Merge pull request #298 from mikeprimm/hdrender

Start restructure of configuration.txt, but without breaking folks - and stop stomping user configuration
This commit is contained in:
mikeprimm 2011-07-20 22:10:56 -07:00
commit edc97fe399
12 changed files with 812 additions and 884 deletions

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configuration.default Normal file
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# All paths in this configuration file are relative to Dynmap's data-folder: minecraft_server/plugins/dynmap/
# NOTE: the 'templates' section is now found in the templates.txt (and can be safely customized using custom-templates.txt)
# NOTE: the 'worlds' section is now found in the worlds.txt (example custom settings can be found in worlds.txt.sample)
# To use the HDMap map templates as world defaults (normal-HDMap, nether-HDMap and skylands-HDMap), uncomment the following line
# Otherwise, the world defaults will be based on classic templates (normal, nether, skylands)
# Other values will search for templates named normal-<value>, nether-<value>, skylands-<value>
#deftemplatesuffix: HDMap
components:
- class: org.dynmap.ClientConfigurationComponent
- class: org.dynmap.InternalClientUpdateComponent
sendhealth: true
sendposition: true
allowwebchat: true
webchat-interval: 5
hidewebchatip: false
trustclientname: false
#- class: org.dynmap.JsonFileClientUpdateComponent
# writeinterval: 1
# sendhealth: true
# sendposition: true
# allowwebchat: false
# webchat-interval: 5
# hidewebchatip: false
- class: org.dynmap.SimpleWebChatComponent
allowchat: true
#- class: org.dynmap.herochat.HeroWebChatComponent
# # Control which HeroChat channel messages from web are directed to
# herochatwebchannel: Global
# # Control which channels are monitored and reported to the web
# herochatchannels:
# - Global
# #- Trade
# #- Haggle
- class: org.dynmap.ClientComponent
type: chat
- class: org.dynmap.ClientComponent
type: chatballoon
focuschatballoons: false
- class: org.dynmap.ClientComponent
type: chatbox
showplayerfaces: true
messagettl: 5
- class: org.dynmap.ClientComponent
type: playermarkers
showplayerfaces: true
showplayerhealth: true
#- class: org.dynmap.ClientComponent
# type: digitalclock
- class: org.dynmap.ClientComponent
type: timeofdayclock
showdigitalclock: true
#showweather: true
#- class: org.dynmap.regions.RegionsComponent
# type: regions
# name: WorldGuard
# useworldpath: true
# filename: regions.yml
# basenode: regions
# use3dregions: true
# infowindow: '<div class="infowindow"><span style="font-size:120%;">%regionname% - %priority% (%parent%)</span><br /> Owners <span style="font-weight:bold;">%playerowners% %groupowners%</span><br />Members <span style="font-weight:bold;">%playermembers% %groupmembers%</span><br />Flags<br /><span style="font-weight:bold;">%flags%</span></div>'
# regionstyle:
# strokeColor: "#FF0000"
# strokeOpacity: 0.8
# strokeWeight: 3
# fillColor: "#FF0000"
# fillOpacity: 0.35
# # Optional setting to limit which regions to show, by name - if commented out, all regions are shown
# visibleregions:
# - homebase
# - miningsite
#- class: org.dynmap.TestComponent
# stuff: "This is some configuration-value"
# Treat hiddenplayers.txt as a whitelist for players to be shown on the map? (Default false)
display-whitelist: false
# How often a tile gets rendered (in seconds).
renderinterval: 1
# Zoom-out tile update period - how often to scan for and process tile updates into zoom-out tiles (in seconds)
zoomoutperiod: 60
# Tile hashing is used to minimize tile file updates when no changes have occurred - set to false to disable
enabletilehash: true
render-triggers:
#- chunkloaded
#- playermove
#- playerjoin
- blockplaced
- blockbreak
- snowform
- leavesdecay
- blockburn
- chunkgenerated
# The path where the tile-files are placed.
tilespath: web/tiles
# The path where the web-files are located.
webpath: web
# The network-interface the webserver will bind to (0.0.0.0 for all interfaces, 127.0.0.1 for only local access).
webserver-bindaddress: 0.0.0.0
# The TCP-port the webserver will listen on.
webserver-port: 8123
# Disables Webserver portion of Dynmap (Advanced users only)
disable-webserver: false
# Enable/disable having the web server allow symbolic links (true=compatible with existing code, false=more secure (default))
allow-symlinks: true
# Period between tile renders for fullrender, in seconds (non-zero to pace fullrenders, lessen CPU load)
timesliceinterval: 0.0
# Maximum chunk loads per server tick (1/20th of a second) - reducing this below 90 will impact render performance, but also will reduce server thread load
maxchunkspertick: 200
# Interval the browser should poll for updates.
updaterate: 2000
showplayerfacesinmenu: true
# Set sidebaropened: true to pin menu sidebar opened
#sidebaropened: true
joinmessage: "%playername% joined"
quitmessage: "%playername% quit"
spammessage: "You may only chat once every %interval% seconds."
webprefix: "§2[WEB] "
websuffix: "§f"
defaultzoom: 0
defaultworld: world
# Set to true to enable verbose startup messages - can help with debugging map configuration problems
# Set to false for a much quieter startup log
verbose: true
# Enables debugging.
#debuggers:
# - class: org.dynmap.debug.LogDebugger

