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Wynntils Data-Storage

Wynntils maps

Generating maps for Wynntils (both Artemis and Legacy) is a two-step process. First, we must gather "tiles" of maps using Journeymap, and then we can process these tiles into the png files and additional metadata needed by Wynntils.

It is important to keep a high quality of the tile data. This will allow us to make minor updates to the map by just gathering the modified tiles, and then easily update the map using a simple script.

The worldmap directory

The worldmap directory contains all data needed to re-generate the in-game worldmap/minimap.

worldmap/journeymap-data contains tiles that are created by Journeymap, and special care must be taken to keep them correctly updated. Make sure to read the following instructions carefully!

worldmap/masks contains black and white masks that determine which part of the mapped areas that should be included, and which should be transparent. See below on adding new areas on how to update these. The single mask used by Legacy is instead stored in reference/map-mask.png.

The script scripts/update-journeymap.sh will help you with updating the worldmap, to make sure this is done as smoothly as possible for you, and with repeatable results.

Gathering tiles data

The following sections describes the setup you need to do once to start gathering tiles, preparations that you need to do before each mapping session, how you do the actual mapping and how you save the tiles to the repository when you are done.

Preparations before first mapping

Select the Minecraft installation that you're planning to use. You can use your normal Wynntils installation, there are no clashes (except UI). Install the correct version of journeymap in the mods folder -- please use the one in worldmap/bin/journeymap-1.12.2-5.7.1.jar so we stick to a single version.

Start up Minecraft and journeymap at least one. Press J to access journeymap and confirm it works. Leave Minecraft.

Install the specific configurations using the update-journeymap script. Go to your base Minecraft folder (.minecraft), which should contain a journeymap folder. Run the script from there, e.g. ~/Wynntils-devel/Data-Storage/scripts/update-journeymap.sh. If everything is OK, you will see a help screen:

Usage: ./Data-Storage/scripts/update-journeymap.sh [get-from-journeymap|install-in-journeymap|install-wynntils-config|restore-orig-config]

Now setup the wynntils configuration. (Don't worry, your original config will be saved.) Run: $DS/scripts/update-journeymap.sh install-wynntils-config (where $DS is short for where your Data-Storage is checked out)

Preparation before each mapping session

Go to $DS, and do a git pull to make sure you've got the latest version.

Go to your Minecraft folder, and run $DS/scripts/update-journeymap.sh install-in-journeymap to get the latest map data from the git repo into your journeymap installation. (If your world is not named Wynncraft, you need to override )WYNNCRAFT_WORLD_NAME)

If everything works out, you are likely to see a list of changed map tile files, and the latest versions of these are copied to your installation.

Please announce in Discord that you will be doing mapping, since conflicts are not very well handled (different updates to the same region will lead to data loss).

Do the mapping

Now start Minecraft, log into Wynncraft, and start running around in the areas that need mapping. I found it helpful to have both the journeymap and Wynntils minimap up at the same time, and to check the journeymap world map from time to time. You can switch classes etc all you want, journeymap does not care about that. When you are done, quit Minecraft.

Save the mapping session

Go to your Minecraft folder, and run $DS/scripts/update-journeymap.sh get-from-journeymap to copy the latest map data into the git repo from your journeymap installation. (If your world is not named Wynncraft, you need to override WYNNCRAFT_WORLD_NAME)

Then go to $DS, do git status to verify that you have changed only the tiles in worldmap/journeymap-data. Now comes the tricky part. Journeymap will always update all tiles you have visited, even if there are no visible changes. If we blindly push all binary changes in this directory, the repository will quickly grow in size. So, please double check all changed image tiles if you really intended to update them. If you were just about remapping a specific area, revert all changes except for that area. If you can't visibly spot any difference in unrelated areas, just revert those files.

Finally, commit the real changed tiles, and push it upstream/open a PR.

Generating maps from collected tiles

The next step is to use the scripts available here to generate the updated map png files and associated metadata. Make sure you have updated the tiles properly first as described above.

Artemis

Run the shell script scripts/update-maps-artemis.sh. This will create a directory worldmap/out (and also other data files). Do not commit these generated files to the repository! Instead, copy them to the maps directory in where you have checked out https://github.com/Wynntils/WynntilsWebsite-API (called $WWAPI below). Note especially the updated maps.json, which contain new md5 sums for these maps.

However don't commit these files blindly to $WWAPI! The script will regenerate all maps, and they will get new md5 due to time stamps, but they are visually identical, and it is just a waste of disk space and bandwith for us and all our users to update them without need. Instead, revert those map files that you know have not been changed. Also revert the corresponding md5 sums in maps.json. So if you e.g. are updating just the main map, there should only be a map-main.png file, and a single md5 line change in maps.json.

Now you can commit this to $WWAPI, and push upstream/open a PR.

Adding a new map part to Artemis

In Artemis, multiple map parts are supported. (Legacy only has the main map.)

  • To add a new area, first start by mapping the tiles.

  • Then you need to figure out the bounding box of the region. You can easily spot this in the set of new files in the git repo for the tiles directory.

  • Set up a new area ("part") in scripts/update-maps-artemis.sh. Add a new line like this:
    do_map "Seaskipper" "seaskipper" 31 32 30 30

    This reads as follows: do_map is the function call, "Seaskipper" is a human friendly name for the area (currently not really used), "seaskipper" is a identifier suitable for the resulting png file name etc. The four numbers are the region bounding box. 31 32 is the X axis, 31 is the smallest (closest to negative infinity) value, and 32 is the largest. 30 30 is the Z axis, from smallest to largest. So if you have regions going from -3 to -4, make sure you put them as -4 -3!

    A hint is to comment out the other do_map calls at this point, to speed up the process.

  • Now you can run the script update-maps-artemis.sh, and you will get the processed output image file in image file in worldmap/out/map-<identifier>.png. If this looks fine, you are done, but most likely, you will need to create a mask for this file to filter out bad parts of the terrain that is not supposed to be visible.

  • To create a mask, open the generated map in a image editor (I prefer Gimp). Make sure to not resize or translate the image. Now create a black and white mask of the same size. Black means that areas will be removed on the map, white that it will be kept.

    You can do this in many ways. I prefer to add a new layer, trace the contour of the area I want to keep with e.g. the brush tool, and then fill the area outside this contour. I personally think this looks better if the contour looks a bit organic and not to strict. Make sure you have no dangling white spots where the flood fill did not fully fill all the way in to the brushed contour.

    Regardless of how you produce the mask, at the end, make sure only the black and white layer is visible (e.g. by removing the original image layer), and convert the color model to a 2-color (1-bit) index color model. Now the mask is done. Save it as worldmap/masks/map-mask-<your-area-identifier>.png.

  • Now you can re-run the update-maps-artemis.sh scripts. The image file in worldmap/out/map-<identifier>.png should be updated with a new file, with the mask applied. Check that it looks good.

  • When you are happy, make a PR/commit with the new mask and the new line in update-maps-artemis.sh.

Legacy

Run the shell script scripts/update-maps-legacy.sh. This will create a file main-map.png in $DS. Do not commit this generated files to the repository! Instead, copy it to the maps directory in where you have checked out https://github.com/Wynntils/WynntilsWebsite-API (called $WWAPI below).

The md5 sum will be updated after commit by a php script, so now you can commit this to $WWAPI, and push upstream/open a PR.

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A static data reference repository for Wynncraft related stuff

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