diff --git a/Configuration.md b/Configuration.md index db4a54f..439df72 100644 --- a/Configuration.md +++ b/Configuration.md @@ -40,6 +40,7 @@ maps [ *(E.g. the downloaded minecraft-client file, other default resources and the state of your render-tasks if they got paused.)* - The `webroot` field defines the folder where the web-files will be generated to. - The field `webdata` defines the folder where the generated maps are saved. This defaults to `/data`. The web-app expects them to be in this folder, so don't change this if you don't have a real reason to do so. +- With `useCookies` you can disable the usage of cookies on the web-app. Cookies are only used to save users settings so they don't need to set them again each time they revisit the map. ## Web-server The integrated web-server is the easiest way to host your map to the web, so you can view it in your browser. If enabled, it will host *(using `http`)* all files in the folder defined by the field `webroot` on the defined `ip` and `port`. @@ -56,10 +57,6 @@ webserver { - The `maxConnectionCount` field limits the max number of active connections that the web-server accepts simultaneously. ## Advanced - -> **Info:**
-> If you change some of those settings, it is recommended to delete your previous renders *(delete the whole `web/data` folder)*. Changes will only affect newly rendered tiles! - Bluemap also offers more advanced options for how to render your maps.
Here is an example of a map-configuration with all available fields used: ```yml @@ -69,9 +66,10 @@ maps: [ name: "My World" world: "world" + skyColor: "#7dabff" + ambientLight: 0 + renderCaves: false - ambientOcclusion: 0.25 - lighting: 0.8 minX: -4000 maxX: 4000 @@ -93,9 +91,9 @@ maps: [ } ] ``` -- 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. -- 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 *(see: [ambient occlusion](https://en.wikipedia.org/wiki/Ambient_occlusion))*. -- `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. +- The `skyColor` field controls the color of the sky using a css-style hex format. This is usefull for other dimensions like nether and end where the sky is darkred or purple. +- `ambientLight` defines the ambient light-strength that every block is recieving, regardless of the sunlight/blocklight. Useful if a world does not have any sunlight, like nether and end. +- 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. If you have a dimension that has no sunlight like the nether and the end you have to enable this setting. - 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. - 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: @@ -105,13 +103,9 @@ If you want, you can even change the size of the rendered tiles and the resoluti Here is the explanation for each of them: - Fields in the `hires` object modify the high-resolution tiles. Those are the tiles you see if you zoom in on the map. - The `tileSize` field defines the amount of blocks each tile is wide. So with a value of `32`, each map-tile consists of a 32 * 32 chunk of your world. - - `viewDistance` changes the default amount of how many **tiles** in each direction will be loaded at once by the web-app. *(The view distance can also be adjusted in the web-app with a slider)* - Fields in the `lowres` object modify the low-resolution tiles. Those are the tiles you see if you zoom out on the map to get an overview. - This is a bit tricky now: The `pointsPerHiresTile` field defines the amount of low-res-points on a low-res-tile that each high-res-tile will occupy. So if the `tileSize` of the high-res tiles is `32` and the `pointsPerHiresTile` is `4`, each low-res-point will contain a `32/4 = 8` -> 8 * 8 chunk of your world. This is why you have to always choose values that result in an integer if you use that calculation! - The `pointsPerLowresTile` field is the amount of how many low-res-points each low-res-tile is wide. - - And finally the `viewDistance` defines the default amount of low-res-tiles the web-app will load at once in each direction. *(The view distance can also be adjusted in the web-app with a slider)* > **Important:**
-> If you change `tileSize`, `pointsPerHiresTile` or `pointsPerLowresTile` you need to delete your previous renders! Delete the complete `web/data` folder! Otherwise you **will** get broken models. -> -> *(Changing the `viewDistance`s is harmless to your existing models, you can do that at any time)* \ No newline at end of file +> If you change `tileSize`, `pointsPerHiresTile` or `pointsPerLowresTile` you need to delete your previous renders! Delete the complete `web/data` folder! Otherwise you **will** get broken models. \ No newline at end of file