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Updated Configuring mods mod resources (markdown)
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@ -12,9 +12,14 @@ If you don't want that, you can try to add and configure the resources of those
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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>
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BlueMap will then load that mod like a resource-pack: Try to parse the block-states and models and load the textures.
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> **Info:**<br>
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> 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.
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After that you might need to do some more configuration. Go through the chapters below and prepare the mentioned config files.
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## Block-id config
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## Configs
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### Block-id config
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**File:** `blockIds.json`<br>
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**Example:**
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```json
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@ -44,11 +49,11 @@ Currently, there is no general way how to find this info, but here are some thin
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- The textual-id and the properties of a block are usually displayed in-game if you press F3 and look at the block.
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- 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.
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- The mod/plugin [WorldEdit](https://www.curseforge.com/minecraft/mc-mods/worldedit) can create blocks based on numeric-id:meta for you
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-
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- 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.
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In the future, i might create a forge-mod that can generate this config for you. Stay tuned. ^^
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## Block-properties config
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### Block-properties config
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**File:** `blockProperties.json`<br>
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**Example:**
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```json
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@ -78,7 +83,7 @@ To render blocks correctly, BlueMap needs to know if a block is:
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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.
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## Block-colors config
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### Block-colors config
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**File:** `blockColors.json`<br>
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**Example:**
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```json
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@ -94,5 +99,21 @@ Some blocks like grass, leaves, water or redstone are dynamically colored. Those
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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`.
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## Biomes config
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This is still a todo, currently unknown biomes are treated as "ocean"-biomes.
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### Biomes config
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This is still a todo, currently unknown biomes are treated as "ocean"-biomes.
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## Installing those configs
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Now you have some config files, but where do they go?
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There are 2 places where you can put those configs:
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1. in the config-folder next to the `bluemap.conf`
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2. in a resource-pack in this folder: `assets/<mod-id>/bluemap`
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The resource-pack is very usefull if you want to create a mod-integration that is easy to share with others. :)
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## Infos for modders
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If you want your mod to be compatible with BlueMap you can simply add all needed resources and configs to your jar-file.
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All configs can be put in `assets/<namespace>/bluemap`.<br>
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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>
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*(E.g. `assets/yourmod/bluemap/blockstates/someblock.json` will override `assets/yourmod/blockstates/someblock.json`)*
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