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# All paths in this configuration file are relative to Dynmap's data-folder: minecraft_server/plugins/dynmap/
components:
- class: org.dynmap.ClientConfigurationComponent
- class: org.dynmap.InternalClientUpdateComponent
sendhealth: true
sendposition: true
allowwebchat: true
webchat-interval: 5
hidewebchatip: false
trustclientname: false
#- class: org.dynmap.JsonFileClientUpdateComponent
# writeinterval: 1
# sendhealth: true
# sendposition: true
# allowwebchat: false
# webchat-interval: 5
# hidewebchatip: false
- class: org.dynmap.SimpleWebChatComponent
allowchat: true
#- class: org.dynmap.herochat.HeroWebChatComponent
# # Control which HeroChat channel messages from web are directed to
# herochatwebchannel: Global
# # Control which channels are monitored and reported to the web
# herochatchannels:
# - Global
# #- Trade
# #- Haggle
- class: org.dynmap.ClientComponent
type: chat
- class: org.dynmap.ClientComponent
type: chatballoon
focuschatballoons: false
- class: org.dynmap.ClientComponent
type: chatbox
showplayerfaces: true
messagettl: 5
- class: org.dynmap.ClientComponent
type: playermarkers
showplayerfaces: true
showplayerhealth: true
#- class: org.dynmap.ClientComponent
# type: digitalclock
- class: org.dynmap.ClientComponent
type: timeofdayclock
showdigitalclock: true
#showweather: true
#- class: org.dynmap.regions.RegionsComponent
# type: regions
# name: WorldGuard
# useworldpath: true
# filename: regions.yml
# basenode: regions
# use3dregions: true
# infowindow: '<div class="infowindow"><span style="font-size:120%;">%regionname% - %priority% (%parent%)</span><br /> Owners <span style="font-weight:bold;">%playerowners% %groupowners%</span><br />Members <span style="font-weight:bold;">%playermembers% %groupmembers%</span><br />Flags<br /><span style="font-weight:bold;">%flags%</span></div>'
# regionstyle:
# strokeColor: "#FF0000"
# strokeOpacity: 0.8
# strokeWeight: 3
# fillColor: "#FF0000"
# fillOpacity: 0.35
# # Optional setting to limit which regions to show, by name - if commented out, all regions are shown
# visibleregions:
# - homebase
# - miningsite
#- class: org.dynmap.TestComponent
# stuff: "This is some configuration-value"
# Treat hiddenplayers.txt as a whitelist for players to be shown on the map? (Default false)
display-whitelist: false
# How often a tile gets rendered (in seconds).
renderinterval: 1
# Zoom-out tile update period - how often to scan for and process tile updates into zoom-out tiles (in seconds)
zoomoutperiod: 60
# Tile hashing is used to minimize tile file updates when no changes have occurred - set to false to disable
enabletilehash: true
render-triggers:
#- chunkloaded
#- playermove
#- playerjoin
- blockplaced
- blockbreak
- snowform
- leavesdecay
- blockburn
- chunkgenerated
# The path where the tile-files are placed.
tilespath: web/tiles
# The path where the web-files are located.
webpath: web
# The network-interface the webserver will bind to (0.0.0.0 for all interfaces, 127.0.0.1 for only local access).
webserver-bindaddress: 0.0.0.0
# The TCP-port the webserver will listen on.
webserver-port: 8123
# Disables Webserver portion of Dynmap (Advanced users only)
disable-webserver: false
# Enable/disable having the web server allow symbolic links (true=compatible with existing code, false=more secure (default))
allow-symlinks: true
# Period between tile renders for fullrender, in seconds (non-zero to pace fullrenders, lessen CPU load)
timesliceinterval: 0.0
# Maximum chunk loads per server tick (1/20th of a second) - reducing this below 90 will impact render performance, but also will reduce server thread load
maxchunkspertick: 200
# Interval the browser should poll for updates.
updaterate: 2000
showplayerfacesinmenu: true
# Set sidebaropened: true to pin menu sidebar opened
#sidebaropened: true
joinmessage: "%playername% joined"
quitmessage: "%playername% quit"
spammessage: "You may only chat once every %interval% seconds."
webprefix: "§2[WEB] "
websuffix: "§f"
defaultzoom: 0
defaultworld: world
# template world - this is used for worlds that exist but aren't defined in the worlds section.
# Also, it supplies the "maps" section for worlds lacking a maps section, and the "center"
# for worlds lacking a "center" section.
templates:
# Template for normal world
normal:
enabled: true
# # If bigworld set to true, use alternate directory layout better suited to large worlds
# bigworld: true
# # Number of extra zoom-out levels for world (each level is twice as big as the previous one)
# extrazoomout: 3
center:
x: 0
y: 64
z: 0
maps:
- class: org.dynmap.flat.FlatMap
name: flat
title: "Flat"
prefix: flat
colorscheme: default
# The textured setting makes the flat render toning much more consistent with the other maps: set to 'none' for the original flat texture, 'smooth' for blended tile top colors, 'dither' for dither pattern
textured: smooth
# # To render a world as a "night view", set shadowstrength and ambientlight
# shadowstrength: 1.0
# ambientlight: 4
# # To render both night and day versions of tiles (when ambientlight is set), set true
# night-and-day: true
# # Option to turn on transparency support (off by default) - slows render
# transparency: true
# # Background color for map during the day
# backgroundday: "#153E7E"
# # Background color for map during the night
# backgroundnight: "#000000"
# # Background color for map (independent of night/day)
# background: "#000000"
- class: org.dynmap.kzedmap.KzedMap
renderers:
- class: org.dynmap.kzedmap.DefaultTileRenderer
name: surface
title: "Surface"
prefix: t
maximumheight: 127
colorscheme: default
# # Add shadows to world (based on top-down shadows from chunk data)
# shadowstrength: 1.0
# # To render a world as a "night view", set shadowstrength and ambientlight
# ambientlight: 4
# # To render both night and day versions of tiles (when ambientlight is set), set true
# night-and-day: true
# # Option to turn off transparency support (on by default) - speeds render
# transparency: false
# # Background color for map during the day
# backgroundday: "#153E7E"
# # Background color for map during the night
# backgroundnight: "#000000"
# # Background color for map (independent of night/day)
# background: "#000000"
# # Sets the icon to 'images/block_custom.png'
# icon: custom
# # Biome-based mapping
# - class: org.dynmap.kzedmap.DefaultTileRenderer
# name: biome
# title: "Biome"
# prefix: b
# maximumheight: 127
# colorscheme: default
# # Biome-based coloring : biome=biome type, temperature=biome-temperature, rainfall=biome-rainfall
# biomecolored: biome
# - class: org.dynmap.kzedmap.HighlightTileRenderer
# prefix: ht
# maximumheight: 127
# colorscheme: default
# highlight: # For highlighting multiple block-types.
# - 56 # Highlight diamond-ore
# - 66 # Highlight minecart track
# highlight: 56 # For highlighting a single block-type.
- class: org.dynmap.kzedmap.CaveTileRenderer
name: cave
title: "Cave"
prefix: ct
maximumheight: 127
# Nether world template
nether:
enabled: true
# # If bigworld set to true, use alternate directory layout better suited to large worlds
# bigworld: true
# # Number of extra zoom-out levels for world (each level is twice as big as the previous one)
# extrazoomout: 3
center:
x: 0
y: 64
z: 0
maps:
- class: org.dynmap.flat.FlatMap
