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Dynmap's non -main configuration file Sinicization and its editing method Dynmap Minecraft Game

2024-12-10 17:50:39|Myriagame |source:minecraft skins

Worlds.txt file Chinese

#These are examples of specific settings in the world-custom content according to your needs

## Notice:

#All the lines here are annotated with#symbol-delete the#symbols on the copy of the copy to enable them

#The world defined here will cover any world definition with the same name in Configuration.txt

#Delete this file will cause a new copy by dynmap.jar at the next start.

#Worlds:

#The world can be processed by templates, based on the world type

#You can cover the attributes of the template by specifying them in this section

#For example, 'title: "My wonderful world"'

#-Name: worldd

#Title: "World"

#Use 'enabled: false' to disable a specific world.

#Enabled: false

#Use Sendposition: False to prevent the player's position when the player is displayed in this world (if the situation is enabled by SendPosition).

#Sendposition: False

#Use Sendhealth: False to prevent the player's health when the player is displayed in this world (if Sendhealth is enabled globally).

#Sendhealth: false

##If the world is not a continuous block (due to transmission, etc.), a complete rendering is gradually carried out. See the detailed tutorial.

#FULLRENDERLOCATIONS:

#-X: 10000

#Y: 64

#Z: 20000

#-X: -15000

#Y: 64

#Z: -5000

##Use VISIBILITYLIMITS to limit which areas to be rendered.

##For rectangles, the area is defined from X0, Z0 to X1, Z1 definition

##For circular, the area is defined by the radius centered on x, Z as the center

#VISIBILITYLIMITS:

#-X0: -1000

#Z0: -1000

#X1: 1000

#Z1: 1000

#-X: -2000

#Z: -1000

#R: 200

##Use HIDDENLIMITS to hide the part of your world (opposite to VISIBILITYITS)

##For rectangles, the area is defined from X0, Z0 to X1, Z1 definition

##For circular, the area is defined by the radius centered on x, Z as the center

#Hiddenlimits:

#-X0: 100

#Z0: 0

#X1: 200

#Z1: 0

#-X: -2000

#Z: -1000

#R: 200

##Use hidestyle to control how to render the hidden but existing block (Air = air (the same as unpreated), stone = flat stone plain, Ocean = flat ocean)

#Hidestyle: Stone

#Use 'Template: MyCustomTemplate' to use the attribute specified in the template 'MyCustomTemplate' to this world.By default, it is set to environmental name (normal or nether).

#Template: MyCustomTemplate

#The rest from the template-canceling annotation is especially customized for the world

##-Default is the birth point

#Center:

#X: 0

#Y: 64

#Z: 0

##If the Bigworkd is set to True, use the alternative directory layout that is more suitable for the large world#BIGWORLD: TRUE

##(Each level is twice as large as the previous level)

#Extrazoomout: 3

##Update the default delay treatment of tiles, in seconds as a unit.This can reduce the potential expensive re -rendering due to frequent updated tiles (such as machines, pistons, quarry or other automation)

##For example, initial time.

#TileupdateDelay: 30

#Maps:

#-Class: ORG.DYNMAP.HDMAP.HDMAP

#Name: flat

#Title: "Plain"

#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

##Can set the map to `Readonly: false` to prevent updates

#Readonly: False

##

#And inherit the rest from the template, just provide the name and title

#-Name: World2

#Title: "World2"

##

#-Name: nether

#Title: "Below"

#Center:

#X: 0

#Y: 64

#Z: 0

##(Each level is twice as large as the previous level)

#Extrazoomout: 3

#Maps:

#-Class: ORG.DYNMAP.HDMAP.HDMAP

#Name: flat

#Title: "Plain"

#Prefix: FLAT

#Perspective: Iso_S_90_LOWRES

#Shader: Stdtexture

#Lighting: Nethershadows##(day or night)

#BACKGROUND: "#300806"

#Mapzoomin: 1

#-Class: ORG.DYNMAP.HDMAP.HDMAP

#Name: Surface

#Title: "Surface"

#Prefix: Surface

#Perspective: iso_se_30_hires

#Shader: Stdtexture

#Lighting: Nethershadows

##Map background color (day or night)

#BACKGROUND: "#300806"

#Mapzoomin: 1

Detailed configuration method

Example:

 worlds:

-Name: worldd

Title: "My Great World"

Enabled: true

Template: MyCustomTemplate

Sendposition: true

Sendhealth: TRUE

FullRenderLocation:

-X: 100

Y: 64

Z: 2000

VisibilityLimits:

-X0: -1000

Z0: -1000

X1: 1000

Z1: 1000

Hiddenlimits:

-X0: 100

Z0: 0

X1: 200

Z1: 0

Hidestyle: Stone

Center:

X: 0

Y: 64

Z: 0

Bigworld: false

Extrazoomout: 0

Maps:

-Class: ORG.DYNMAP.FLAT.FLATMAP

....

name: Define the name of the world in Bukkit, it must be unique.Can not be selected from the default configuration (template).

