the only thing I can think of is his Dynmap Modscrapper, you load it into your modpack (or whatever modded client you use) and you load up a world and enter that world, after it's fully loaded you exit the game completly and mode the modscrapper file that was generated and move it to a custom textures folder in dynmap.
it's not perfect by any means but apparently it helps to render modded blocks.
I was under the impression that the modscrapper doesnt work for anything past 1.7. I'll see what happens, though.
Overall though, I seem to have figured it out. The -models.txt and -texture.txt files in the dynmap/renderdata/ folder are still expecting the block IDs to be defined in config files. (not a thing since 1.8 or so, right) So manually replacing the mod's renderdata file with the correct blockID number for my server correct this issue.
But that '403' will be different for every mod pack.
The big giant crappy part is the fact that if I update ONE mod that has a new block I may induce a cascading block ID number change. I would then have to go though and redefine all the IDs again.
I'm now in search of an easier way. I assume that "%" In "%dreamwood" is supposed to parse the current block ID# but just doesn't work. If I can only figure out the syntax that WOULD work....
I'm not sure if Dynmap has a specific file location option, but if it doesn't you could try putting your Dynmap folder(s) on the second drive and then creating a symbolic link to them on the first drive in your server folder.
A symbolic link is like an advanced folder shortcut, so to Windows it looks no different than a regular folder.
To quote the Howto Geek article:
"For example, let’s say you have a program that needs its files at C:\Program. You’d really like to store this directory at D:\Stuff, but the program requires that its files be at C:\Program. You could move the original directory from C:\Program to D:\Stuff, and then create a symbolic link at C:\Program pointing to D:\Stuff. When you relaunch the program, it will try to access its directory at C:\Program. Windows will automatically redirect it to D:\Stuff, and everything will just work as if it were in C:\Program."
Rollback Post to RevisionRollBack
You may want to read my post while you still can, some of them have been randomly disappearing lately *cough*
Quote or reply my post if you expect a response, thanks!
you could try changing the default port number for dynmap in it's config file and redirecting that way, other than that there's nothing you can do as far as I know.
After doing /dynmap webregister and entering the information on the login / register webpage nothing happens when I click register.
Nothing happens at all. I've also tried logging in with the ID and password after clicking register and I get "Login Failed"
I've tried doing this both on my home network as well as from a different IP (just to make sure it wasn't throwing out requests from localhost), same problem. Everything about dynmap works except for the webchat login.
I'm running an internal web server (I think, it's the one that uses org.dynmap.InternalClientUpdateComponent).
Versions are Dynmap 2.5-SNAPSHOT-2083 (same problem was happening on 2.4, upgrading had no effect) with Forge 1.11.2-13.20.0.2227 using SpongeForge 1.11.2-2226-6.0.0-BETA-2129
Edit: I'm also having the same rendering issue floomat is having:
it's like only the blockupdate trigger is being used. I have the chunkpopulate and chunkgenerate triggers on, but it seems like they aren't working reliably...
Ran into an issue when updating to 2.4, probably on my side but I'd like some help if possible.
When running the server, when it starts to render images, it throws the error(s):
[15:46:38 WARN]: java.lang.ArrayIndexOutOfBoundsException
[15:46:38 WARN]: at java.lang.System.arraycopy(Native Method)
[15:46:38 WARN]: at org.dynmap.hdmap.TexturePack.copySubimageFromImage(TexturePack.java:878)
[15:46:38 WARN]: at org.dynmap.hdmap.TexturePack.makeShulkerSideImage(TexturePack.java:1074)
[15:46:38 WARN]: at org.dynmap.hdmap.TexturePack.patchShulkerImages(TexturePack.java:1104)
[15:46:38 WARN]: at org.dynmap.hdmap.TexturePack.processDynamicImage(TexturePack.java:1344)
[15:46:38 WARN]: at org.dynmap.hdmap.TexturePack.<init>(TexturePack.java:852)
[15:46:38 WARN]: at org.dynmap.hdmap.TexturePack.getTexturePack(TexturePack.java:683)
[15:46:38 WARN]: at org.dynmap.hdmap.TexturePackHDShader.getTexturePack(TexturePackHDShader.java:57)
[15:46:38 WARN]: at org.dynmap.hdmap.TexturePackHDShader.access$000(TexturePackHDShader.java:22)
[15:46:38 WARN]: at org.dynmap.hdmap.TexturePackHDShader$ShaderState.<init>(TexturePackHDShader.java:128)
[15:46:38 WARN]: at org.dynmap.hdmap.TexturePackHDShader.getStateInstance(TexturePackHDShader.java:323)
[15:46:38 WARN]: at org.dynmap.hdmap.HDMapManager.getShaderStateForTile(HDMapManager.java:136)
[15:46:38 WARN]: at org.dynmap.hdmap.IsoHDPerspective.render(IsoHDPerspective.java:1088)
[15:46:38 WARN]: at org.dynmap.hdmap.HDMapTile.render(HDMapTile.java:79)
[15:46:38 WARN]: at org.dynmap.MapManager$FullWorldRenderState.processTile(MapManager.java:700)
[15:46:38 WARN]: at org.dynmap.MapManager$FullWorldRenderState.run(MapManager.java:641)
[15:46:38 WARN]: at org.dynmap.MapManager$DynmapScheduledThreadPoolExecutor$1.run(MapManager.java:190)
[15:46:38 WARN]: at org.dynmap.MapManager$DynmapScheduledThreadPoolExecutor$2.run(MapManager.java:206)
[15:46:38 WARN]: at java.util.concurrent.Executors$RunnableAdapter.call(Executors.java:511)
[15:46:38 WARN]: at java.util.concurrent.FutureTask.run(FutureTask.java:266)
[15:46:38 WARN]: at java.util.concurrent.ScheduledThreadPoolExecutor$ScheduledFutureTask.access$201(ScheduledThreadPoolExecutor.java:180)
[15:46:38 WARN]: at java.util.concurrent.ScheduledThreadPoolExecutor$ScheduledFutureTask.run(ScheduledThreadPoolExecutor.java:293)
[15:46:38 WARN]: at java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1142)
[15:46:38 WARN]: at java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:617)
[15:46:38 WARN]: at java.lang.Thread.run(Thread.java:745)
and fails to render images. The permissions on my ubuntu server box setup as a standalone webserver seem to be right:
...and the configuration file has been unchanged since it last worked. Any idea of what the issue could be? I've been stressing over this pretty much all day today and have yet to figure out the reasoning.