name: flat
title: "Flat"
prefix: flat
colorscheme: default
# Map background color (day or night)
background: "#300806"
# The textured setting makes the flat render toning much more consistent with the other maps: set to 'none' for the original flat texture, 'smooth' for blended tile top colors, 'dither' for dither pattern
textured: smooth
- class: org.dynmap.kzedmap.KzedMap
renderers:
- class: org.dynmap.kzedmap.DefaultTileRenderer
name: nether
title: "Surface"
prefix: nt
maximumheight: 127
colorscheme: default
# Map background color (day or night)
background: "#300806"
# Skylands world template
skylands:
enabled: true
# # If bigworld set to true, use alternate directory layout better suited to large worlds
# bigworld: true
# # Number of extra zoom-out levels for world (each level is twice as big as the previous one)
# extrazoomout: 3
center:
x: 0
y: 64
z: 0
maps:
- class: org.dynmap.flat.FlatMap
name: flat
title: "Flat"
prefix: flat
colorscheme: default
# Background color for map during the day
backgroundday: "#153E7E"
# Background color for map during the night
backgroundnight: "#000000"
# The textured setting makes the flat render toning much more consistent with the other maps: set to 'none' for the original flat texture, 'smooth' for blended tile top colors, 'dither' for dither pattern
textured: smooth
- class: org.dynmap.kzedmap.KzedMap
renderers:
- class: org.dynmap.kzedmap.DefaultTileRenderer
name: skylands
title: "Surface"
prefix: st
maximumheight: 127
colorscheme: default
# Background color for map during the day
backgroundday: "#153E7E"
# Background color for map during the night
backgroundnight: "#000000"
night-and-day: true
shadowstrength: 1.0
ambientlight: 4
# The maptypes Dynmap will use to render.
worlds:
# Worlds can be handled by templates, based on world type
# You can override the properties of the template by specifying them in this section
# for example 'Title: "My Awesome World"'
#- name: world
# title: "World"
# Use 'enabled: false' to disable a certain world.
# enabled: false
# Use sendposition: false to prevent player positions from showing when on this world (if sendposition is globally enabled)
# sendposition: false
# Use sendhealth: false ot prevent player health from showing when on this world (if sendhealth is globally enabled)
# sendhealth: false
# # If world isn't contiguous chunks (due to teleporting, for example), fullrender needs to be given other locations to scan for tiles on each patch of chunks
# fullrenderlocations:
# - x: 10000
# y: 64
# z: 20000
# - x: -15000
# y: 64
# z: -5000
# # Use visibilitylimits to restrict which areas of maps on your world to render (zero or more rectangles can be defined)
# visibilitylimits:
# - x0: -1000
# z0: -1000
# x1: 1000
# z1: 1000
# - x0: -2000
# z0: -1000
# x1: -1000
# z1: -500
# # Use hidestyle to control how hidden-but-existing chunks are to be rendered (air=empty air (same as ungenerated), stone=a flat stone plain, ocean=a flat ocean)
# hidestyle: stone
# # Use 'autogenerate-to-visibilitylimits: true' to choose to force the generation of ungenerated chunks while rendering maps on this world, for any chunks within the defined
# # visibilitylimits (limits must be set). The three options here are: none (default - no autogenerate), map-only (temporarily generate chunks for map, but don't save them (no world change),
# # permanent (generate and save chunks - this permanently adds the chunks to the world, as if a player had visited them - BE SURE THIS IS WHAT YOU WANT)
# autogenerate-to-visibilitylimits: map-only
# Use 'template: mycustomtemplate' to use the properties specified in the template 'mycustomtemplate' to this world. Default it is set to the environment-name (normal or nether).
# template: mycustomtemplate
# Rest of comes from template - uncomment to tailor for world specifically
# center:
# x: 0
# y: 64
# z: 0
# # If bigworld set to true, use alternate directory layout better suited to large worlds
# bigworld: true
# # Number of extra zoom-out levels for world (each level is twice as big as the previous one)
# extrazoomout: 3
# maps:
# - class: org.dynmap.flat.FlatMap
# name: flat
# title: "Flat"
# prefix: flat
# colorscheme: default
# # The textured setting makes the flat render toning much more consistent with the other maps: set to 'none' for the original flat texture, 'smooth' for blended tile top colors, 'dither' for dither pattern
# textured: smooth
# # To render a world as a "night view", set shadowstrength and ambientlight
# shadowstrength: 1.0
# ambientlight: 4
# # To render both night and day versions of tiles (when ambientlight is set), set true
# night-and-day: true
# # Option to turn on transparency support (off by default) - slows render
# transparency: true
# # Background color for map during the day
# backgroundday: "#153E7E"
# # Background color for map during the night
# backgroundnight: "#000000"
# # Backgrounc color for map (independent of night/day)
# background: "#000000"
# - class: org.dynmap.kzedmap.KzedMap
# renderers:
# - class: org.dynmap.kzedmap.DefaultTileRenderer
# name: surface
# title: "Surface"
# prefix: t
# maximumheight: 127
# colorscheme: default
# # Add shadows to world (based on top-down shadows from chunk data)
# shadowstrength: 1.0
# # To render a world as a "night view", set shadowstrength and ambientlight
# ambientlight: 4
# # To render both night and day versions of tiles (when ambientlight is set), set true
# night-and-day: true
# # Option to turn off transparency support (on by default) - speeds render
# transparency: false
# # Background color for map during the day
# backgroundday: "#153E7E"
# # Background color for map during the night
# backgroundnight: "#000000"
# # Backgrounc color for map (independent of night/day)
# background: "#000000"
# # Sets the icon to 'images/block_custom.png'
# icon: custom
# - class: org.dynmap.kzedmap.HighlightTileRenderer
# prefix: ht
# maximumheight: 127
# colorscheme: default
# highlight: # For highlighting multiple block-types.
# - 56 # Highlight diamond-ore
# - 66 # Highlight minecart track
# highlight: 56 # For highlighting a single block-type.
# - class: org.dynmap.kzedmap.CaveTileRenderer
# name: cave
# title: "Cave"
# prefix: ct
# maximumheight: 127
#
# To just label world, and inherit rest from template, just provide name and title
#- name: world2
# title: "Second World"
#
#- name: nether
# title: "Nether"
# center:
# x: 0
# y: 64
# z: 0
# # Number of extra zoom-out levels for world (each level is twice as big as the previous one)
# extrazoomout: 3
# maps:
# - class: org.dynmap.flat.FlatMap
# name: flat
# title: "Flat"
# prefix: flat
# colorscheme: default
# # The textured setting makes the flat render toning much more consistent with the other maps: set to 'none' for the original flat texture, 'smooth' for blended tile top colors, 'dither' for dither pattern
# textured: smooth
# - class: org.dynmap.kzedmap.KzedMap
# renderers:
# - class: org.dynmap.kzedmap.DefaultTileRenderer
# name: nether
# title: "Surface"
# prefix: nt
# maximumheight: 127
# colorscheme: default
# Set to true to enable verbose startup messages - can help with debugging map configuration problems
# Set to false for a much quieter startup log
verbose: true
# Enables debugging.
#debuggers:
# - class: org.dynmap.debug.LogDebugger

