txt"
	>
	</config>

This controls the basic setup you need to change for your computer.

Option name Description Required? Possible values Default
mode controls what mode Tectonicus runs in yes 'cmd' for command line mode

'gui' to launch the gui

'players' to just update player information (note Minecraft only reliably updates player information when you log out)

'interactive' for secret interactive mode

'views' to update views only

-
outputDir specifies the output folder to put the generated files and folders in. Will be created if it doesn't exist. yes a directory path -
outputHtmlName the name for the generated html file no a file name map.html
minecraftJar specifies the path to your client minecraft.jar which Tectonicus reads (not runs) for resources such as texture packs. no a file path this will be autodetected if not set and you have played minecraft on the computer you are using
texturePack specify a path to a minecraft texture pack if you want to use textures other than the default minecraft ones. HD texture packs can be used. no a file path none (uses regular minecraft textures)
numDownsampleThreads choose how many threads (cpu cores) to use when creating the layer images no a number defaults to your computer's number of cpu cores
eraseOutputDir if set, will delete the *entire* contents of the output dir. Useful if you want to force Tectonicus to start from scratch no 'true' or 'false' false
useCache turn this on and Tectonicus will attempt to use the cache information so it only draws the bits of the map that have changed since last time no 'true' or 'false' true
cacheDir specify a path to where the tectonicus cache file will be stored. usually this should be a folder in the output directory no a directory path none
logFile specifies an alternate destination file for the log file no a complete file path 'TectonicusLog.txt' in the current directory

Rasteriser node[edit]

Here's an example rasteriser node:

	<rasteriser type = "lwjgl"
				colourDepth = "32"
				alphaBits = "8"
				numSamples = "4"
				tileSize = "512"
		>
	</rasteriser>

These values are used to configure your graphics card when drawing the map.

Option name Description Required? Possible values Default
type the rasteriser type to use. no 'lwjgl' for the OpenGL / LWJGL renderer (currently the only option) 'lwjgl'
colourDepth color depth to perform rendering in no 16, 24 or 32 32
alphaBits number of alpha bits to use when rendering. Set this to zero if you have display initialisation problems. no 0 or 8 8
numSamples the number of antialiasing samples to use. Use 0 or 1 to disable antialiasing (may help compatibility) no 0, 1, 2, 4, 8 or 16 4
tileSize the size of the output image tiles, in pixels no a number between 64 and 1024 512

Map node[edit]

<!-- Maps to process (must have at least one map) -->
	<map
		name=""
		worldDir="/Users/xxxx/AppData/Roaming/.minecraft/saves/My World" <!-- required -->
		dimension="terra / nether / ender"
		closestZoomSize="12"
		cameraAngle="45"
		cameraElevation="45 / 10 - 90"
		north="-z / +z / -x / +x" <!-- compass rose north direction -->
		compassRose="" <!-- custom image path -->>

              
        </map>

Subset[edit]

A sub-node of the map node, this will limit the rendering to a circular area of the world map of specified location and size, rather than rendering the entire map. This is useful when testing Tectonicus options to drastically reduce rendering time. It is formatted:

<!-- Limit world rendering to a sub region. Optional, omit for the full world -->
<!-- Radius is in world units. Remove 'origin' to center around the spawn point -->
<subset>
	<CircularSubset origin="0, 0" radius="200" />  <!-- note atypical capital ‘C’ -->
</subset>
Option name Description Required? Possible values Default
origin the center point of the circular region to include no a world x and z coord in the form "x, y" defaults to the spawn position if not set
radius radius (in minecraft blocks) to actually include in the map no a number -

Layer[edit]

A sub-node of the map node. This controls how the map layers appear in the final rendering. Here is an example layer node:

	<!-- A generated map layer -->
<layer  dimension = "terra"
	renderStyle = "normal"
	cameraAngle = "45"
	cameraElevation = "30"
	imageFormat = "png"
	imageCompressionLevel = "1.0"
	lighting = "day"
			
	singlePlayerName="YourPlayerNameHere"
						
	numZoomLevels = "8"
	closestZoomSize = "12"
			
	useDefaultBlocks="true"
	customBlocks="/Users/xxx/TectonicusTests/customBlocks.xml" >
			
	<!-- Markers to display on this layer -->
	<signs filter="special" initiallyVisible="true" />
	<players filter="all" playerFilterFile="/Users/xxx/TectonicusTests/players.txt" initiallyVisible="true" />
	<portals filter="all" initiallyVisible="true" />
	<spawn show="true" intiallyVisible="true" />
	<beds initiallyVisible="true" />
</layer>
Option name Description Required? Possible values Default
dimension The dimension to draw. no 'terra'
for the regular minecraft overworld

'nether'
for the nether dimension
'ender'
for The End dimension

terra
renderStyle the rendering style to use no 'regular' for normal drawing

'cave' for cave rendering (strips off the surface layer)
'nether' for nether rendering (strips off the nether roof) 'exploredcaves' for only explored caves

regular
cameraAngle Use this command to change the orientation of north. The default setting of 45 produces an oblique view with north at the upper right of the map (north west at the top). Increase this number to rotate the map’s cardinal directions counter-clockwise (or decrease to rotate clockwise). 90 (or -270) will give you north at the top, 225 (or -45) will give you north at the bottom left and south east at the top; and so on. no an angle in degrees from -360 to 360 45 (north at upper right)
cameraElevation This specifies the angle of elevation for the camera, in degrees. 0 is looking horizontally, 90 is looking directly down. Defaults to 45. Choose 30 for a more traditional isometric view. no an angle in degrees from 0 to 180 45
imageFormat the format to write these layer images in no 'png' for png files (highest quality, largest file size)