Thank you.
-Chewy
EDIT: I got it working. Switched the texture pack to a smaller size and all seems to be working.
Now I'm running into a different problem. I got dynmap working, however, it's not rendering the texturepack I setup in the shaders.txt file (SimplySharp). It just renders it in the default Minecraft textures. Is this texture pack not supported or do I need to do something else besides the shaders.txt file? I put it to my old texture pack (ChromaHills) and it rendered it fine, it's just not rendering this one texture pack (SimplySharp). I've tried all the different sizes, but am using the 32x pack right now, as it seems that's the recommended size.
I can see that dynmap is creating the .png tiles in the web/tiles directory, but for some reason they're not showing up on localhost:8123. I'm using minecraft 1.6.4 with Dynmap-*-forge-1.6.4.jar for what that's worth.
Ok so, I think I've either misunderstood something or... frankly I dunno... seems like I have to have misunderstood something.
What... _exactly_ does boostzoom do in a map declaration?
The reason I ask is I have an isometric iso_SE_30_hires perspective map and, as you can guess, there is a lot of aliasing on the edges of blocks at high zoom levels. Also the textures are quite pixelated.
I happen to have a mountain of CPU resources to spare so I thought I'd tinker with boostzoom and see what happened. Well... nothing happened. I can tell exactly no difference between boostzoom and mapzoomin. They appear to work exactly the same and have exactly the same effect. I even setup a 512px texture pack to see what affect that would have. Looks better... but still no difference between boostzoom and mapzoomin.
details:
CraftBukkit version git-Spigot-65a0347-a552117 (MC: 1.11.2) (Implementing API version 1.11.2-R0.1-SNAPSHOT)
Dynmap version: core=2.4-2082, plugin=2.4-1148
External HTTPd: Apache 2.4.7
SQL data store: MariaDB 5.5.54
configuration.txt
# All paths in this configuration file are relative to Dynmap's data-folder: minecraft_server/plugins/dynmap/
# All map templates are defined in the templates directory
# To use the HDMap very-low-res (2 ppb) map templates as world defaults, set value to vlowres
# The definitions of these templates are in normal-vlowres.txt, nether-vlowres.txt, and the_end-vlowres.txt
# To use the HDMap low-res (4 ppb) map templates as world defaults, set value to lowres
# The definitions of these templates are in normal-lowres.txt, nether-lowres.txt, and the_end-lowres.txt
# To use the HDMap hi-res (16 ppb) map templates (these can take a VERY long time for initial fullrender), set value to hires
# The definitions of these templates are in normal-hires.txt, nether-hires.txt, and the_end-hires.txt
# To use the HDMap low-res (4 ppb) map templates, with support for boosting resolution selectively to hi-res (16 ppb), set value to low_boost_hi
# The definitions of these templates are in normal-low_boost_hi.txt, nether-low_boost_hi.txt, and the_end-low_boost_hi.txt
# To use the HDMap hi-res (16 ppb) map templates, with support for boosting resolution selectively to vhi-res (32 ppb), set value to hi_boost_vhi
# The definitions of these templates are in normal-hi_boost_vhi.txt, nether-hi_boost_vhi.txt, and the_end-hi_boost_vhi.txt
# To use the HDMap hi-res (16 ppb) map templates, with support for boosting resolution selectively to xhi-res (64 ppb), set value to hi_boost_xhi
# The definitions of these templates are in normal-hi_boost_xhi.txt, nether-hi_boost_xhi.txt, and the_end-hi_boost_xhi.txt
deftemplatesuffix: hi_boost_xhi_custom
# Map storage scheme: only uncomment one 'type' value
# filetree: classic and default scheme: tree of files, with all map data under the directory indicated by 'tilespath' setting
# sqlite: single SQLite database file (this can get VERY BIG), located at 'dbfile' setting (default is file dynmap.db in data directory)
# mysql: MySQL database, at hostname:port in database, accessed via userid with password
storage:
# Filetree storage (standard tree of image files for maps)
#type: filetree
# SQLite db for map storage (uses dbfile as storage location)
#type: sqlite
#dbfile: dynmap.db
# MySQL DB for map storage (at 'hostname':'port' in database 'database' using user 'userid' password 'password' and table prefix 'prefix'
type: mysql
hostname: localhost
port: 3306
database: <censored>
userid: <censored>
password: <censored>
prefix: "dynmap_"
components:
- class: org.dynmap.ClientConfigurationComponent
#- class: org.dynmap.InternalClientUpdateComponent