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# All paths in this configuration file are relative to Dynmap's data-folder: minecraft_server/plugins/dynmap/
# NOTE: this is a sample of the standard configuration.txt, with HDMap renders substituted
components:
- class: org.dynmap.ClientConfigurationComponent
- class: org.dynmap.InternalClientUpdateComponent
sendhealth: true
sendposition: true
allowwebchat: true
webchat-interval: 5
hidewebchatip: false
trustclientname: false
#- class: org.dynmap.JsonFileClientUpdateComponent
# writeinterval: 1
# sendhealth: true
# sendposition: true
# allowwebchat: false
# hidewebchatip: false
- class: org.dynmap.SimpleWebChatComponent
allowchat: true
#- class: org.dynmap.herochat.HeroWebChatComponent
# # Control which HeroChat channel messages from web are directed to
# herochatwebchannel: Global
# # Control which channels are monitored and reported to the web
# herochatchannels:
# - Global
# #- Trade
# #- Haggle
- class: org.dynmap.ClientComponent
type: chat
- class: org.dynmap.ClientComponent
type: chatballoon
focuschatballoons: false
- class: org.dynmap.ClientComponent
type: chatbox
showplayerfaces: true
messagettl: 5
- class: org.dynmap.ClientComponent
type: playermarkers
showplayerfaces: true
showplayerhealth: true
#- class: org.dynmap.ClientComponent
# type: digitalclock
- class: org.dynmap.ClientComponent
type: timeofdayclock
showdigitalclock: true
#showweather: true
#- class: org.dynmap.regions.RegionsComponent
# type: regions
# name: WorldGuard
# useworldpath: true
# filename: regions.yml
# basenode: regions
# use3dregions: true
# infowindow: '<div class="infowindow"><span style="font-size:120%;">%regionname% - %priority% (%parent%)</span><br /> Owners <span style="font-weight:bold;">%playerowners% %groupowners%</span><br />Members <span style="font-weight:bold;">%playermembers% %groupmembers%</span><br />Flags<br /><span style="font-weight:bold;">%flags%</span></div>'
# regionstyle:
# strokeColor: "#FF0000"
# strokeOpacity: 0.8
# strokeWeight: 3
# fillColor: "#FF0000"
# fillOpacity: 0.35
# # Optional setting to limit which regions to show, by name - if commented out, all regions are shown
# visibleregions:
# - homebase
# - miningsite
#- class: org.dynmap.TestComponent
# stuff: "This is some configuration-value"
# Treat hiddenplayers.txt as a whitelist for players to be shown on the map? (Default false)
display-whitelist: false
# How often a tile gets rendered (in seconds).
renderinterval: 1
# Zoom-out tile update period - how often to scan for and process tile updates into zoom-out tiles (in seconds)
zoomoutperiod: 60
# Tile hashing is used to minimize tile file updates when no changes have occurred - set to false to disable
enabletilehash: true
render-triggers:
#- chunkloaded
#- playermove
#- playerjoin
- blockplaced
- blockbreak
- snowform
- leavesdecay
- blockburn
- chunkgenerated
# The path where the tile-files are placed.
tilespath: web/tiles
# The path where the web-files are located.
webpath: web
# The network-interface the webserver will bind to (0.0.0.0 for all interfaces, 127.0.0.1 for only local access).
webserver-bindaddress: 0.0.0.0
# The TCP-port the webserver will listen on.
webserver-port: 8123
# Disables Webserver portion of Dynmap (Advanced users only)
disable-webserver: false
# Enable/disable having the web server allow symbolic links (true=compatible with existing code, false=more secure (default))
allow-symlinks: true
# Period between tile renders for fullrender, in seconds (non-zero to pace fullrenders, lessen CPU load)
timesliceinterval: 0.0
# Maximum chunk loads per server tick (1/20th of a second) - reducing this below 90 will impact render performance, but also will reduce server thread load
maxchunkspertick: 200
# Interval the browser should poll for updates.
updaterate: 2000
showplayerfacesinmenu: true
# Set sidebaropened: true to pin menu sidebar opened
#sidebaropened: true
joinmessage: "%playername% joined"
quitmessage: "%playername% quit"
spammessage: "You may only chat once every %interval% seconds."
webprefix: "§2[WEB] "
websuffix: "§f"
defaultzoom: 0
defaultworld: world
# template world - this is used for worlds that exist but aren't defined in the worlds section.
# Also, it supplies the "maps" section for worlds lacking a maps section, and the "center"
# for worlds lacking a "center" section.
templates:
# Template for normal world
normal:
enabled: true
# # If bigworld set to true, use alternate directory layout better suited to large worlds
# bigworld: true
# # Number of extra zoom-out levels for world (each level is twice as big as the previous one)
# extrazoomout: 3
center:
x: 0
y: 64
z: 0
maps:
- class: org.dynmap.hdmap.HDMap
name: flat
title: "Flat"
prefix: flat
perspective: iso_S_90_lowres
shader: default
lighting: default
# # To render a world as a "night view", switch to lighting: night
# lighting: night
# # To render both night and day versions of tiles, set light: nightandday
# lighting: nightandday
# # Background color for map during the day
# backgroundday: "#153E7E"
# # Background color for map during the night
# backgroundnight: "#000000"
# # Background color for map (independent of night/day)
# background: "#000000"
- class: org.dynmap.hdmap.HDMap
name: surface
title: "Surface"
prefix: t
perspective: iso_SE_60_lowres
shader: default
lighting: default
# # Add shadows to world (based on top-down shadows from chunk data)
# lighting: shadows
# # To render a world as a "night view", set lighting: night
# lighting: night
# # To render both night and day versions of tiles, set lighting: nightandday
# lighting: nightandday
# # Background color for map during the day
# backgroundday: "#153E7E"
# # Background color for map during the night
# backgroundnight: "#000000"
# # Background color for map (independent of night/day)
# background: "#000000"
# # Sets the icon to 'images/block_custom.png'
# icon: custom
# # Biome-based mapping
# - class: org.dynmap.hdmap.HDMap
# name: biome
# title: "Biome"
# prefix: b
# perspective: iso_SE_60_lowres
# lighting: default
# # Biome-based shading : biome=biome type, temperature=biome-temperature, rainfall=biome-rainfall
# shader: biome
- class: org.dynmap.hdmap.HDMap
name: cave
title: "Cave"
prefix: ct
perspective: iso_SE_60_lowres
shader: cave
lighting: default
# Nether world template
nether:
enabled: true
# # If bigworld set to true, use alternate directory layout better suited to large worlds
# bigworld: true
# # Number of extra zoom-out levels for world (each level is twice as big as the previous one)
# extrazoomout: 3
center:
x: 0
y: 64
z: 0
maps:
- class: org.dynmap.hdmap.HDMap
name: flat
title: "Flat"
prefix: flat
perspective: iso_S_90_lowres
shader: default
lighting: default
# Map background color (day or night)
background: "#300806"
- class: org.dynmap.hdmap.HDMap
name: nether
title: "Surface"
prefix: nt
perspective: iso_SE_60_lowres
shader: default
lighting: default
# Map background color (day or night)
background: "#300806"
# Skylands world template
skylands:
enabled: true
# # If bigworld set to true, use alternate directory layout better suited to large worlds
# bigworld: true
# # Number of extra zoom-out levels for world (each level is twice as big as the previous one)
# extrazoomout: 3
center:
x: 0
y: 64
z: 0
maps:
- class: org.dynmap.hdmap.HDMap
name: flat
title: "Flat"
prefix: flat
perspective: iso_S_90_lowres
shader: default
lighting: default
# Background color for map during the day
backgroundday: "#153E7E"
# Background color for map during the night
backgroundnight: "#000000"
- class: org.dynmap.hdmap.HDMap
name: skylands
title: "Surface"
prefix: st
perspective: iso_SE_60_lowres
shader: default
lighting: nightandday
# Background color for map during the day
backgroundday: "#153E7E"
# Background color for map during the night
backgroundnight: "#000000"
# The maptypes Dynmap will use to render.
worlds:
# Worlds can be handled by templates, based on world type
# You can override the properties of the template by specifying them in this section
# for example 'Title: "My Awesome World"'
#- name: world
# title: "World"
# Use 'enabled: false' to disable a certain world.
# enabled: false
# Use sendposition: false to prevent player positions from showing when on this world (if sendposition is globally enabled)
# sendposition: false
# Use sendhealth: false ot prevent player health from showing when on this world (if sendhealth is globally enabled)
# sendhealth: false
# # If world isn't contiguous chunks (due to teleporting, for example), fullrender needs to be given other locations to scan for tiles on each patch of chunks
# fullrenderlocations:
# - x: 10000
# y: 64
# z: 20000
# - x: -15000
# y: 64
# z: -5000
# # Use visibilitylimits to restrict which areas of maps on your world to render (zero or more rectangles can be defined)
# visibilitylimits:
# - x0: -1000
# z0: -1000
# x1: 1000
# z1: 1000
# - x0: -2000
# z0: -1000
# x1: -1000
# z1: -500
# # Use hidestyle to control how hidden-but-existing chunks are to be rendered (air=empty air (same as ungenerated), stone=a flat stone plain, ocean=a flat ocean)
# hidestyle: stone
# # Use 'autogenerate-to-visibilitylimits: true' to choose to force the generation of ungenerated chunks while rendering maps on this world, for any chunks within the defined
# # visibilitylimits (limits must be set). The three options here are: none (default - no autogenerate), map-only (temporarily generate chunks for map, but don't save them (no world change),
# # permanent (generate and save chunks - this permanently adds the chunks to the world, as if a player had visited them - BE SURE THIS IS WHAT YOU WANT)
# autogenerate-to-visibilitylimits: map-only
# Use 'template: mycustomtemplate' to use the properties specified in the template 'mycustomtemplate' to this world. Default it is set to the environment-name (normal or nether).
# template: mycustomtemplate
# Rest of comes from template - uncomment to tailor for world specifically
# center:
# x: 0
# y: 64
# z: 0
# # If bigworld set to true, use alternate directory layout better suited to large worlds
# bigworld: true
# # Number of extra zoom-out levels for world (each level is twice as big as the previous one)
# extrazoomout: 3
# maps:
# - class: org.dynmap.hdmap.HDMap
# name: flat
# title: "Flat"
# prefix: flat
# perspective: iso_S_90_lowres
# shader: default
# lighting: default
# # To render a world as a "night view", switch to lighting: night
# lighting: night
# # To render both night and day versions of tiles, set light: nightandday
# lighting: nightandday
# # Background color for map during the day
# backgroundday: "#153E7E"
# # Background color for map during the night
# backgroundnight: "#000000"
# # Background color for map (independent of night/day)
# background: "#000000"
# - class: org.dynmap.hdmap.HDMap
# name: surface
# title: "Surface"
# prefix: t
# perspective: iso_SE_60_lowres
# shader: default
# lighting: default
# # Add shadows to world (based on top-down shadows from chunk data)
# lighting: shadows
# # To render a world as a "night view", set lighting: night
# lighting: night
# # To render both night and day versions of tiles, set lighting: nightandday
# lighting: nightandday
# # Background color for map during the day
# backgroundday: "#153E7E"
# # Background color for map during the night
# backgroundnight: "#000000"
# # Background color for map (independent of night/day)
# background: "#000000"
# # Sets the icon to 'images/block_custom.png'
# icon: custom
# # Biome-based mapping
# - class: org.dynmap.hdmap.HDMap
# name: biome
# title: "Biome"
# prefix: b
# perspective: iso_SE_60_lowres
# lighting: default
# # Biome-based shading : biome=biome type, temperature=biome-temperature, rainfall=biome-rainfall
# shader: biome
# - class: org.dynmap.hdmap.HDMap
# name: cave
# title: "Cave"
# prefix: ct
# perspective: iso_SE_60_lowres
# shader: cave
# lighting: default
#
# To just label world, and inherit rest from template, just provide name and title
#- name: world2
# title: "Second World"
#
#- name: nether
# title: "Nether"
# center:
# x: 0
# y: 64
# z: 0
# # Number of extra zoom-out levels for world (each level is twice as big as the previous one)
# extrazoomout: 3
# maps:
# - class: org.dynmap.hdmap.HDMap
# name: flat
# title: "Flat"
# prefix: flat
# perspective: iso_S_90_lowres
# shader: default
# lighting: default
# # Map background color (day or night)
# background: "#300806"
# - class: org.dynmap.hdmap.HDMap
# name: nether
# title: "Surface"
# prefix: nt
# perspective: iso_SE_60_lowres
# shader: default
# # Map background color (day or night)
# background: "#300806"
# Set to true to enable verbose startup messages - can help with debugging map configuration problems
# Set to false for a much quieter startup log
verbose: true
# Enables debugging.
#debuggers:
# - class: org.dynmap.debug.LogDebugger

