Updated Configuring mods mod resources (markdown)

Lukas Rieger 2020-01-11 21:23:55 +01:00
parent 4aac51f68e
commit cbad557e48

@ -12,9 +12,14 @@ If you don't want that, you can try to add and configure the resources of those
The first and most important thing to do this, is to take the **client**-version of the mod.jar and put it into the `resourcepacks`-folder. *(You can rename it to reorder it)*<br>
BlueMap will then load that mod like a resource-pack: Try to parse the block-states and models and load the textures.
> **Info:**<br>
> Some mods might use resource-formats that are not supported. *([Forges bockstate.json](https://mcforge.readthedocs.io/en/latest/models/blockstates/forgeBlockstates/) just has very limited support)* For this blocks to be rendered you will have to override the resources with alternative resources using the normal format.
After that you might need to do some more configuration. Go through the chapters below and prepare the mentioned config files.
## Block-id config
## Configs
### Block-id config
**File:** `blockIds.json`<br>
**Example:**
```json
@ -44,11 +49,11 @@ Currently, there is no general way how to find this info, but here are some thin
- The textual-id and the properties of a block are usually displayed in-game if you press F3 and look at the block.
- The BlueMap plugin has a command `/bluemap debug` that shows you all the information BlueMap has about the block at your feet and the one you are standing on. For 1.12.x this also includes the numeric-id and the meta-value.
- The mod/plugin [WorldEdit](https://www.curseforge.com/minecraft/mc-mods/worldedit) can create blocks based on numeric-id:meta for you
-
- BlueMap generates a folder `missing-configs` that contains files with all blocks BlueMap did not find any configuration for. Those generated configs contain the default values BlueMap "guessed" for the blocks.
In the future, i might create a forge-mod that can generate this config for you. Stay tuned. ^^
## Block-properties config
### Block-properties config
**File:** `blockProperties.json`<br>
**Example:**
```json
@ -78,7 +83,7 @@ To render blocks correctly, BlueMap needs to know if a block is:
If there are no properties defined for a block, BlueMap looks at the model and "guesses" its properties. This is pretty accurate, but you can configure it in this config if you need to.
## Block-colors config
### Block-colors config
**File:** `blockColors.json`<br>
**Example:**
```json
@ -94,5 +99,21 @@ Some blocks like grass, leaves, water or redstone are dynamically colored. Those
Possible values are `@foliage`, `@grass`, `@water` to use the foliage-, grass- or water-color of the biome to color the block, or a static color using a [css-style color-hex](https://htmlcolorcodes.com/color-picker/) like `#86a863`.
## Biomes config
This is still a todo, currently unknown biomes are treated as "ocean"-biomes.
### Biomes config
This is still a todo, currently unknown biomes are treated as "ocean"-biomes.
## Installing those configs
Now you have some config files, but where do they go?
There are 2 places where you can put those configs:
1. in the config-folder next to the `bluemap.conf`
2. in a resource-pack in this folder: `assets/<mod-id>/bluemap`
The resource-pack is very usefull if you want to create a mod-integration that is easy to share with others. :)
## Infos for modders
If you want your mod to be compatible with BlueMap you can simply add all needed resources and configs to your jar-file.
All configs can be put in `assets/<namespace>/bluemap`.<br>
If you need to override your own resources exclusively for bluemap, you can do this by adding them below the `assets/<namespace>/bluemap` folder as well.<br>
*(E.g. `assets/yourmod/bluemap/blockstates/someblock.json` will override `assets/yourmod/blockstates/someblock.json`)*