# sendhealth: true
# sendposition: true
# allowwebchat: false
# webchat-interval: 5
# hidewebchatip: true
# trustclientname: false
# includehiddenplayers: true
# # (optional) if true, color codes in player display names are used
# use-name-colors: false
# # (optional) if true, player login IDs will be used for web chat when their IPs match
# use-player-login-ip: true
# # (optional) if use-player-login-ip is true, setting this to true will cause chat messages not matching a known player IP to be ignored
# require-player-login-ip: true
# # (optional) block player login IDs that are banned from chatting
# block-banned-player-chat: true
# # Require login for web-to-server chat (requires login-enabled: true)
# webchat-requires-login: true
# # If set to true, users must have dynmap.webchat permission in order to chat
# webchat-permissions: true
# # Limit length of single chat messages
# chatlengthlimit: 256
# # Optional - make players hidden when they are inside/underground/in shadows (#=light level: 0=full shadow,15=sky)
# hideifshadow: 4
# # Optional - make player hidden when they are under cover (#=sky light level,0=underground,15=open to sky)
# hideifundercover: 14
# # (Optional) if true, players that are crouching/sneaking will be hidden
# hideifsneaking: false
# # If true, player positions/status is protected (login with ID with dynmap.playermarkers.seeall permission required for info other than self)
# protected-player-info: true
# # If true, hide players with invisibility potion effects active
# hide-if-invisiblity-potion: false
# # If true, player names are not shown on map, chat, list
# hidenames: false
- class: org.dynmap.JsonFileClientUpdateComponent
writeinterval: 1
sendhealth: true
sendposition: true
allowwebchat: false
webchat-interval: 5
hidewebchatip: false
includehiddenplayers: true
use-name-colors: false
use-player-login-ip: false
require-player-login-ip: false
block-banned-player-chat: true
# hideifshadow: 0
# hideifundercover: 0
# hideifsneaking: false
# Require login for web-to-server chat (requires login-enabled: true)
webchat-requires-login: false
# If set to true, users must have dynmap.webchat permission in order to chat
webchat-permissions: false
# Limit length of single chat messages
chatlengthlimit: 256
protected-player-info: true
hide-if-invisiblity-potion: true
hidenames: false
- class: org.dynmap.SimpleWebChatComponent
allowchat: false
# If true, web UI users can supply name for chat using 'playername' URL parameter. 'trustclientname' must also be set true.
allowurlname: false
# Note: this component is needed for the dmarker commands, and for the Marker API to be available to other plugins
- class: org.dynmap.MarkersComponent
type: markers
showlabel: false
enablesigns: true
# Default marker set for sign markers
default-sign-set: markers
# (optional) add spawn point markers to standard marker layer
showspawn: true
spawnicon: world
spawnlabel: "Spawn"
# (optional) layer for showing offline player's positions (for 'maxofflinetime' minutes after logoff)
showofflineplayers: false
offlinelabel: "Offline"
offlineicon: offlineuser
offlinehidebydefault: true
offlineminzoom: 0
maxofflinetime: 30
# (optional) layer for showing player's spawn beds
showspawnbeds: false
spawnbedlabel: "Spawn Beds"
spawnbedicon: bed
spawnbedhidebydefault: true
spawnbedminzoom: 0
spawnbedformat: "%name%'s bed"
# (optional) show world border (vanilla 1.8+)
showworldborder: true
#- class: org.dynmap.ClientComponent
# type: chat
# allowurlname: false
#- class: org.dynmap.ClientComponent
# type: chatballoon
# focuschatballoons: false
#- class: org.dynmap.ClientComponent
# type: chatbox
# showplayerfaces: true
# messagettl: 5
# # Optional: set number of lines in scrollable message history: if set, messagettl is not used to age out messages
# #scrollback: 100
# # Optiona; set maximum number of lines visible for chatbox
# #visiblelines: 10
# # Optional: send push button
# sendbutton: false
- class: org.dynmap.ClientComponent
type: playermarkers
showplayerfaces: true
showplayerhealth: true
# If true, show player body too (only valid if showplayerfaces=true
showplayerbody: false
# Option to make player faces small - don't use with showplayerhealth
smallplayerfaces: false
# Optional - make player faces layer hidden by default
hidebydefault: false
# Optional - ordering priority in layer menu (low goes before high - default is 0)
layerprio: 100
# Optional - label for player marker layer (default is 'Players')
label: "P"
#- class: org.dynmap.ClientComponent
# type: digitalclock
- class: org.dynmap.ClientComponent
type: link
- class: org.dynmap.ClientComponent
type: timeofdayclock
showdigitalclock: true
showweather: true
# Mouse pointer world coordinate display
- class: org.dynmap.ClientComponent
type: coord
label: "Coordinates Under Cursor"
