This guide explains the process of boosting certain areas on dynmap.
Step 1, Prepare map for boosting:
to edit any mapdata, execute the command: /dynmap pause all
Set the boosting scalar on the map you want to boost using: /dmap mapset <worldname>:<mapname> boostzoom:<x>
where x is 0 up to 3, each value multiplies the boosting value, so from 16ppb to 64ppb you have to set boostzoom to 2.
Step 2, Add boosting area:
Define the first corner of the area you want to be boosted using: /dmarker addcorner <x> <y> <z> <world>
Define the second corner of the area you want to be boosted using /dmarker addcorner <x> <y> <z>
To add the marker do: /dmarker addarea <Name> boost:true
Two opposing corners are enough for a rectangle, but for a polygon you will have to add each corner yourself.
To boost a circular area, you can do /dmarker addcircle <Markername> radius:<r> world:<world> x:<x> y:<y> z:<z> boost:true
After you verified the areas are the ones you want you can hide them by setting their fillopacity and opacity to transparent by using:
/dmarker updatearea markerId fillopacity:0.0 opacity:0.0
The markerId is found by using /dmarker listareas
and finding the relevant id.
Step 3, Resume map rendering:
Execute the command: /dynmap pause none
Step 4, Render the boost area:
you have two options, either do a /dynmap fullrender <worldname>:<mapname>
, or do a /dynmap radiusrender <worldname> <x> <z> <radius>
Contents
Setup
- Base Plugin Settings
- Web Setup
- Storage Setup
- HD Map Configuration
- World and template settings
- Guides
Advanced Configuration
- Advanced Map Configuration
- Component Configuration
- Configuration of worlds
- Exporting World Data in Wavefront OBJ Format
- External Webserver Advanced
Mod Support
- Support for Minecraft Servers other than CraftBukkit
- Support for MinecraftForge based mods
- Support for Tekkit
- Custom Block Definitions
- Model Definition Files
- Texture Definition Files
- Defining a Block using a Custom Block Renderer
- Defining a Block using a Volumetric Model
- Defining a Cuboid Block
- Defining a Simple Block
- Defining Cuboid Models
- Defining Volumetric Models
- Special texture file types
- Using custom block renderers
- Incompatible mods