Render surface maps directly and preserve their quality
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docs/surface-maps.md
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# Surface maps
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Plugin exports now produce a flat, north-up map rather than a textured aerial
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render. The map uses up to 128 cells along its longest side, chooses the dominant
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surface material in each cell, shades slopes and water depth, and retains the
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original world bounds. Transparent glass and small vegetation do not hide the
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ground. Unknown blocks use stone gray; material colors are approximations.
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Uncaptured terrain appears as parchment. The saved WebP uses lossless compression
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and nearest-neighbor scaling, with a subtle grid. Fabric maps retain their
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client-captured colors and are also compressed losslessly. The web preview,
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player guessing map and results share a parchment frame.
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New plugin uploads automatically use the new renderer. Existing processed images
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are not regenerated merely by restarting the web server. For an unpublished
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original capture, use the existing `npm run reprocess -- <dataset UUID>` workflow
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with the worker stopped, then restart the worker. Published revisions retain
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their approved media.
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To create just a local map image from a retained export, without rerendering
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panoramas or changing stored data:
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```sh
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npm run render:map -- path/to/terrain.json.gz path/to/map.webp
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```
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The parchment is a local SVG UI asset; no remote textures are required.
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