Dynmapa

Technická podpora k herním serverům Minecraft a Tekkit
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Tomas123456
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Dynmapa

#1 Příspěvekod Tomas123456 » 02 črc 2014, 23:39

93.91.240.149:27552/

Píšem to sem už druhý x ...... -_- Kde a ako nastavím na dynmape aby dafult vzhlad bol surface a nie flat !!!! Ak mi teraz niekto odpovie budem rád ...

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Frank_ACE
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Re: Dynmapa

#2 Příspěvekod Frank_ACE » 03 črc 2014, 09:18

Dej config pluginu, do spoileru a code.

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Re: Dynmapa

#3 Příspěvekod nejento » 03 črc 2014, 13:16

Config nepotřebujeme. Dej sem worlds.txt do Code a název světů + informace, který mapy chceš zakrýt a který druhy map chceš zakrýt.
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Re: Dynmapa

#4 Příspěvekod Welton123 » 03 črc 2014, 13:30

Nejento, on ale nechce skrýt mapy :)


Pokud chceš, aby se mapa zobrazovala jako "surface" a ne jako "flat", mělo by stačit v configurations.txt jen nastavit

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# Default selection when map page is loaded
defaultzoom: 0
defaultworld: world
defaultmap: flat
# (optional) Zoom level and map to switch to when following a player, if possible
#followzoom: 3
followmap: flat


na

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# Default selection when map page is loaded
defaultzoom: 0
defaultworld: world
defaultmap: flat
# (optional) Zoom level and map to switch to when following a player, if possible
#followzoom: 3
followmap: surface
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Tomas123456
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Re: Dynmapa

#5 Příspěvekod Tomas123456 » 06 črc 2014, 08:34

takže nejento ..Svety chcem mat na dynmape všetky .... end,nether,overworld... čo sa týka tych typov map tak:
Overworld:
- Tam chcem mat len Surface + Surface v noci.... Flat & Cave tam mat nechcem
Nether:
- V nethery chcem mat len flat
End
- V ende len Surface .. flat odstranit
Worlds.txt
Spoiler: zobrazit

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# 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 shapes can be defined)
  #  # For a rectangle, the area is defined by x0, z0 to x1, z1
  #  # For a circle, the area is defined by a center at x,z with a radius 'r'
  #  visibilitylimits:
  #    - x0: -1000
  #      z0: -1000
  #      x1: 1000
  #      z1: 1000
  #    - x: -2000
  #      z: -1000
  #      r: 200
  #  # Use hiddenlimits to specifically hide portions of your world (the opposite of visibilitylimits)
  #  # For a rectangle, the area is defined by x0, z0 to x1, z1
  #  # For a circle, the area is defined by a center at x,z with a radius 'r'
  #  hiddenlimits:
  #    - x0: 100
  #      z0: 0
  #      x1: 200
  #      z1: 0
  #    - x: -2000
  #      z: -1000
  #      r: 200
  #  # 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 '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
  worlds:
  - name: Survival_Svet
    title: "Survival"
    enabled: true
  - name: Survival_Svet_nether
    title: "Nether"
    enabled: true
  - name: Survival_Svet_the_end
    title: "The End"
    enabled: true

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Re: Dynmapa

#6 Příspěvekod nejento » 06 črc 2014, 12:19

[code=yaml file=worlds.txt]# 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 shapes can be defined)
# # For a rectangle, the area is defined by x0, z0 to x1, z1
# # For a circle, the area is defined by a center at x,z with a radius 'r'
# visibilitylimits:
# - x0: -1000
# z0: -1000
# x1: 1000
# z1: 1000
# - x: -2000
# z: -1000
# r: 200
# # Use hiddenlimits to specifically hide portions of your world (the opposite of visibilitylimits)
# # For a rectangle, the area is defined by x0, z0 to x1, z1
# # For a circle, the area is defined by a center at x,z with a radius 'r'
# hiddenlimits:
# - x0: 100
# z0: 0
# x1: 200
# z1: 0
# - x: -2000
# z: -1000
# r: 200
# # 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 '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
worlds:
- name: Survival_Svet
title: "Survival"
enabled: true
maps:
- class: org.dynmap.hdmap.HDMap
name: prostorovaden
title: "Prostorová - den"
prefix: pd
perspective: iso_SE_30_vlowres
shader: stdtexture
lighting: shadows
mapzoomin: 1
icon: "images/block_surface.png"

- class: org.dynmap.hdmap.HDMap
name: prostorovanoc
title: "Prostorová - noc"
prefix: pn
perspective: iso_SE_30_vlowres
shader: stdtexture
lighting: brightnight
mapzoomin: 1
icon: "images/block_surface.png"

- name: Survival_Svet_nether
title: "Nether"
enabled: true
maps:
- class: org.dynmap.hdmap.HDMap
name: plochastridani
title: "Plochá"
prefix: flat
perspective: iso_S_90_vlowres
shader: stdtexture
lighting: nethershadows
mapzoomin: 1

- name: Survival_Svet_the_end
title: "The End"
enabled: true
maps:
- class: org.dynmap.hdmap.HDMap
name: endprostorova
title: "Prostorová"
prefix: ep
perspective: iso_SE_30_vlowres
shader: stdtexture
lighting: brightnight
mapzoomin: 1[/code]

Pokud by tam náhodou chyběly ikonky u těch map, tak napiš.
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Tomas123456
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Re: Dynmapa

#7 Příspěvekod Tomas123456 » 06 črc 2014, 13:56

worlds.txt som stiahol cez ftp hodil do složky dynmap ..samozrejme že som ten starý worlds.txt nahradil tým čo si mi poslal potom som reštartoval server ale nič sa na tej mape nezmenilo :(

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Re: Dynmapa

#8 Příspěvekod nejento » 06 črc 2014, 15:40

Smaž ve složce web složku tiles a potom nech mapu celou znovu /dynmap fullrender
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Re: Dynmapa

#9 Příspěvekod Tomas123456 » 08 črc 2014, 08:39

Aj tak to nejde :(

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Re: Dynmapa

#10 Příspěvekod nejento » 08 črc 2014, 14:13

Tak sem dej configuration.txt.
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