Title: If it is defined, this string will be used as a friendly biological label of the world.The default value is empty.

enabled: If defined, allow enabled (set to TRUE) or disabled (set to false) to create maps to a specific world.All the world is opened by default, so a WorldS entry is defined for a world and sets enabled to false.To automatically disable the world, the ENABLED setting must be set in the template selected in the configuration.txt to false.

Template: If it is defined, this will cover the name of the default configuration (template) to the world with the default settings.If not set, set the world-based environment (Normal, Nether, or Skylands) default values. If the DeFTEMPLATESUFFIX is defined, add the "-" and DeFTEMPLESUFFIX values.This value cannot be selected from the default configuration (template).

Sendposition: If it is defined and set to FALSE, hides the location information of any player in the world on the UI, even if this information is enabled in other cases.Setting this attribute to True will not cause player information if the global SendPosition is set to false.If it is not defined, this setting defaults to True.

Sendhealth: If it is defined and set to FALSE, hides the armor and health information of any player in the world on the UI, even if this information is enabled in other cases.Setting this attribute to True will not cause player information if the global Sendhealth is set to false.If it is not defined, this setting defaults to True.

FullRenderLocation: If definition, this world coordinate list (each contains x, y, and Z coordinates) defines a set of additional positions (exceeding x = 0, y = 64, z = 0 or the current position of the player, if the game is by the gameInner players issue/Dynmap FullRender commands) to generate all rendered maps.Logically, FullRender implements a filling and filling similar to the drawing program-if there is a gap in the block area of ​​the map, for example, to explore the map by transmitting or transmitting the door, the rendering program starting from a point may not be able to complete all the generated world blocks that have been generated.All gaps: adding other gaps to the example position of the gap in the FullRenderLocations list will cause these gaps to be rendered.(Simply put, there is no rendering, just fill in the coordinates of the place) VISIBILITYLIMITS: If the definition is defined, this rectangular list can be used to limit the world areas that need to be rendered: areas other than these rectangles will not be accurate accurate.The map data is rendered, but a certain filling (depending on the Hidestyle settings below).If the list is empty (default), the restrictions are not implemented, and the map will be rendered to the edge of the block generated by the world.Each rectangle is defined by two coordinates for -X0, Z0, X1, Z1.Starting from the 1.5-Alpha-3 version, the circular area can also be defined to provide the X and Z values ​​for the center and radius "R".

HiddenLimits: If definition, this list is the opposite of "VisibilityLimits" -they define a specific area of ​​the world to be hidden (rendering based on the following HIDESTYLE settings).If "VISIBILITYLITS" and "HiddenLimits" are defined, they first applied "VISIBILITYLITS" (which are determined to be visible), and then use "HiddenLimits" to further limit.Each rectangle is defined by two coordinates for -X0, Z0, X1, Z1.Starting from the 1.5-Alpha-3 version, the circular area can also be defined to provide the X and Z values ​​for the center and radius "R".

HIDESTYLE: If "VISIBILITYLIMITS" and/or "HiddenLimits" settings restrict the visible area of ​​the world, the HIDESTYLE settings will be used to control the hidden map data block.Support 3 settings: stone (fill the hidden area of ​​the stone plain); Ocean (fill the hidden area of ​​the deep sea); AIR (make the hidden area empty (like the edge of the world map). The default value is Stone.

Center: If you define it, provide the default focus center for the map view of this world.Coordinates include X, Y, and Z coordinates of the world coordinates.If it is not defined, the center defaults to the generation point of the given world.

Bigworld: If the definition is defined, the FlatMap and KzedMap map types are enabled by alternative file system structures that are more suitable for large worlds (may have tens or even hundreds of files).HDMAPS always uses this format and is not affected by this setting.The default value is FALSE, and the TRUE value enables the alternative layout.If this settings are changed, the/Dynmap FullRender will be initialized to initialize the new layout.

Extrazoomout: If you define it, you specify the additional zoom level that the map of this world should have.This will not only provide more levels on the map viewer, but also generate more level map files (based on the original file generated for the map): each level is 2 x twice the previous level, so a level of levelThe 4 files on the top become a lower resolution file at the next level.This setting is enabled by the integer with a setting value greater than 0, which will increase the number of file files of the map by 25%to 33%, and the total disk space use, but it will allow more easily navigation to medium to a large world.The default value is 0 (no additional zoom).