hidey: false
show-mcr: false
# Note: more than one logo component can be defined
#- class: org.dynmap.ClientComponent
# type: logo
# text: "Dynmap"
# #logourl: "images/block_surface.png"
# linkurl: "http://forums.bukkit.org/threads/dynmap.489/"
# # Valid positions: top-left, top-right, bottom-left, bottom-right
# position: bottom-right
#- class: org.dynmap.ClientComponent
# type: inactive
# timeout: 1800 # in seconds (1800 seconds = 30 minutes)
# redirecturl: inactive.html
# #showmessage: 'You were inactive for too long.'
#- class: org.dynmap.TestComponent
# stuff: "This is some configuration-value"
# Treat hiddenplayers.txt as a whitelist for players to be shown on the map? (Default false)
display-whitelist: false
# How often a tile gets rendered (in seconds).
renderinterval: 0.5
# How many tiles on update queue before accelerate render interval
renderacceleratethreshold: 60
# How often to render tiles when backlog is above renderacceleratethreshold
renderaccelerateinterval: 0.1
# How many update tiles to work on at once (if not defined, default is 1/2 the number of cores)
tiles-rendered-at-once: 8
# If true, use normal priority threads for rendering (versus low priority) - this can keep rendering
# from starving on busy Windows boxes (Linux JVMs pretty much ignore thread priority), but may result
# in more competition for CPU resources with other processes
usenormalthreadpriority: true
# Save and restore pending tile renders - prevents their loss on server shutdown or /reload
saverestorepending: true
# Save period for pending jobs (in seconds): periodic saving for crash recovery of jobs
save-pending-period: 900
# Zoom-out tile update period - how often to scan for and process tile updates into zoom-out tiles (in seconds)
zoomoutperiod: 30
# Control whether zoom out tiles are validated on startup (can be needed if zoomout processing is interrupted, but can be expensive on large maps)
initial-zoomout-validate: true
# 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). Values can
# also be set on individual worlds and individual maps.
tileupdatedelay: 60
# Tile hashing is used to minimize tile file updates when no changes have occurred - set to false to disable
enabletilehash: true
# Optional - hide ores: render as normal stone (so that they aren't revealed by maps)
hideores: false
# Optional - enabled BetterGrass style rendering of grass and snow block sides
better-grass: true
# Optional - enable smooth lighting by default on all maps supporting it (can be set per map as lighting option)
smooth-lighting: true
# Optional - use world provider lighting table (good for custom worlds with custom lighting curves, like nether)
# false=classic Dynmap lighting curve
use-brightness-table: true
# Optional - render specific block IDs using the texures and models of another block ID: can be used to hide/disguise specific
# blocks (e.g. make ores look like stone, hide chests) or to provide simple support for rendering unsupported custom blocks
block-id-alias:
# "168": 9
# "169": 9
# "14": 1
# "15": 1
# "16": 1
# Default image format for HDMaps (png, jpg, jpg-q75, jpg-q80, jpg-q85, jpg-q90, jpg-q95, jpg-q100)
# Has no effect on maps with explicit format settings
image-format: png
# use-generated-textures: if true, use generated textures (same as client); false is static water/lava textures
# correct-water-lighting: if true, use corrected water lighting (same as client); false is legacy water (darker)
# transparent-leaves: if true, leaves are transparent (lighting-wise): false is needed for some Spout versions that break lighting on leaf blocks
use-generated-textures: true
correct-water-lighting: true
transparent-leaves: true
# ctm-support: if true, Connected Texture Mod (CTM) in texture packs is enabled (default)
ctm-support: true
# custom-colors-support: if true, Custom Colors in texture packs is enabled (default)
custom-colors-support: true
# Control loading of player faces (if set to false, skins are never fetched)
fetchskins: true
# Control updating of player faces, once loaded (if faces are being managed by other apps or manually)
#refreshskins: false
# Customize URL used for fetching player skins (%player% is macro for name)
skin-url: "http://skins.minecraft.net/MinecraftSkins/%player%.png"
# Control behavior for new (1.0+) compass orientation (sunrise moved 90 degrees: east is now what used to be south)
# default is 'newrose' (preserve pre-1.0 maps, rotate rose)
# 'newnorth' is used to rotate maps and rose (requires fullrender of any HDMap map - same as 'newrose' for FlatMap or KzedMap)
compass-mode: newnorth
render-triggers:
#- playermove
#- playerjoin
- blockplaced
- blockbreak
- leavesdecay
- blockburn
- chunkgenerated
- blockformed
- blockfaded
- blockspread
- pistonmoved
- explosion
#- blockfromto
#- blockphysics
- structuregrow
- blockgrow
#- blockredstone
# Title for the web page - if not specified, defaults to the server's name (unless it is the default of 'Unknown Server')
#webpage-title: "My Awesome Server Map"
# The path where the tile-files are placed.
tilespath: ../../data/dynmap/web/tiles
# The path where the web-files are located.
webpath: ../../data/dynmap/web
# The path were the /dynmapexp command exports OBJ ZIP files
exportpath: ../../data/dynmap/export
# The network-interface the webserver will bind to (0.0.0.0 for all interfaces, 127.0.0.1 for only local access).
# If not set, uses same setting as server in server.properties (or 0.0.0.0 if not specified)
#webserver-bindaddress: 0.0.0.0
# The TCP-port the webserver will listen on.
webserver-port: 8123
# Maximum concurrent session on internal web server - limits resources used in Bukkit server
max-sessions: 30
# Disables Webserver portion of Dynmap (Advanced users only)
disable-webserver: false
# Enable/disable having the web server allow symbolic links (true=compatible with existing code, false=more secure (default))
allow-symlinks: true
# Enable login support
login-enabled: true
# Require login to access website (requires login-enabled: true)
login-required: false
# Period between tile renders for fullrender, in seconds (non-zero to pace fullrenders, lessen CPU load)
timesliceinterval: 0.1
# Maximum chunk loads per server tick (1/20th of a second) - reducing this below 90 will impact render performance, but also will reduce server thread load