View File

@ -1,3 +1,7 @@
#
# This file contains default standard lighting profiles. The contents of this file are replaced and updated
# during upgrades, so new or updated lighing definitions should be done in the custom-lightings.txt file
#
lightings:
# Default lighting - no effects, shadows, day/night
- class: org.dynmap.hdmap.DefaultHDLighting

View File

@ -1,3 +1,7 @@
#
# This file contains default standard perspective definitions. The contents of this file are replaced and updated
# during upgrades, so new or updated perspective definitions should be done in the custom-perspectives.txt file
#
perspectives:
- class: org.dynmap.hdmap.IsoHDPerspective
name: iso_S_60_lowres

View File

@ -1,3 +1,7 @@
#
# This file contains default standard shader definitions. The contents of this file are replaced and updated
# during upgrades, so new or updated shader definitions should be done in the custom-shaders.txt file
#
shaders:
- class: org.dynmap.hdmap.DefaultHDShader
name: default

View File

@ -27,13 +27,14 @@
<directory>${project.basedir}</directory>
<outputDirectory>/dynmap/</outputDirectory>
<includes>
<include>configuration.txt</include>
<include>configuration.default</include>
<include>shaders.txt</include>
<include>perspectives.txt</include>
<include>lightings.txt</include>
<include>configuration.txt.sample-hd</include>
<include>templates.txt</include>
<include>models.txt</include>
<include>texture.txt</include></includes></fileSet>
<include>texture.txt</include>
<include>worlds.txt.sample</include></includes></fileSet>
<fileSet>
<directory>${project.basedir}/texturepacks</directory>
<outputDirectory>/dynmap/texturepacks</outputDirectory></fileSet>

View File

@ -1,6 +1,10 @@
package org.dynmap;
import java.io.File;
import java.io.FileInputStream;
import java.io.FileOutputStream;
import java.io.FileReader;
import java.io.FileWriter;
import java.io.IOException;
import java.lang.reflect.Constructor;
import java.net.InetAddress;
@ -48,17 +52,15 @@ public class DynmapPlugin extends JavaPlugin {
public MapManager mapManager = null;
public PlayerList playerList;
public ConfigurationNode configuration;
public ConfigurationNode shaderconfig;
public ConfigurationNode perspectiveconfig;
public ConfigurationNode lightingsconfig;
public HashSet<String> enabledTriggers = new HashSet<String>();
public PermissionProvider permissions;
public ComponentManager componentManager = new ComponentManager();
public Events events = new Events();
public String deftemplatesuffix = "";
/* Flag to let code know that we're doing reload - make sure we don't double-register event handlers */
public boolean is_reload = false;
private boolean generate_only = false;
private static boolean ignore_chunk_loads = false; /* Flat to keep us from processing our own chunk loads */
private static boolean ignore_chunk_loads = false; /* Flag keep us from processing our own chunk loads */
public static File dataDirectory;
public static File tilesDirectory;
@ -70,6 +72,63 @@ public class DynmapPlugin extends JavaPlugin {
public HttpServer getWebServer() {
return webServer;
}
/* Add/Replace branches in configuration tree with contribution from a separate file */
@SuppressWarnings("unchecked")
private void mergeConfigurationBranch(ConfigurationNode cfgnode, String branch, boolean replace_existing) {
Object srcbranch = cfgnode.getObject(branch);
if(srcbranch == null)
return;
/* See if top branch is in configuration - if not, just add whole thing */
Object destbranch = configuration.getObject(branch);
if(destbranch == null) { /* Not found */
configuration.put(branch, srcbranch); /* Add new tree to configuration */
return;
}
/* If list, merge by "name" attribute */
if((srcbranch instanceof List) && (destbranch instanceof List)) {
List<ConfigurationNode> dest = (List<ConfigurationNode>)destbranch;
List<ConfigurationNode> src = (List<ConfigurationNode>)srcbranch;
/* Go through new records : see what to do with each */
for(ConfigurationNode node : src) {
String name = node.getString("name", null);
if(name == null) continue;
/* Walk destination - see if match */
boolean matched = false;
for(ConfigurationNode dnode : dest) {
String dname = node.getString("name", null);
if(dname == null) continue;
if(dname.equals(name)) { /* Match? */
if(replace_existing) {
dnode.clear();
dnode.putAll(node);
}
matched = true;
break;
}
}
/* If no match, add to end */
if(!matched) {
dest.add(node);
}
}
}
/* If configuration node, merge by key */
else if((srcbranch instanceof ConfigurationNode) && (destbranch instanceof ConfigurationNode)) {
ConfigurationNode src = (ConfigurationNode)srcbranch;
ConfigurationNode dest = (ConfigurationNode)destbranch;
for(String key : src.keySet()) { /* Check each contribution */
if(dest.containsKey(key)) { /* Exists? */
if(replace_existing) { /* If replacing, do so */
dest.put(key, src.getObject(key));
}
}
else { /* Else, always add if not there */
dest.put(key, src.getObject(key));
}
}
}
}
@Override
public void onEnable() {
@ -83,21 +142,79 @@ public class DynmapPlugin extends JavaPlugin {
/* Load texture mappings */
TexturePack.loadTextureMapping(dataDirectory);
org.bukkit.util.config.Configuration bukkitConfiguration = new org.bukkit.util.config.Configuration(new File(this.getDataFolder(), "configuration.txt"));
File f = new File(this.getDataFolder(), "configuration.txt");
/* If configuration.txt not found, copy the default one */
if(f.exists() == false) {
Log.info("configuration.txt not found - creating default");
File deffile = new File(this.getDataFolder(), "configuration.default");
try {
FileInputStream fis = new FileInputStream(deffile);
FileOutputStream fos = new FileOutputStream(f);
byte[] buf = new byte[512];
int len;
while((len = fis.read(buf)) > 0) {
fos.write(buf, 0, len);
}
fos.close();
fis.close();
} catch (IOException iox) {
Log.severe("ERROR CREATING DEFAULT CONFIGURATION.TXT!");
this.setEnabled(false);
return;
}
}
org.bukkit.util.config.Configuration bukkitConfiguration = new org.bukkit.util.config.Configuration(f);
bukkitConfiguration.load();
configuration = new ConfigurationNode(bukkitConfiguration);
/* Load shaders and perspectives */
org.bukkit.util.config.Configuration bukkitShaderConfig = new org.bukkit.util.config.Configuration(new File(this.getDataFolder(), "shaders.txt"));
bukkitShaderConfig.load();
shaderconfig = new ConfigurationNode(bukkitShaderConfig);
org.bukkit.util.config.Configuration bukkitPerspectiveConfig = new org.bukkit.util.config.Configuration(new File(this.getDataFolder(), "perspectives.txt"));
bukkitPerspectiveConfig.load();
perspectiveconfig = new ConfigurationNode(bukkitPerspectiveConfig);
org.bukkit.util.config.Configuration bukkitLightingsConfig = new org.bukkit.util.config.Configuration(new File(this.getDataFolder(), "lightings.txt"));
bukkitLightingsConfig.load();
lightingsconfig = new ConfigurationNode(bukkitLightingsConfig);
/* Now, process worlds.txt - merge it in as an override of existing values (since it is only user supplied values) */
f = new File(this.getDataFolder(), "worlds.txt");
if(f.exists()) {
org.bukkit.util.config.Configuration cfg = new org.bukkit.util.config.Configuration(f);
cfg.load();
ConfigurationNode cn = new ConfigurationNode(cfg);
mergeConfigurationBranch(cn, "worlds", true);
}
else {
try {
FileWriter fw = new FileWriter(f);
fw.write("# This file is intended to allow the user to define world-specific settings\n");
fw.write("# Dynmap's install will not overwrite it\n");
fw.write("worlds:\n");
fw.close();
} catch (IOException iox) {
}
}
/* Now, process templates.txt - supplement existing values (don't replace), since configuration.txt is more custom than these */
f = new File(this.getDataFolder(), "templates.txt");
if(f.exists()) {
org.bukkit.util.config.Configuration cfg = new org.bukkit.util.config.Configuration(f);
cfg.load();
ConfigurationNode cn = new ConfigurationNode(cfg);
mergeConfigurationBranch(cn, "templates", false);
}
/* Now, process custom-templates.txt - these are user supplied, so override anything matcing */
f = new File(this.getDataFolder(), "custom-templates.txt");
if(f.exists()) {
org.bukkit.util.config.Configuration cfg = new org.bukkit.util.config.Configuration(f);
cfg.load();
ConfigurationNode cn = new ConfigurationNode(cfg);
mergeConfigurationBranch(cn, "templates", true);
}
else {
try {
FileWriter fw = new FileWriter(f);
fw.write("# This file is intended to allow the user to define templates, including replacements for standard templates\n");
fw.write("# Dynmap's install will not overwrite it\n");
fw.write("templates:\n");
fw.close();
} catch (IOException iox) {
}
}
Log.verbose = configuration.getBoolean("verbose", true);
deftemplatesuffix = configuration.getString("deftemplatesuffix", "");
loadDebuggers();
@ -109,7 +226,7 @@ public class DynmapPlugin extends JavaPlugin {
playerList = new PlayerList(getServer(), getFile("hiddenplayers.txt"), configuration);
playerList.load();
mapManager = new MapManager(this, configuration, shaderconfig, perspectiveconfig, lightingsconfig);
mapManager = new MapManager(this, configuration);
mapManager.startRendering();
loadWebserver();
@ -509,6 +626,9 @@ public class DynmapPlugin extends JavaPlugin {
private ConfigurationNode getDefaultTemplateConfigurationNode(World world) {
Environment environment = world.getEnvironment();
String environmentName = environment.name().toLowerCase();
if(deftemplatesuffix.length() > 0) {
environmentName += "-" + deftemplatesuffix;
}
Log.verboseinfo("Using environment as template: " + environmentName);
return getTemplateConfigurationNode(environmentName);
}

