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dynmap - cave
Napsal: 12 kvě 2013, 17:39
od vanajakub
Server: 93.91.250.130:27934Zdravím, chtěl bych se zeptat jak u dynmapy vypnout typ zobrazení
Cave. Jde o 3. zobrazení
(Modrá kostka). Dynmapa
ZDE. Předem děkuji za odpovědi.
Re: dynmap - cave
Napsal: 12 kvě 2013, 17:54
od fantomas2
Proč máš verzi 1.4.7 ? máš mody?
Re: dynmap - cave
Napsal: 12 kvě 2013, 18:01
od vanajakub
fantomas2 píše:Proč máš verzi 1.4.7 ? máš mody?
Není to jedno na jaké jedeme verzi? Ptal jsem se na věc ohledně dynmapy, tak prosím neodpovídej, když to není k tématu. Btw módy nemáme.
Re: dynmap - cave
Napsal: 12 kvě 2013, 21:47
od nejento
Dej sem prosím worlds.yml do Code a Spoileru.
Re: dynmap - cave
Napsal: 12 kvě 2013, 21:59
od vanajakub
Ten soubor jsem nijak neupravoval.
(Mimochodem je to worlds.txt ne worlds.yml)Kód: Vybrat vše
# These are examples of world-specific settings - customize your content as you see fit
#
# NOTES:
# All lines here are commented with the # symbol - delete the # symbol on copied lines you wish to enable
# Definitions of a world made here will superecede any world definition with the same name in configuration.txt
# Deleting this file will result in a fresh copy being produced by dynmap.jar on the next startup.
#
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 hiddenlimits to specifically hide portions of your world (the opposite of visibilitylimits)
# hiddenlimits:
# - x0: 100
# z0: 0
# x1: 200
# z1: 0
# # 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
# # World center - default is spawn point
# 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
# # Default delay on processing of updated tiles, in seconds. This can reduce potentially expensive re-rendering
# # of frequently updated tiles (such as due to machines, pistons, quarries or other automation). Value can also be set on
# # individual maps.
# tileupdatedelay: 30
# maps:
# - class: org.dynmap.hdmap.HDMap
# name: flat
# title: "Flat"
# prefix: flat
# perspective: iso_S_90_lowres
# shader: stdtexture
# lighting: shadows
# mapzoomin: 1
# - class: org.dynmap.hdmap.HDMap
# name: surface
# title: "Surface"
# prefix: t
# perspective: iso_SE_30_hires
# shader: stdtexture
# lighting: shadows
# mapzoomin: 1
# - class: org.dynmap.hdmap.HDMap
# name: cave
# title: "Cave"
# prefix: ct
# perspective: iso_SE_60_lowres
# shader: cave
# lighting: default
# mapzoomin: 3
#
# 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: stdtexture
# lighting: nethershadows
# # Map background color (day or night)
# background: "#300806"
# mapzoomin: 1
# - class: org.dynmap.hdmap.HDMap
# name: nether
# title: "Surface"
# prefix: nt
# perspective: iso_SE_30_hires
# shader: stdtexture
# lighting: nethershadows
# # Map background color (day or night)
# background: "#300806"
# mapzoomin: 1
-- 18 kvě 2013, 09:50 --
Problém vyřešen, ale i přesto by se toto nastavení mohlo přidat do nějakého z mnoha návodů zde na foru.
Re: dynmap - cave
Napsal: 28 črc 2013, 13:39
od u-g
Já mam verzi 1.5.2 a mam čarovný minecraft
Muj server<img src="http://www.query.fakaheda.eu/93.91.250.110:27838?type=2" alt="Unique-Gaming | Carovny minecraft 1.5.2" />
-- 28 črc 2013, 13:42 --
Já mam verzi 1.5.2 a mam čarovný minecraft

Re: dynmap - cave
Napsal: 28 črc 2013, 14:52
od nejento
Děkujeme za informaci ale prosím neobnovuj stará témata.
//LOCK