maxchunkspertick: 200
# Progress report interval for fullrender/radiusrender, in tiles. Must be 100 or greater
progressloginterval: 1000
# Parallel fullrender: if defined, number of concurrent threads used for fullrender or radiusrender
# Note: setting this will result in much more intensive CPU use, some additional memory use. Caution should be used when
# setting this to equal or exceed the number of physical cores on the system.
parallelrendercnt: 16
# Interval the browser should poll for updates.
updaterate: 2000
# If nonzero, server will pause fullrender/radiusrender processing when 'fullrenderplayerlimit' or more users are logged in
fullrenderplayerlimit: 5
# If nonzero, server will pause update render processing when 'updateplayerlimit' or more users are logged in
updateplayerlimit: 0
# Target limit on server thread use - msec per tick
per-tick-time-limit: 50
# If TPS of server is below this setting, update renders processing is paused
update-min-tps: 18.0
# If TPS of server is below this setting, full/radius renders processing is paused
fullrender-min-tps: 18.0
# If TPS of server is below this setting, zoom out processing is paused
zoomout-min-tps: 18.0
showplayerfacesinmenu: false
# Control whether players that are hidden or not on current map are grayed out (true=yes)
grayplayerswhenhidden: false
# Use player permissions to order player list: first to last, players are ordered by first permission listed that they have
# That is, anyone with first listed permission goes before anyone with second, etc, with users with none of the nodes going last
player-sort-permission-nodes:
- dynmap.playermarkers.seeall
# Set sidebaropened: 'true' to pin menu sidebar opened permanently, 'pinned' to default the sidebar to pinned, but allow it to unpin
sidebaropened: pinned
# Customized HTTP response headers - add 'id: value' pairs to all HTTP response headers (internal web server only)
#http-response-headers:
# Access-Control-Allow-Origin: "my-domain.com"
# X-Custom-Header-Of-Mine: "MyHeaderValue"
# Trusted proxies for web server - which proxy addresses are trusted to supply valid X-Forwarded-For fields
trusted-proxies:
- "127.0.0.1"
- "0:0:0:0:0:0:0:1"
# Join/quit message format for web chat: set to "" to disable notice on web UI
joinmessage: "%playername% joined"
quitmessage: "%playername% quit"
spammessage: "You may only chat once every %interval% seconds."
# format for messages from web: %playername% substitutes sender ID (typically IP), %message% includes text
webmsgformat: "&color;2[WEB] %playername%: &color;f%message%"
# Control whether layer control is presented on the UI (default is true)
showlayercontrol: true
# Enable checking for banned IPs via banned-ips.txt (internal web server only)
check-banned-ips: true
# Default selection when map page is loaded
defaultzoom: 0
defaultworld: scrapyard
defaultmap: "Top Down"
# (optional) Zoom level and map to switch to when following a player, if possible
#followzoom: 3
#followmap: surface
# If true, make persistent record of IP addresses used by player logins, to support web IP to player matching
persist-ids-by-ip: true
# If true, map text to cyrillic
cyrillic-support: false
# If true, coordinates will be rounded
round-coordinates: true
# Messages to customize
msg:
maptypes: "Map Types"
players: "Players"
chatrequireslogin: "Chat Requires Login"
chatnotallowed: "You are not permitted to send chat messages"
hiddennamejoin: "Player joined"
hiddennamequit: "Player quit"
# URL for client configuration (only need to be tailored for proxies or other non-standard configurations)
url:
# configuration URL
#configuration: "up/configuration"
# update URL
#update: "up/world/{world}/{timestamp}"
# sendmessage URL
#sendmessage: "up/sendmessage"
# login URL
#login: "up/login"
# register URL
#register: "up/register"
# tiles base URL
#tiles: "tiles/"
# markers base URL
#markers: "tiles/"
# Spout support controls
spout:
# If false, ignore spout even if detected
enabled: true
# If true, previously loaded textures will be assumed to still be valid (faster startup, but
# can result in stale textures if originals are updated - delete files in texturepacks/standard/spoout
# to clean cached textures and force reload on next startup)
use-existing-textures: true
# Customization commands - allows scripts to be run before/after certain events
custom-commands:
image-updates:
# Command run just before any image file is written or updated: run with single parameter with fully qualified file name
preupdatecommand: ""
# Command run just after any image file is written or updated: run with single parameter with fully qualified file name
postupdatecommand: ""
# Snapshot cache size, in chunks
snapshotcachesize: 500
# Snapshot cache uses soft references (true), else weak references (false)
soft-ref-cache: true
# Set to true to enable verbose startup messages - can help with debugging map configuration problems
# Set to false for a much quieter startup log
verbose: false
# Enables debugging.
#debuggers:
# - class: org.dynmap.debug.LogDebugger
# Debug: dump blocks missing render data
dump-missing-blocks: false
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:
- name: scrapyard
title: "The Scrapyard"
enabled: true
- name: creative
title: "Creation"
enabled: true
- name: scrapyard_nether
title: "The Nether"
enabled: true
- name: scrapyard_the_end
title: "The End"
enabled: true
- name: testworld
title: "Testing World"
enabled: false
custom-shaders.txt:
# The user is free to add new and custom shaders here, including replacements for standard ones
# Dynmap's install will not overwrite it
shaders:
# Texture pack based shader for R3DCraft Textures @ 64x
- class: org.dynmap.hdmap.TexturePackHDShader
name: r3d64tex
texturepack: R3DCRAFT-64.zip
# Texture pack based shader for R3DCraft Textures @ 512x
- class: org.dynmap.hdmap.TexturePackHDShader
name: r3d512tex
texturepack: R3DCRAFT512.zip
# Cave view shader with only lit areas and no soft blocks
- class: org.dynmap.hdmap.CaveHDShader
name: lit-cave-noplants
onlyiflit: true
hiddenids: [ 6, 17, 18, 31, 32, 37, 38, 39, 40, 50, 55, 78, 81, 83, 86, 99, 100, 103, 104, 105, 111, 115 ]
# R3DCraft texture @ 64x cave view shader
- class: org.dynmap.hdmap.TexturePackHDCaveShader
name: r3d64tex-cave
texturepack: R3DCRAFT-64.zip
max-sky-light: 0
min-emitted-light: 1
# R3DCraft texture @ 512x cave view shader
- class: org.dynmap.hdmap.TexturePackHDCaveShader
name: r3d512tex-cave
texturepack: R3DCRAFT512.zip
max-sky-light: 0
min-emitted-light: 1
- class: org.dynmap.hdmap.DefaultHDShader
name: biome-amidst
colorscheme: amidst
biomecolored: biome
# Topological map shader (hide plants and other soft features)
- class: org.dynmap.hdmap.TopoHDShader
name: topo256-custom
color255: "#FF00FF"
color206: "#660066"
color205: "#ff0000"
color158: "#660000"
color157: "#ffff00"
color110: "#666600"
color109: "#00ff00"
color62: "#006600"
color61: "#808080"
color24: "#1a1a1a"
color18: "#0d0d0d"
color0: "#000000"
#linecolor: "#000000"
watercolor: "#0000FF"
wateralpha: 0.5
hiddenids: [ 6, 17, 18, 31, 32, 37, 38, 39, 40, 50, 55, 78, 81, 83, 86, 99, 100, 103, 104, 105, 111, 115, 161, 162, 168, 169, 174 ]
Hi there! I was wondering if someone here would be able to help me get started rendering some custom blocks on the modpack my friends and I play on. We're having trouble getting Et Futurum Grass Paths to show up, as well as Carpenter's Blocks. Carpenter's Blocks would be super tricky, I imagine - given that they are one block that can show the appearance of any other block, but Et Futurum Grass Path's shouldn't be too difficult, right?
