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Updated Configuration (markdown)
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@ -58,12 +58,14 @@ Bluemap offers a lot more options to render your maps. Here is a more advanced e
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```yml
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maps: [
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{
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id: "world"
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name: "World"
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id: "my_world"
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name: "My World"
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world: "world"
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renderCaves: false
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ambientOcclusion: 0.25
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lighting: 0.8
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minX: -4000
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maxX: 4000
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minZ: -4000
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@ -71,6 +73,7 @@ maps: [
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minY: 50
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maxY: 126
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renderEdges: true
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hires {
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tileSize: 32
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viewDistance: 4.5
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@ -82,4 +85,11 @@ maps: [
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}
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}
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]
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```
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```
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- If `renderCaves` is `false`, bluemap does not render any face that has a sun-light/sky-light value of 0. This removes unnecessary geometry and improves render-speed and most importantly the web-client performance by **a lot**! It might however sometimes remove faces you would see from above, e.g. the bottom of oceans or the wall below a big overhang.
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- The `ambientOcclusion` field controls the amount of "shadow" you see in corners. This gives the geometry much more depth, but has a small impact on render-time.
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- `lighting` uses the light data from minecraft to make blocks with lower light-levels darker. Despite it's name, `lighting` defines the amount of "shadow" that is added, so a value of `0` makes every block fully lit.
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- The fields `minX`, `minY`, `minZ`, `maxX`, `maxY` and `maxZ` define the "bounds" of the rendered world. So if you only want to render a specific area of your world you can do this here. With the y-fields you can also render only blocks in certain heights. You can use that to - for example - remove the ceiling of the nether to be able to see the lower areas in the render.
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- If you limited the bounds of your map with the fields above, you can use the field `renderEdges` to define how those "edges" of your map will be rendered. This is best explained with an example:
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![renderEdgesOnOff.jpg](https://bluecolored.de/paste/renderEdgesOnOff.jpg)
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