'gif' for gif files (max 256 colors per image. Good quality and file size if using default minecraft textures or another low-color texture pack)
'jpg' for jpg files (variable quality, good for photo realistic texture packs)

png
imageCompressionLevel the image compression level to use (only applies when using jpg image format) no a decimal between zero and one. 1 is highest quality. Creating jpg tiles at 0.75 (75%) instead of the default png's will result 50%+ space savings. 0.95
lighting the lighting style to use no 'day' for daylight

'night' for night time lighting
'none' for no lighting (full bright)
'cave' for cave lighting (like night time, but deeper caves are darker)

day
singlePlayerName single player minecraft worlds do not store your player name. If mapping a single player world set your name here so that your player marker and skin show up correctly no any minecraft user name empty
numZoomLevels the number of zoom levels to draw (applies to all maps). By increasing this number you’re able to see more of the world when the map first loads, and it takes more steps to get to the most detailed zoom level. no a number 8
closestZoomSize When zoomed-in all the way this value determines the area that will be visible in one of the rendered picture files. Increase [x] to "widen" the camera lens of this closest view. Sometimes used in conjunction with numZoomLevels (see below).

For example, closestZoomSize=24 will create tiles that show 100% more terrain than at the default 12 (i.e. you will be "further back"). It is from these closest tiles (zoom8) that the other, wider tiles are rendered (zoom7 - zoom0). Increasing this number requires more memory, so making it too large may result in out-of-memory errors.

no a number 12
useDefaultBlocks specifies whether to render using the default set of blocks or not no 'true' or 'false' true
customBlocks specifies the path to the xml file where custom block data is stored no a file path none

Markers[edit]

A sub-node of the layers node, these options control which markers appear on the final rendered map. The data is formatted as:

<signs filter="special" initiallyVisible="true" />
<players filter="all" playerFilterFile="/Users/xxx/TectonicusTests/players.txt" initiallyVisible="true" />
<portals filter="all" initiallyVisible="true" />
<spawn show="true" intiallyVisible="true" />
<beds initiallyVisible="true" />

Signs[edit]

Option name Description Required? Possible values Default
filter a filter to apply when exporting signs no 'all' to export all signs

'none' to export no signs 'special' to export signs which begin and end with one of the special characters: ! # - or ~. E.g. a sign like "-- lookout point --" Empty signs will always be skipped

special
initiallyVisible specifies whether signs are already turned on when the final render is opened or not no 'true' or 'false' true

Players[edit]

Option name Description Required? Possible values Default
filter a filter to apply when exporting players no 'all' to export all players

'none' to export no players

'ops' to only export players with ops privilege

'whitelist' to only export players within the player filter file

'blacklist' to export all players except those in the player filter file

all
playerFilterFile a path to a text file to use with the 'whitelist' and 'blacklist' options.

Should contain one player name per line (the same as a minecraft ops file)

no a file path empty
initiallyVisible specifies whether players are already turned on when the final render is opened or not no 'true' or 'false' true

Portals[edit]

Option name Description Required? Possible values Default
filter a filter to apply when exporting portal markers no 'all' for all portals or 'none' for none all
initiallyVisible specifies whether portals are already turned on when the final render is opened or not no 'true' or 'false' true

Spawn[edit]

Option name Description Required? Possible values Default
show whether to export the spawn position or not no 'true' or 'false' true
initiallyVisible specifies whether the spawn point is already turned on when the final render is opened or not no 'true' or 'false' true

Beds[edit]

Option name Description Required? Possible values Default
initiallyVisible specifies whether beds are already turned on when the final render is opened or not no 'true' or 'false' true

Tweeks Node[edit]

Here's an example tweeks node:

	<tweeks
		extractLwjglNatives = "true"
		forceLoadAwt = "false"
		force32BitNatives = "false"
		force64BitNatives = "false"
	>
	</tweeks>

These are options you shouldn't need to change, but can workaround quirks on some machines.

Option name Description Required? Possible values Default
extractLwjglNatives whether to extract the native libraries for LWJGL before rendering no 'true' or 'false' true
forceLoadAwt force the loading of the Awt display system when Tectonicus starts no 'true' or 'false' false
force32BitNatives force the use of 32bit native library files (.dll and .so). Use this if the autodetection of 32bit or 64bit picks the wrong one for your computer no 'true' or 'false' false
force64BitNatives force the use of 64bit native library files (.dll and .so). Use this if the autodetection of 32bit or 64bit picks the wrong one for your computer no 'true' or 'false' false

Debug node[edit]

Here's an example debug node:

	<debug maxTiles = "-1"
	>
	</debug>

These are debugging options not intended for general use

Option name Description Required? Possible values Default
maxTiles sets a maximum amount of tiles to draw, after which drawing stops. no any positive number, or -1 to disable -1 (disabled)