I imagine what I need to do is give it the same render as soul sand (since it's not a full height block) and then use the same texture definition method as grass, since it is pretty much the same thing. I can't quite figure out how to do this though, and ModScraper doesn't seem to care for it at all - however I have meddled around and tried to render it as just a normal block with no special texturing.
I thought I would share this, as I haven't seen this done on any of the servers I found while re-evaluating dynmap. I wasn't able to find a live 3D google map that I thought was better, even after these 5+ years. So, I thought I would look at giving the page a fresher look by updating the icons.
I'm not sure if many realize, but in the configuration.txt you can enable a logo and link on the map. Some free icons from map icons collection, some gimp editing to reduce the canvas size to 32x32, some excel copy paste, gimp resizing of the final image, and you end up with a nice map key that players can click. In this case, it sends them to a wiki page for our private server that tells them what to type on a sign to add the custom icons. Also, I have one really amazing builder. Our whole world doesn't look as good as the image above.
Edit: The Key looks great on a large monitor, but on a smaller laptop it blocks the location controls. I'm wondering if there is an easy fix to limit height of the logo by %, or if it is possible to add a second column to the sidebar and have it slide out along with the worlds (when unpinned). Anyone have any suggestions?
I am using Dynmap 2.4 on Spigot 1.11.2 with default textures. I have noticed that wood buttons are rendered as oak planks and stone buttons are rendered as stone. Is there a way to fix this?
I'm hoping I could get an answer this small problem I'm having here. I would really appreciate it.
Basically, I have a local Minecraft server with Dynmap installed, and working, which is obviously visible on http://localhost:8123.
However, Dynmap is not storing the data on my computer. I connected it to an SQL database that I own with Hostgator (a web-hosting company).
Now, here's what I am trying to do: I am trying to get my friends to view my Dynmap. So I basically need to get Dynmap to work on my web-host (the same web-host with the SQL database). So my friends can basically go to http://dynmap.myhostedwebsite.com/. I am not sure how to do that. (by the way, I DO have access to the FTP web-host).
I just would like to say, this plugin is absolutely amazing. It's truly impressive how you have maintained it for all these years. Anyhow, thanks.
the only thing I can think of is his Dynmap Modscrapper, you load it into your modpack (or whatever modded client you use) and you load up a world and enter that world, after it's fully loaded you exit the game completly and mode the modscrapper file that was generated and move it to a custom textures folder in dynmap.
it's not perfect by any means but apparently it helps to render modded blocks.
Check out The Valley! My own Server and Modpacks!
Forum: http://thevalley.guildtag.com/
Discord: https://discordapp.com/invite/mx9GCDQ
The Valley 1.7.10 is available on Technic here:The Valley 1.7.10 -> Curseforge External link HERE
The Valley 1.12.2 is available on Curseforge here: The Valley 1.12.2
The Valley 1.20.2 is available at this IP: thevalley.noip.me:25567 (NOW BEDROCK COMPATIBLE!)
I was under the impression that the modscrapper doesnt work for anything past 1.7. I'll see what happens, though.
Overall though, I seem to have figured it out. The -models.txt and -texture.txt files in the dynmap/renderdata/ folder are still expecting the block IDs to be defined in config files. (not a thing since 1.8 or so, right) So manually replacing the mod's renderdata file with the correct blockID number for my server correct this issue.
But that '403' will be different for every mod pack.
The big giant crappy part is the fact that if I update ONE mod that has a new block I may induce a cascading block ID number change. I would then have to go though and redefine all the IDs again.
I'm now in search of an easier way. I assume that "%" In "%dreamwood" is supposed to parse the current block ID# but just doesn't work. If I can only figure out the syntax that WOULD work....
Hello!
Could you tell me how should I get such location titles:
https://map.wynncraft.com/#/-1583/64/-1636/min/0/0
I'm going to use towny, but some massive locations I want to label that way.
And also I want to now how to make theese markers\guild territory selectors logic and how to get rid off side-bar (map-type, worlds selector and etc.)
I'm using 1.8.8
Does anyone know if its possible to get dynmap to have the render files on a 2nd SSD?
