Yesterday I decided to change the spawn.
Downloaded it, replaced the old folder 'world' with a new folder.
However, i didnt like a new spawn, and I decided to return the old one.
Now I have a problem here: the pieces of old map mixed with a new map. How to fix it?
Its overlaying what you had as spawn.. so I think it centers on spawn so you have to either deal with what it has there or delete the files in:
\dynmap\web\tiles\world CT, flat and world.. I would assume just delete everything in the whole world file there..
Could anyone, particularly aimed at Mike!, help me understand how I can use layers and patches for the diagonal plants, etc. so that I can use pre-existing textures rather than having to combine them manually?
Could anyone, particularly aimed at Mike!, help me understand how I can use layers and patches for the diagonal plants, etc. so that I can use pre-existing textures rather than having to combine them manually?
See https://github.com/webbukkit/dynmap/wiki/Defining-a-Simple-Block : the way to add a layer is:
1) Add an extra 'patch' with an index above what is needed for the model (call it 'patchX', where X is the appropriate integer) - plants usually use patch0 and patch1, so then use X=2 (patch2).
2) For whichever patch 'A' you want to cascade the patchX behind, set 'layerA=X'. This causes the raytracer to chain to patchX whenever it encounters transparency on patchA on the given block. For plants, this might be 'layer0=2,layer1=2' or shorthand 'layer0-1=2'
The one thing is to understand that the extra layers go BEHIND the primary texture/patch - not in front of it - so order your textures appropriately (the top one should be the normal texture for the given side, with the background texture set has the layer).
I'm starting on updating the RailCraft renderdata files for 8.3.0.0+ and I'm having an issue with the detector blocks. Would/is it possible to define their models/textures in the same way as the slabs/stairs, given that they work off of NBT, rather than metadata? I'm stumped given that different faces have different textures.
So when i have this on its flawless besides one thing, i have digital clock off and the sun/moon still show like this:
Is it supposed to be like this or is it wrong/bug?
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I have a world called "172" and for it to be recognized in worlds.txt I have to set:
worlds:
- name: 172_World
title: "1.7 World"
- name: survival
title: "Old World"
Now when I'm editing configuration.txt I can't get "defaultworld:" to work on my "172" world. I tried:
defaultworld: 172
defaultworld: 172_World
defaultworld: 172 World
Nothing worked. The webpage always defaults to the "survival" world. How would I set my world named "172" to be the defaultworld?
I'm a 5th grade teacher and am currently building an educational server for my students. I thought it would be neat to add dynmap, but had a question that I wasn't understanding from reading the posts and wiki. I have a central spawn area where the kids can build. But then, I went well away from the spawn to build educational content areas (math, social studies, etc.). I figured it was easier to put them out of the way and just make teleports to them. With dynmap, is there an easy way for them to jump to those far off areas of the map? (I was thinking that's why map types were, but not sure). So, click on something and jump to those coordinates. Thanks for any info!
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- Making an educational (but fun) server for my 5th Grade students -
I have some issues with MCPC+ (Forge) 1.6.4 and DynMap. I've installed DynMap into the Mod Folder, the Bridge Plugin and Worldguard and Essentials Plugins into the Plugins Folder. WorldBorder is used for filling. Multiverse manages my Maps. So far so good...
I was wondering why DynMap just Shows up the Players and Spawn Points but never any Region, Mobs, Beds or something like that.
I found out, that this issue is related by the the internal renaming of the maps with the suffixes ("world_36" instead of "world" for example).
I renamed all my maps within the config files of DynMap and... voila: Regions, Mobs, Home, Beds and alls the other things. BUT(!!!) no textures and Terrain anymore! Just black Screens with Mob heads, regions...
So... how to prevent this?
Why is Dynmap renaming the Worlds internally?
Is there a Workaround?
Sorry for my bad english, I hope you understand what I mean...
Just wanted to say Thank you! I added the biomes shader map earlier this week and it showed a large number of biome issues with our Beta World part of the map. It allowed me to find and fix all of the issues.
[08:54:45] [Server thread/ERROR]: [dynmap] Could not load colors 'sk89q' ('plugins/dynmap/colorschemes/sk89q.txt'): File not found.
[08:54:45] [Server thread/ERROR]: [dynmap] Could not load colors 'flames' ('plugins/dynmap/colorschemes/flames.txt'): File not found.
[08:54:45] [Server thread/ERROR]: [dynmap] Could not load colors 'ovocean' ('plugins/dynmap/colorschemes/ovocean.txt'): File not found.
[08:54:45] [Server thread/ERROR]: [dynmap] Could not load colors 'default' ('plugins/dynmap/colorschemes/default.txt'): File not found.
Now before you say anything, i've googled these errors and Mike Primm's answer has always been download the zip. However on the front of this thread, only a jar is given for 1.91. I'm using Spigit/bukkit. Since only a jar is given and all of the files should be populated from within the jar file, it would seem that these files are missing from the jar.
So if there is a zip of 1.91 where is it? If not, can we please get a fix for this? Dynmap works otherwise, but I cannot stand all of these errors in my server log.
I was wondering if it would be possible to show the biome name under the location coordinates (rather than having a biome key that always needs updated)?
I've got a new server with enough disk space for 3D map now, so I'm trying to add 3D support to my mods.
However, dynmap seems to be just ignoring my boxblock section.