View File

@ -335,15 +335,14 @@ public class MapManager {
}
}
public MapManager(DynmapPlugin plugin, ConfigurationNode configuration, ConfigurationNode shadercfg, ConfigurationNode perspectivecfg,
ConfigurationNode lightingscfg) {
public MapManager(DynmapPlugin plugin, ConfigurationNode configuration) {
plug_in = plugin;
mapman = this;
/* Initialize HD map manager */
hdmapman = new HDMapManager();
hdmapman.loadHDShaders(shadercfg);
hdmapman.loadHDPerspectives(perspectivecfg);
hdmapman.loadHDLightings(lightingscfg);
hdmapman.loadHDShaders(plugin);
hdmapman.loadHDPerspectives(plugin);
hdmapman.loadHDLightings(plugin);
sscache = new SnapshotCache(configuration.getInteger("snapshotcachesize", 500));
this.tileQueue = new AsynchronousQueue<MapTile>(new Handler<MapTile>() {

View File

@ -10,6 +10,7 @@ import java.util.HashSet;
import java.util.List;
import org.bukkit.World;
import org.bukkit.plugin.Plugin;
import org.dynmap.ConfigurationNode;
import org.dynmap.DynmapChunk;
import org.dynmap.DynmapWorld;
@ -27,45 +28,105 @@ public class HDMapManager {
public HashSet<HDMap> maps = new HashSet<HDMap>();
public HashMap<String, ArrayList<HDMap>> maps_by_world_perspective = new HashMap<String, ArrayList<HDMap>>();
public void loadHDShaders(ConfigurationNode shadercfg) {
public void loadHDShaders(Plugin plugin) {
Log.verboseinfo("Loading shaders...");
org.bukkit.util.config.Configuration bukkitShaderConfig = new org.bukkit.util.config.Configuration(new File(plugin.getDataFolder(), "shaders.txt"));
bukkitShaderConfig.load();
ConfigurationNode shadercfg = new ConfigurationNode(bukkitShaderConfig);
for(HDShader shader : shadercfg.<HDShader>createInstances("shaders", new Class<?>[0], new Object[0])) {
if(shader.getName() == null) continue;
if(shaders.containsKey(shader.getName())) {
Log.severe("Duplicate shader name '" + shader.getName() + "' - shader ignored");
}
else {
shaders.put(shader.getName(), shader);
}
/* Load custom shaders, if file is defined - or create empty one if not */
File f = new File(plugin.getDataFolder(), "custom-shaders.txt");
if(f.exists()) {
bukkitShaderConfig = new org.bukkit.util.config.Configuration(f);
bukkitShaderConfig.load();
ConfigurationNode customshadercfg = new ConfigurationNode(bukkitShaderConfig);
for(HDShader shader : customshadercfg.<HDShader>createInstances("shaders", new Class<?>[0], new Object[0])) {
if(shader.getName() == null) continue;
shaders.put(shader.getName(), shader);
}
}
else {
try {
FileWriter fw = new FileWriter(f);
fw.write("# The user is free to add new and custom shaders here, including replacements for standard ones\n");
fw.write("# Dynmap's install will not overwrite it\n");
fw.write("shaders:\n");
fw.close();
} catch (IOException iox) {
}
}
Log.info("Loaded " + shaders.size() + " shaders.");
}
public void loadHDPerspectives(ConfigurationNode perspectivecfg) {
public void loadHDPerspectives(Plugin plugin) {
Log.verboseinfo("Loading perspectives...");
org.bukkit.util.config.Configuration bukkitPerspectiveConfig = new org.bukkit.util.config.Configuration(new File(plugin.getDataFolder(), "perspectives.txt"));
bukkitPerspectiveConfig.load();
ConfigurationNode perspectivecfg = new ConfigurationNode(bukkitPerspectiveConfig);
for(HDPerspective perspective : perspectivecfg.<HDPerspective>createInstances("perspectives", new Class<?>[0], new Object[0])) {
if(perspective.getName() == null) continue;
if(perspectives.containsKey(perspective.getName())) {
Log.severe("Duplicate perspective name '" + perspective.getName() + "' - perspective ignored");
}
else {
perspectives.put(perspective.getName(), perspective);
}
/* Load custom perspectives, if file is defined - or create empty one if not */
File f = new File(plugin.getDataFolder(), "custom-perspectives.txt");
if(f.exists()) {
bukkitPerspectiveConfig = new org.bukkit.util.config.Configuration(f);
bukkitPerspectiveConfig.load();
perspectivecfg = new ConfigurationNode(bukkitPerspectiveConfig);
for(HDPerspective perspective : perspectivecfg.<HDPerspective>createInstances("perspectives", new Class<?>[0], new Object[0])) {
if(perspective.getName() == null) continue;
perspectives.put(perspective.getName(), perspective);
}
}
else {
try {
FileWriter fw = new FileWriter(f);
fw.write("# The user is free to add new and custom perspectives here, including replacements for standard ones\n");
fw.write("# Dynmap's install will not overwrite it\n");
fw.write("perspectives:\n");
fw.close();
} catch (IOException iox) {
}
}
Log.info("Loaded " + perspectives.size() + " perspectives.");
}
public void loadHDLightings(ConfigurationNode lightingcfg) {
public void loadHDLightings(Plugin plugin) {
Log.verboseinfo("Loading lightings...");
org.bukkit.util.config.Configuration bukkitLightingsConfig = new org.bukkit.util.config.Configuration(new File(plugin.getDataFolder(), "lightings.txt"));
bukkitLightingsConfig.load();
ConfigurationNode lightingcfg = new ConfigurationNode(bukkitLightingsConfig);
for(HDLighting lighting : lightingcfg.<HDLighting>createInstances("lightings", new Class<?>[0], new Object[0])) {
if(lighting.getName() == null) continue;
if(lightings.containsKey(lighting.getName())) {
Log.severe("Duplicate lighting name '" + lighting.getName() + "' - lighting ignored");
}
else {
lightings.put(lighting.getName(), lighting);
}
/* Load custom lightings, if file is defined - or create empty one if not */
File f = new File(plugin.getDataFolder(), "custom-lightings.txt");
if(f.exists()) {
bukkitLightingsConfig = new org.bukkit.util.config.Configuration(f);
bukkitLightingsConfig.load();
lightingcfg = new ConfigurationNode(bukkitLightingsConfig);
for(HDLighting lighting : lightingcfg.<HDLighting>createInstances("lightings", new Class<?>[0], new Object[0])) {
if(lighting.getName() == null) continue;
lightings.put(lighting.getName(), lighting);
}
}
else {
try {
FileWriter fw = new FileWriter(f);
fw.write("# The user is free to add new and custom lightings here, including replacements for standard ones\n");
fw.write("# Dynmap's install will not overwrite it\n");
fw.write("lightings:\n");
fw.close();
} catch (IOException iox) {
}
}
Log.info("Loaded " + lightings.size() + " lightings.");
}