Like, one SSD for the server plugins etc and a second one to store the render files?
I'm not sure if Dynmap has a specific file location option, but if it doesn't you could try putting your Dynmap folder(s) on the second drive and then creating a symbolic link to them on the first drive in your server folder.
A symbolic link is like an advanced folder shortcut, so to Windows it looks no different than a regular folder.
To quote the Howto Geek article:
"For example, let’s say you have a program that needs its files at C:\Program. You’d really like to store this directory at D:\Stuff, but the program requires that its files be at C:\Program. You could move the original directory from C:\Program to D:\Stuff, and then create a symbolic link at C:\Program pointing to D:\Stuff. When you relaunch the program, it will try to access its directory at C:\Program. Windows will automatically redirect it to D:\Stuff, and everything will just work as if it were in C:\Program."
You may want to read my post while you still can, some of them have been randomly disappearing lately *cough*
Yes, it should be possible. There is a config option in configuration.txt called tilespath. They can also be stored in a MySQL DB.
Just don't render the maps you don't need.
you could try changing the default port number for dynmap in it's config file and redirecting that way, other than that there's nothing you can do as far as I know.
Check out The Valley! My own Server and Modpacks!
Forum: http://thevalley.guildtag.com/
Discord: https://discordapp.com/invite/mx9GCDQ
The Valley 1.7.10 is available on Technic here:The Valley 1.7.10 -> Curseforge External link HERE
The Valley 1.12.2 is available on Curseforge here: The Valley 1.12.2
The Valley 1.20.2 is available at this IP: thevalley.noip.me:25567 (NOW BEDROCK COMPATIBLE!)
Is there / will there ever be a Dynmap Forge for 1.11.2?
If no, are there reliable ports somewhere? Is Dynmap abandoned? Are there any alternatives to Dynmap?
The reason I ask is because I use SpongeForge. Google hasn't been a consistent source of information, but I did try.
You may want to read my post while you still can, some of them have been randomly disappearing lately *cough*
**** Dynmap v2.4 Releases ****
Reposting this from elsewhere,
After doing /dynmap webregister and entering the information on the login / register webpage nothing happens when I click register.
Nothing happens at all. I've also tried logging in with the ID and password after clicking register and I get "Login Failed"
I've tried doing this both on my home network as well as from a different IP (just to make sure it wasn't throwing out requests from localhost), same problem. Everything about dynmap works except for the webchat login.
I'm running an internal web server (I think, it's the one that uses org.dynmap.InternalClientUpdateComponent).
Versions are Dynmap 2.5-SNAPSHOT-2083 (same problem was happening on 2.4, upgrading had no effect) with Forge 1.11.2-13.20.0.2227 using SpongeForge 1.11.2-2226-6.0.0-BETA-2129
Edit: I'm also having the same rendering issue floomat is having:
it's like only the blockupdate trigger is being used. I have the chunkpopulate and chunkgenerate triggers on, but it seems like they aren't working reliably...
You may want to read my post while you still can, some of them have been randomly disappearing lately *cough*
Ran into an issue when updating to 2.4, probably on my side but I'd like some help if possible.
When running the server, when it starts to render images, it throws the error(s):
[15:46:38 WARN]: java.lang.ArrayIndexOutOfBoundsException
[15:46:38 WARN]: at java.lang.System.arraycopy(Native Method)
[15:46:38 WARN]: at org.dynmap.hdmap.TexturePack.copySubimageFromImage(TexturePack.java:878)
[15:46:38 WARN]: at org.dynmap.hdmap.TexturePack.makeShulkerSideImage(TexturePack.java:1074)
[15:46:38 WARN]: at org.dynmap.hdmap.TexturePack.patchShulkerImages(TexturePack.java:1104)
[15:46:38 WARN]: at org.dynmap.hdmap.TexturePack.processDynamicImage(TexturePack.java:1344)
[15:46:38 WARN]: at org.dynmap.hdmap.TexturePack.<init>(TexturePack.java:852)
[15:46:38 WARN]: at org.dynmap.hdmap.TexturePack.getTexturePack(TexturePack.java:683)
[15:46:38 WARN]: at org.dynmap.hdmap.TexturePackHDShader.getTexturePack(TexturePackHDShader.java:57)
[15:46:38 WARN]: at org.dynmap.hdmap.TexturePackHDShader.access$000(TexturePackHDShader.java:22)
[15:46:38 WARN]: at org.dynmap.hdmap.TexturePackHDShader$ShaderState.<init>(TexturePackHDShader.java:128)
[15:46:38 WARN]: at org.dynmap.hdmap.TexturePackHDShader.getStateInstance(TexturePackHDShader.java:323)
[15:46:38 WARN]: at org.dynmap.hdmap.HDMapManager.getShaderStateForTile(HDMapManager.java:136)
[15:46:38 WARN]: at org.dynmap.hdmap.IsoHDPerspective.render(IsoHDPerspective.java:1088)
[15:46:38 WARN]: at org.dynmap.hdmap.HDMapTile.render(HDMapTile.java:79)
[15:46:38 WARN]: at org.dynmap.MapManager$FullWorldRenderState.processTile(MapManager.java:700)
[15:46:38 WARN]: at org.dynmap.MapManager$FullWorldRenderState.run(MapManager.java:641)
[15:46:38 WARN]: at org.dynmap.MapManager$DynmapScheduledThreadPoolExecutor$1.run(MapManager.java:190)
[15:46:38 WARN]: at org.dynmap.MapManager$DynmapScheduledThreadPoolExecutor$2.run(MapManager.java:206)
[15:46:38 WARN]: at java.util.concurrent.Executors$RunnableAdapter.call(Executors.java:511)
[15:46:38 WARN]: at java.util.concurrent.FutureTask.run(FutureTask.java:266)
[15:46:38 WARN]: at java.util.concurrent.ScheduledThreadPoolExecutor$ScheduledFutureTask.access$201(ScheduledThreadPoolExecutor.java:180)
[15:46:38 WARN]: at java.util.concurrent.ScheduledThreadPoolExecutor$ScheduledFutureTask.run(ScheduledThreadPoolExecutor.java:293)
[15:46:38 WARN]: at java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1142)
[15:46:38 WARN]: at java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:617)
[15:46:38 WARN]: at java.lang.Thread.run(Thread.java:745)
and fails to render images. The permissions on my ubuntu server box setup as a standalone webserver seem to be right:
...and the configuration file has been unchanged since it last worked. Any idea of what the issue could be? I've been stressing over this pretty much all day today and have yet to figure out the reasoning.