Judging from what I read on the wiki, I specify these parts SEPERATE to my normal specification, is that correct?
EDIT: Cracked it. Initially I dind't realize I needed these in the models.txt, once I moved it over it confirmed it's working by crashing. Seems it doesn't like the negative values.
Mikeprimm, any chance of support for negatives? I use them to place things flush against my lowered roads.
As in, can I ask for a render of a specific chunk and get an image back, in code?
Thanks for keeping up the great work on my favorite plugin!
Its overlaying what you had as spawn.. so I think it centers on spawn so you have to either deal with what it has there or delete the files in:
\dynmap\web\tiles\world CT, flat and world.. I would assume just delete everything in the whole world file there..
world is my map name... so whatever yours is..
You could also force a re-render with /dynmap fullrender.
See https://github.com/webbukkit/dynmap/wiki/Defining-a-Simple-Block : the way to add a layer is:
1) Add an extra 'patch' with an index above what is needed for the model (call it 'patchX', where X is the appropriate integer) - plants usually use patch0 and patch1, so then use X=2 (patch2).
2) For whichever patch 'A' you want to cascade the patchX behind, set 'layerA=X'. This causes the raytracer to chain to patchX whenever it encounters transparency on patchA on the given block. For plants, this might be 'layer0=2,layer1=2' or shorthand 'layer0-1=2'
The one thing is to understand that the extra layers go BEHIND the primary texture/patch - not in front of it - so order your textures appropriately (the top one should be the normal texture for the given side, with the background texture set has the layer).
Despite me thinking I'd versioned the older BoP renderdata files properly, I hadn't, and they were interfering when I thought they weren't.
I'm starting on updating the RailCraft renderdata files for 8.3.0.0+ and I'm having an issue with the detector blocks. Would/is it possible to define their models/textures in the same way as the slabs/stairs, given that they work off of NBT, rather than metadata? I'm stumped given that different faces have different textures.
Is it supposed to be like this or is it wrong/bug?
worlds:
- name: 172_World
title: "1.7 World"
- name: survival
title: "Old World"
Now when I'm editing configuration.txt I can't get "defaultworld:" to work on my "172" world. I tried:
defaultworld: 172
defaultworld: 172_World
defaultworld: 172 World
Nothing worked. The webpage always defaults to the "survival" world. How would I set my world named "172" to be the defaultworld?
Legendsmc.dyndns.org
I have some issues with MCPC+ (Forge) 1.6.4 and DynMap. I've installed DynMap into the Mod Folder, the Bridge Plugin and Worldguard and Essentials Plugins into the Plugins Folder. WorldBorder is used for filling. Multiverse manages my Maps. So far so good...
I was wondering why DynMap just Shows up the Players and Spawn Points but never any Region, Mobs, Beds or something like that.
I found out, that this issue is related by the the internal renaming of the maps with the suffixes ("world_36" instead of "world" for example).
I renamed all my maps within the config files of DynMap and... voila: Regions, Mobs, Home, Beds and alls the other things. BUT(!!!) no textures and Terrain anymore! Just black Screens with Mob heads, regions...
So... how to prevent this?
Why is Dynmap renaming the Worlds internally?
Is there a Workaround?
Sorry for my bad english, I hope you understand what I mean...
Greetings
Tom
1. How do you disable it so it only shows the surface for Overworld, Nether, The End, Moo Moo Land, Twilight Forest, Underdark, and Promiseland?
2. Its rendering the clouds im thinking is from Natura. How do i disable that?
3. I noticed its not rendering the cherry tree leaves from biomes o plenty. How do i go about fixing this?
4. Is there anyway i can get it to render it with the texture pack that im using?
Thanks!
I shall update/add ALL THE THINGS*.
*mod support
[08:54:45] [Server thread/ERROR]: [dynmap] Could not load colors 'sk89q' ('plugins/dynmap/colorschemes/sk89q.txt'): File not found.
[08:54:45] [Server thread/ERROR]: [dynmap] Could not load colors 'flames' ('plugins/dynmap/colorschemes/flames.txt'): File not found.
[08:54:45] [Server thread/ERROR]: [dynmap] Could not load colors 'ovocean' ('plugins/dynmap/colorschemes/ovocean.txt'): File not found.
[08:54:45] [Server thread/ERROR]: [dynmap] Could not load colors 'default' ('plugins/dynmap/colorschemes/default.txt'): File not found.
Now before you say anything, i've googled these errors and Mike Primm's answer has always been download the zip. However on the front of this thread, only a jar is given for 1.91. I'm using Spigit/bukkit. Since only a jar is given and all of the files should be populated from within the jar file, it would seem that these files are missing from the jar.
So if there is a zip of 1.91 where is it? If not, can we please get a fix for this? Dynmap works otherwise, but I cannot stand all of these errors in my server log.
Thanks Mike. Love your work.
However, dynmap seems to be just ignoring my boxblock section.
Judging from what I read on the wiki, I specify these parts SEPERATE to my normal specification, is that correct?
Here's my boxblocks:
EDIT: Cracked it. Initially I dind't realize I needed these in the models.txt, once I moved it over it confirmed it's working by crashing. Seems it doesn't like the negative values.
Mikeprimm, any chance of support for negatives? I use them to place things flush against my lowered roads.
Paving the way to a better world!