290
templates.txt Normal file
View File

@ -0,0 +1,290 @@
# templates provide default definitions for worlds that are not otherwise defined in the worlds.txt. Unless otherwise
# configured, worlds will default to the template corresponding to their environment (normal, nether, skylands). Use of the
# 'deftemplatesuffix' setting in configuration.txt can alter this by appending a dash and a suffix string to the template name
# used by default (for example deftemplatesuffix=HDMap implies default template names of normal-HDMap, nether-HDMap, skylands-HDMap.
#
# NOTE:
# templates.txt is updated frequently: if you wish to customize some or all of the templates, or define your own, place
# the templates you wish to modify in the custom-templates.txt file - these will be preserved, and will override those found
# in templates.txt
templates:
# Template for normal world (classic render)
normal:
enabled: true
# # If bigworld set to true, use alternate directory layout better suited to large worlds
# bigworld: true
# # Number of extra zoom-out levels for world (each level is twice as big as the previous one)
# extrazoomout: 3
center:
x: 0
y: 64
z: 0
maps:
- class: org.dynmap.flat.FlatMap
name: flat
title: "Flat"
prefix: flat
colorscheme: default
# The textured setting makes the flat render toning much more consistent with the other maps: set to 'none' for the original flat texture, 'smooth' for blended tile top colors, 'dither' for dither pattern
textured: smooth
# # To render a world as a "night view", set shadowstrength and ambientlight
# shadowstrength: 1.0
# ambientlight: 4
# # To render both night and day versions of tiles (when ambientlight is set), set true
# night-and-day: true
# # Option to turn on transparency support (off by default) - slows render
# transparency: true
# # Background color for map during the day
# backgroundday: "#153E7E"
# # Background color for map during the night
# backgroundnight: "#000000"
# # Background color for map (independent of night/day)
# background: "#000000"
- class: org.dynmap.kzedmap.KzedMap
renderers:
- class: org.dynmap.kzedmap.DefaultTileRenderer
name: surface
title: "Surface"
prefix: t
maximumheight: 127
colorscheme: default
# # Add shadows to world (based on top-down shadows from chunk data)
# shadowstrength: 1.0
# # To render a world as a "night view", set shadowstrength and ambientlight
# ambientlight: 4
# # To render both night and day versions of tiles (when ambientlight is set), set true
# night-and-day: true
# # Option to turn off transparency support (on by default) - speeds render
# transparency: false
# # Background color for map during the day
# backgroundday: "#153E7E"
# # Background color for map during the night
# backgroundnight: "#000000"
# # Background color for map (independent of night/day)
# background: "#000000"
# # Sets the icon to 'images/block_custom.png'
# icon: custom
# # Biome-based mapping
# - class: org.dynmap.kzedmap.DefaultTileRenderer
# name: biome
# title: "Biome"
# prefix: b
# maximumheight: 127
# colorscheme: default
# # Biome-based coloring : biome=biome type, temperature=biome-temperature, rainfall=biome-rainfall
# biomecolored: biome
# - class: org.dynmap.kzedmap.HighlightTileRenderer
# prefix: ht
# maximumheight: 127
# colorscheme: default
# highlight: # For highlighting multiple block-types.
# - 56 # Highlight diamond-ore
# - 66 # Highlight minecart track
# highlight: 56 # For highlighting a single block-type.
- class: org.dynmap.kzedmap.CaveTileRenderer
name: cave
title: "Cave"
prefix: ct
maximumheight: 127
# Nether world template (classic render)
nether:
enabled: true
# # If bigworld set to true, use alternate directory layout better suited to large worlds
# bigworld: true
# # Number of extra zoom-out levels for world (each level is twice as big as the previous one)
# extrazoomout: 3
center:
x: 0
y: 64
z: 0
maps:
- class: org.dynmap.flat.FlatMap
name: flat
title: "Flat"
prefix: flat
colorscheme: default
# Map background color (day or night)
background: "#300806"
# The textured setting makes the flat render toning much more consistent with the other maps: set to 'none' for the original flat texture, 'smooth' for blended tile top colors, 'dither' for dither pattern
textured: smooth
- class: org.dynmap.kzedmap.KzedMap
renderers:
- class: org.dynmap.kzedmap.DefaultTileRenderer
name: nether
title: "Surface"
prefix: nt
maximumheight: 127
colorscheme: default
# Map background color (day or night)
background: "#300806"
# Skylands world template (classic render)
skylands:
enabled: true
# # If bigworld set to true, use alternate directory layout better suited to large worlds
# bigworld: true
# # Number of extra zoom-out levels for world (each level is twice as big as the previous one)
# extrazoomout: 3
center:
x: 0
y: 64
z: 0
maps:
- class: org.dynmap.flat.FlatMap
name: flat
title: "Flat"
prefix: flat
colorscheme: default
# Background color for map during the day
backgroundday: "#153E7E"
# Background color for map during the night
backgroundnight: "#000000"
# The textured setting makes the flat render toning much more consistent with the other maps: set to 'none' for the original flat texture, 'smooth' for blended tile top colors, 'dither' for dither pattern
textured: smooth
- class: org.dynmap.kzedmap.KzedMap
renderers:
- class: org.dynmap.kzedmap.DefaultTileRenderer
name: skylands
title: "Surface"
prefix: st
maximumheight: 127
colorscheme: default
# Background color for map during the day
backgroundday: "#153E7E"
# Background color for map during the night
backgroundnight: "#000000"
night-and-day: true
shadowstrength: 1.0
ambientlight: 4
# Template for normal world (HDMap)
normal-HDMap:
enabled: true
# # If bigworld set to true, use alternate directory layout better suited to large worlds
# bigworld: true
# # Number of extra zoom-out levels for world (each level is twice as big as the previous one)
# extrazoomout: 3
center:
x: 0
y: 64
z: 0
maps:
- class: org.dynmap.hdmap.HDMap
name: flat
title: "Flat"
prefix: flat
perspective: iso_S_90_lowres
shader: stdtexture
lighting: default
# # To render a world as a "night view", switch to lighting: night
# lighting: night
# # To render both night and day versions of tiles, set light: nightandday
# lighting: nightandday
# # Background color for map during the day
# backgroundday: "#153E7E"
# # Background color for map during the night
# backgroundnight: "#000000"
# # Background color for map (independent of night/day)
# background: "#000000"
- class: org.dynmap.hdmap.HDMap
name: surface
title: "Surface"
prefix: t
perspective: iso_SE_60_lowres
shader: stdtexture
lighting: default
# # Add shadows to world (based on top-down shadows from chunk data)
# lighting: shadows
# # To render a world as a "night view", set lighting: night
# lighting: night
# # To render both night and day versions of tiles, set lighting: nightandday
# lighting: nightandday
# # Background color for map during the day
# backgroundday: "#153E7E"
# # Background color for map during the night
# backgroundnight: "#000000"
# # Background color for map (independent of night/day)
# background: "#000000"
# # Sets the icon to 'images/block_custom.png'
# icon: custom
# # Biome-based mapping
# - class: org.dynmap.hdmap.HDMap
# name: biome
# title: "Biome"
# prefix: b
# perspective: iso_SE_60_lowres
# lighting: default
# # Biome-based shading : biome=biome type, temperature=biome-temperature, rainfall=biome-rainfall
# shader: biome
- class: org.dynmap.hdmap.HDMap
name: cave
title: "Cave"
prefix: ct
perspective: iso_SE_60_lowres
shader: cave
lighting: default
# Nether world template (HDMap)
nether-HDMap:
enabled: true
# # If bigworld set to true, use alternate directory layout better suited to large worlds
# bigworld: true
# # Number of extra zoom-out levels for world (each level is twice as big as the previous one)
# extrazoomout: 3
center:
x: 0
y: 64
z: 0
maps:
- class: org.dynmap.hdmap.HDMap
name: flat
title: "Flat"
prefix: flat
perspective: iso_S_90_lowres
shader: stdtexture
lighting: default
# Map background color (day or night)
background: "#300806"
- class: org.dynmap.hdmap.HDMap
name: nether
title: "Surface"
prefix: nt
perspective: iso_SE_60_lowres
shader: stdtexture
lighting: default
# Map background color (day or night)
background: "#300806"
# Skylands world template (HDMap)
skylands-HDMap:
enabled: true
# # If bigworld set to true, use alternate directory layout better suited to large worlds
# bigworld: true
# # Number of extra zoom-out levels for world (each level is twice as big as the previous one)
# extrazoomout: 3
center:
x: 0
y: 64
z: 0
maps:
- class: org.dynmap.hdmap.HDMap
name: flat
title: "Flat"
prefix: flat
perspective: iso_S_90_lowres
shader: stdtexture
lighting: default
# Background color for map during the day
backgroundday: "#153E7E"
# Background color for map during the night
backgroundnight: "#000000"
- class: org.dynmap.hdmap.HDMap
name: skylands
title: "Surface"
prefix: st
perspective: iso_SE_60_lowres
shader: stdtexture
lighting: nightandday
# Background color for map during the day
backgroundday: "#153E7E"
# Background color for map during the night
backgroundnight: "#000000"