Thank you.
-Chewy
EDIT: I got it working. Switched the texture pack to a smaller size and all seems to be working.
Now I'm running into a different problem. I got dynmap working, however, it's not rendering the texturepack I setup in the shaders.txt file (SimplySharp). It just renders it in the default Minecraft textures. Is this texture pack not supported or do I need to do something else besides the shaders.txt file? I put it to my old texture pack (ChromaHills) and it rendered it fine, it's just not rendering this one texture pack (SimplySharp). I've tried all the different sizes, but am using the 32x pack right now, as it seems that's the recommended size.
Thanks for any help.
-Chewy
I can see that dynmap is creating the .png tiles in the web/tiles directory, but for some reason they're not showing up on localhost:8123. I'm using minecraft 1.6.4 with Dynmap-*-forge-1.6.4.jar for what that's worth.
Ok so, I think I've either misunderstood something or... frankly I dunno... seems like I have to have misunderstood something.
What... _exactly_ does boostzoom do in a map declaration?
The reason I ask is I have an isometric iso_SE_30_hires perspective map and, as you can guess, there is a lot of aliasing on the edges of blocks at high zoom levels. Also the textures are quite pixelated.
I happen to have a mountain of CPU resources to spare so I thought I'd tinker with boostzoom and see what happened. Well... nothing happened. I can tell exactly no difference between boostzoom and mapzoomin. They appear to work exactly the same and have exactly the same effect. I even setup a 512px texture pack to see what affect that would have. Looks better... but still no difference between boostzoom and mapzoomin.
details:
CraftBukkit version git-Spigot-65a0347-a552117 (MC: 1.11.2) (Implementing API version 1.11.2-R0.1-SNAPSHOT)
Dynmap version: core=2.4-2082, plugin=2.4-1148
External HTTPd: Apache 2.4.7
SQL data store: MariaDB 5.5.54
configuration.txt
worlds.txt:
custom-shaders.txt:
normal-hi_boost_xhi_custom.txt:
nether-hi_boost_xhi_custom:
the_end-hi_boost_xhi_custom:
Hi there! I was wondering if someone here would be able to help me get started rendering some custom blocks on the modpack my friends and I play on. We're having trouble getting Et Futurum Grass Paths to show up, as well as Carpenter's Blocks. Carpenter's Blocks would be super tricky, I imagine - given that they are one block that can show the appearance of any other block, but Et Futurum Grass Path's shouldn't be too difficult, right?
I imagine what I need to do is give it the same render as soul sand (since it's not a full height block) and then use the same texture definition method as grass, since it is pretty much the same thing. I can't quite figure out how to do this though, and ModScraper doesn't seem to care for it at all - however I have meddled around and tried to render it as just a normal block with no special texturing.
Any help would be appreciated!
Is there a way to display the faction description through Dynmap-Factions?
I thought I would share this, as I haven't seen this done on any of the servers I found while re-evaluating dynmap. I wasn't able to find a live 3D google map that I thought was better, even after these 5+ years. So, I thought I would look at giving the page a fresher look by updating the icons.
I'm not sure if many realize, but in the configuration.txt you can enable a logo and link on the map. Some free icons from map icons collection, some gimp editing to reduce the canvas size to 32x32, some excel copy paste, gimp resizing of the final image, and you end up with a nice map key that players can click. In this case, it sends them to a wiki page for our private server that tells them what to type on a sign to add the custom icons. Also, I have one really amazing builder. Our whole world doesn't look as good as the image above.
Edit: The Key looks great on a large monitor, but on a smaller laptop it blocks the location controls. I'm wondering if there is an easy fix to limit height of the logo by %, or if it is possible to add a second column to the sidebar and have it slide out along with the worlds (when unpinned). Anyone have any suggestions?
I am using Dynmap 2.4 on Spigot 1.11.2 with default textures. I have noticed that wood buttons are rendered as oak planks and stone buttons are rendered as stone. Is there a way to fix this?
Hello,
I'm hoping I could get an answer this small problem I'm having here. I would really appreciate it.
Basically, I have a local Minecraft server with Dynmap installed, and working, which is obviously visible on http://localhost:8123.
However, Dynmap is not storing the data on my computer. I connected it to an SQL database that I own with Hostgator (a web-hosting company).
Now, here's what I am trying to do: I am trying to get my friends to view my Dynmap. So I basically need to get Dynmap to work on my web-host (the same web-host with the SQL database). So my friends can basically go to http://dynmap.myhostedwebsite.com/. I am not sure how to do that. (by the way, I DO have access to the FTP web-host).
I just would like to say, this plugin is absolutely amazing. It's truly impressive how you have maintained it for all these years. Anyhow, thanks.