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Created Defining custom lightings (markdown)
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Defining-custom-lightings.md
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There are currently two type of lighting classes - the DefaultHDLighting class and the ShadowHDLighting class.
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The DefaultHDLighting class does not modify the color data from the shader - yielding the equivalent of full daylight with no shadows - and has no configurable settings.
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The ShadowHDLighting class supports several configuration settings, allowing control of ambient light levels, shadow strength, and the option of generating both night and day versions of tiles for a single map.
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A typical lighting configuration is shown below:
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lightings:
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- class: org.dynmap.hdmap.ShadowHDLighting
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name: my-custom-lighting
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shadowstrength: 1.0
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ambientlight: 4
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night-and-day: true
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The settings defined for the ShadowHDLighting class include the following:
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- _name_ : unique name of the lighting. If a custom lighting in the **custom-lightings.txt** file matches a standard lighting definition's name, the standard lighting definition is replaced by the custom definition.
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- _shadowstrength_ : this controls how strongly shadow data is applied when determining the brightness of shadowed areas. The default is **0.0** (shadow data is ignored), while normal shadows correspond to **1.0**. Values above 1.0 will result in artificially severe shadows, while less that 1.0 will result in softening of shadows.
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- _ambientlight_ : this controls the relative amount of light coming from the sky. Full daylight corresponds to **15** (the default), while normal moon-lit night is **4**.
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- _night-and-day_ : Enabling this setting (by setting the value to **true**) results in the generation of both night and day versions of each tile, and in the map view automatically switching between them, based on the time-of-day of the corresponding world. The difference between the 'night' tiles and the 'day' tiles is that the day tiles are rendered with _ambientlight_ set to 15, while the night tiles use the provided _ambientlight_ setting. The default value is **false**.
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