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# These are examples of world-specific settings, which can be defined in the worlds.txt file
#
# NOTE:
# This file only contains samples: actual world customizations must be done in the worlds.txt file (or the worlds: section of
# configuration.txt). All lines here are commented with the # symbol - delete the # symbol on copied lines you wish to enable
#
worlds:
# Worlds can be handled by templates, based on world type
# You can override the properties of the template by specifying them in this section
# for example 'Title: "My Awesome World"'
#- name: world
# title: "World"
# Use 'enabled: false' to disable a certain world.
# enabled: false
# Use sendposition: false to prevent player positions from showing when on this world (if sendposition is globally enabled)
# sendposition: false
# Use sendhealth: false ot prevent player health from showing when on this world (if sendhealth is globally enabled)
# sendhealth: false
# # If world isn't contiguous chunks (due to teleporting, for example), fullrender needs to be given other locations to scan for tiles on each patch of chunks
# fullrenderlocations:
# - x: 10000
# y: 64
# z: 20000
# - x: -15000
# y: 64
# z: -5000
# # Use visibilitylimits to restrict which areas of maps on your world to render (zero or more rectangles can be defined)
# visibilitylimits:
# - x0: -1000
# z0: -1000
# x1: 1000
# z1: 1000
# - x0: -2000
# z0: -1000
# x1: -1000
# z1: -500
# # Use hidestyle to control how hidden-but-existing chunks are to be rendered (air=empty air (same as ungenerated), stone=a flat stone plain, ocean=a flat ocean)
# hidestyle: stone
# # Use 'autogenerate-to-visibilitylimits: true' to choose to force the generation of ungenerated chunks while rendering maps on this world, for any chunks within the defined
# # visibilitylimits (limits must be set). The three options here are: none (default - no autogenerate), map-only (temporarily generate chunks for map, but don't save them (no world change),
# # permanent (generate and save chunks - this permanently adds the chunks to the world, as if a player had visited them - BE SURE THIS IS WHAT YOU WANT)
# autogenerate-to-visibilitylimits: map-only
# Use 'template: mycustomtemplate' to use the properties specified in the template 'mycustomtemplate' to this world. Default it is set to the environment-name (normal or nether).
# template: mycustomtemplate
# Rest of comes from template - uncomment to tailor for world specifically
# center:
# x: 0
# y: 64
# z: 0
# # If bigworld set to true, use alternate directory layout better suited to large worlds
# bigworld: true
# # Number of extra zoom-out levels for world (each level is twice as big as the previous one)
# extrazoomout: 3
# maps:
# - class: org.dynmap.flat.FlatMap
# name: flat
# title: "Flat"
# prefix: flat
# colorscheme: default
# # The textured setting makes the flat render toning much more consistent with the other maps: set to 'none' for the original flat texture, 'smooth' for blended tile top colors, 'dither' for dither pattern
# textured: smooth
# # To render a world as a "night view", set shadowstrength and ambientlight
# shadowstrength: 1.0
# ambientlight: 4
# # To render both night and day versions of tiles (when ambientlight is set), set true
# night-and-day: true
# # Option to turn on transparency support (off by default) - slows render
# transparency: true
# # Background color for map during the day
# backgroundday: "#153E7E"
# # Background color for map during the night
# backgroundnight: "#000000"
# # Backgrounc color for map (independent of night/day)
# background: "#000000"
# - class: org.dynmap.kzedmap.KzedMap
# renderers:
# - class: org.dynmap.kzedmap.DefaultTileRenderer
# name: surface
# title: "Surface"
# prefix: t
# maximumheight: 127
# colorscheme: default
# # Add shadows to world (based on top-down shadows from chunk data)
# shadowstrength: 1.0
# # To render a world as a "night view", set shadowstrength and ambientlight
# ambientlight: 4
# # To render both night and day versions of tiles (when ambientlight is set), set true
# night-and-day: true
# # Option to turn off transparency support (on by default) - speeds render
# transparency: false
# # Background color for map during the day
# backgroundday: "#153E7E"
# # Background color for map during the night
# backgroundnight: "#000000"
# # Backgrounc color for map (independent of night/day)
# background: "#000000"
# # Sets the icon to 'images/block_custom.png'
# icon: custom
# - class: org.dynmap.kzedmap.HighlightTileRenderer
# prefix: ht
# maximumheight: 127
# colorscheme: default
# highlight: # For highlighting multiple block-types.
# - 56 # Highlight diamond-ore
# - 66 # Highlight minecart track
# highlight: 56 # For highlighting a single block-type.
# - class: org.dynmap.kzedmap.CaveTileRenderer
# name: cave
# title: "Cave"
# prefix: ct
# maximumheight: 127
#
# To just label world, and inherit rest from template, just provide name and title
#- name: world2
# title: "Second World"
#
#- name: nether
# title: "Nether"
# center:
# x: 0
# y: 64
# z: 0
# # Number of extra zoom-out levels for world (each level is twice as big as the previous one)
# extrazoomout: 3
# maps:
# - class: org.dynmap.flat.FlatMap
# name: flat
# title: "Flat"
# prefix: flat
# colorscheme: default
# # The textured setting makes the flat render toning much more consistent with the other maps: set to 'none' for the original flat texture, 'smooth' for blended tile top colors, 'dither' for dither pattern
# textured: smooth
# - class: org.dynmap.kzedmap.KzedMap
# renderers:
# - class: org.dynmap.kzedmap.DefaultTileRenderer
# name: nether
# title: "Surface"
# prefix: nt
# maximumheight: 127
# colorscheme: default