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Prepare for new release
- Add new title image - Rename tile-limit parameter to blend-tile-limit - Update README.md
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.vscode/settings.json
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.vscode/settings.json
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{
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"cSpell.words": [
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"aabb",
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"appdata",
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"autosetup",
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"backbuffer",
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"basicfont",
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"cheggaaa",
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"manifoldco",
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"mapcap",
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"nfnt",
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"Niccoli",
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"noita",
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"NXML",
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"polymorphed",
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"promptui",
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"rasterizer",
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"xmax",
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"xmin",
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"ymax",
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"ymin"
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"ymin",
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"Zatherz"
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],
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"Lua.runtime.version": "LuaJIT",
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"Lua.format.defaultConfig": {
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README.md
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README.md
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# Noita map capture addon [![Build Status](https://travis-ci.com/Dadido3/noita-mapcap.svg?branch=master)](https://travis-ci.com/Dadido3/noita-mapcap)
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A mod for Noita that can capture images of the world and stitch them into one large image.
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It works with the regular Noita and the dev build.
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It works with the regular Noita build and the dev build.
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![missing image](images/example2.png)
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![Title image](images/title.png)
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A resulting image with nearly 3.8 gigapixels can be [seen here](https://easyzoom.com/image/223556) (Warning: Spoilers).
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A resulting image with nearly 3.8 gigapixels can be [seen here](https://easyzoom.com/image/223556) (May contain spoilers).
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## System requirements
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@ -45,7 +45,7 @@ All you need to do is follow the given instructions, like:
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>
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> You can always *right* click ![Record button](files/ui-gfx/record-16x16.png) to reset the above mentioned settings back to Noita's default.
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After all issue have been resolved you are free to start capturing.
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After all issues have been resolved you are free to start capturing.
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To the top left of the window are 3 buttons:
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@ -61,10 +61,10 @@ To stitch the final result, click ![Stitch button](files/ui-gfx/stitch-16x16.png
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Start `stitch.exe` and proceed with the default values.
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After a few minutes the file `output.png` will be created.
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> ![Hint](files/ui-gfx/hint-16x16.png) See [stitcher/README.md](bin/stitch/README.md) for more information about all stitcher parameters.
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## Mod settings
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> ![Hint](files/ui-gfx/hint-16x16.png) Use *right* mouse button to reset any mod setting to their default.
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- `Mode`: Defines what the mod captures, and how it captures it:
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- Glow
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- Gamma correction
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- `Disable shaders, GUI and AI`: Also disables all postprocessing, any in game UI and will freeze all mobs.
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- `Disable shaders, GUI and AI`: Also disables all postprocessing, any in-game UI and will freeze all mobs.
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Only works in dev build.
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- `Disable entity logic`: Will modify all encountered entities:
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@ -129,12 +129,12 @@ After a few minutes the file `output.png` will be created.
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### Example settings
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Use this for capturing while you are playing the game.
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Use these settings if you want to capture your in-game action.
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The sliders are at their default values:
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![Live capture example settings](images/mod-settings-live.png)
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Use this to capture the [base layout](AREAS.md#base-layout) with the least amount of glitches and artifacts.
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Use these settings to capture the [base layout](AREAS.md#base-layout) with the least amount of glitches and artifacts.
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The sliders are at their default values:
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![Area capture example settings](images/mod-settings-area.png)
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@ -176,6 +176,14 @@ Alternatively, you can reset **all** game settings by deleting:
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- `"%appdata%\..\LocalLow\Nolla_Games_Noita\save_shared\config.xml"` for the regular Noita.
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- `"...\Noita\save_shared\config.xml"` for the dev build.
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### The objects in the stitched image are blurry
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The stitcher uses median blending to remove any single frame artifacts and to correct for not rendered chunks.
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This will cause fast moving objects to completely disappear, and slow moving objects to get blurry.
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To disable median blending, use the stitcher with `Blend tile limit` set to 1.
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This will cause the stitcher to only use the newest image tile for every resulting pixel.
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## Additional information
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The resulting stitched images are quite big.
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@ -185,7 +193,7 @@ You can read [this comment](https://github.com/Dadido3/noita-mapcap/issues/7#iss
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This mod uses the [LuaNXML](https://github.com/zatherz/luanxml) library by [Zatherz](https://github.com/zatherz).
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Thanks to [Daniel Niccoli](https://github.com/danielniccoli) for figuring out how to change some in game options by manipulating process memory.
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Thanks to [Daniel Niccoli](https://github.com/danielniccoli) for figuring out how to change some in-game options by manipulating process memory.
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## License
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- Or run the program with parameters:
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- `divide int`
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A downscaling factor. 2 will produce an image with half the side lengths. Defaults to 1.
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- `tile-limit int`
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- `blend-tile-limit int`
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Limits median blending to the n newest tiles by file modification time.
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If set to 0, all available tiles will be median blended.
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If set to 1, only the newest tile will be used for any resulting pixel.
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Use 1 to prevent ghosting and blurry objects.
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- `input string`
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The source path of the image tiles to be stitched. Defaults to "./..//..//output")
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- `entities string`
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var flagPlayerPathInputPath = flag.String("player-path", filepath.Join(".", "..", "..", "output", "player-path.json"), "The path to the player-path.json file.")
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var flagOutputPath = flag.String("output", filepath.Join(".", "output.png"), "The path and filename of the resulting stitched image.")
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var flagScaleDivider = flag.Int("divide", 1, "A downscaling factor. 2 will produce an image with half the side lengths.")
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var flagBlendTileLimit = flag.Int("tile-limit", 9, "Limits median blending to the n newest tiles by file modification time. If set to 0, all available tiles will be median blended.")
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var flagBlendTileLimit = flag.Int("blend-tile-limit", 9, "Limits median blending to the n newest tiles by file modification time. If set to 0, all available tiles will be median blended.")
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var flagXMin = flag.Int("xmin", 0, "Left bound of the output rectangle. This coordinate is included in the output.")
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var flagYMin = flag.Int("ymin", 0, "Upper bound of the output rectangle. This coordinate is included in the output.")
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var flagXMax = flag.Int("xmax", 0, "Right bound of the output rectangle. This coordinate is not included in the output.")
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