MAPS: If the definition, the map part provides all the definitions to the map to render the world, provided in the order of their presented on the map viewer.If defined in the part of the world: the world, any map definition provided by the world's templates will be replaced.For more information definition of map definition, see the map configuration and high -definition map configuration.

shaders.txt file Chinese

 Version: 3.7-BETA-4

# #

#This file contains the definition of the default standard shade.The content of this file will be replaced and updated during the upgrade process, so the definition of new or updated sharing should be performed in the Custom-Shaders.txt file.

# #

Colorrhea:

#Arddible color device-if it is not specified or invalid, it is used

-Gate: ORG.Dynmap.hdmap.TexturePackhdshader Name: By default

Texture package: standard

#Based on color scheme

-Net: ORG.Dynmap.hdmap.DEFAULTHDSHADER

Name: Default plan

Color solution: default

-Net: ORG.Dynmap.hdmap.DEFAULTHDSHADER

Name: Dahai

Color plan: Dahai

-Net: ORG.Dynmap.hdmap.DEFAULTHDSHADER

Name: Flame

Color scheme: Flame

-Net: ORG.Dynmap.hdmap.DEFAULTHDSHADER

Name: SK89Q

Color scheme: SK89Q

-Net: ORG.Dynmap.hdmap.DEFAULTHDSHADER

Name: Middle

Biological color: creature

Color solution: middle

#

-Net: ORG.Dynmap.hdmap.DEFAULTHDSHADER

Name: creature

Biological color: creature

-Net: ORG.Dynmap.hdmap.DEFAULTHDSHADER

Name: Temperature

Bio color: temperature

-Net: ORG.Dynmap.hdmap.DEFAULTHDSHADER

Name: rainfall

Biological color: rainfall

#Non -transparent degree default color scheme color device

-Net: ORG.Dynmap.hdmap.DEFAULTHDSHADER

Name: None transparency

Color solution: default

Transparency: false

#Cave view color device

-Gate: ORG.DynMAP.HDMAP.CAVEHDSHADER

Name: Cave

#Cave view color device-only illuminated caves

-Gate: ORG.DynMAP.HDMAP.CAVEHDSHADER

Name: The illumination of the cave is only illuminated: TRUE

#Cave view color device-hidden various soft blocks

-Gate: ORG.DynMAP.HDMAP.CAVEHDSHADER

Name: Cave without plant

Hidden ID: [6, 17, 18, 31, 37, 38, 39, 39, 40, 50, 55, 78, 83, 86, 99, 100, 104, 105, 111, 115]

#Minecraft texture color device

-Gate: ORG.Dynmap.hDMAP.TexturePackhdshader

Name: Standard texture

Texture package: standard

#

-Gate: ORG.DynMap.hdmap.TexturePackhdcaveShader

Name: Standard texture cave

Texture package: standard

Maximum Sky Light: 0

Minimum glow: 1

#

-Net: ORG.DYNMAP.HDMAP.TexturePackhdunderWaterwaterShader

Name: Standard texture underwater underwater

Texture package: standard

#Standard texture Water underwater view color device (retaining land)

-Net: ORG.DYNMAP.HDMAP.TexturePackhdunderWaterwaterShader

Name: Standard texture underwater-retain land

Texture package: standard

Hidden land: false

#The standard Minecraft texture of the texture package, the texture of the texture of the texture, does not bring the biological color grass/leaves

-Gate: ORG.Dynmap.hDMAP.TexturePackhdshader

Name: Standard Texture-No Biological

Texture package: standard

Biological color: false

#The standard Minecraft texture of the texture package, with the regional file boundary grid (512x512)

-Gate: ORG.Dynmap.hDMAP.TexturePackhdshader

Name: Standard texture-MCR grid

Texture package: standard

Grid ratio: 512

#Top Ten Map Seagor

-Cypes: ORG.DYNMAP.HDMAP.TOPOHDSHADER

Name: Top

Color 127: "#FFFFFF"

Color 111: "#8B4513"

Color 95: "#D2B48C"

Color 79: "#FFFF00"

Color 63: "#008000"

Color 47: "#228B22"

Color 31: "#104010"

Color 15: "#6B8E23"

Color 0: "#696969"

Line color: "#000000"

Water color: "#0000ff"

Water transparency: 1.0

#Top Tortoic color device (distributed at 256 height)

-Cypes: ORG.DYNMAP.HDMAP.TOPOHDSHADER

Name: topology 256

Color 255: "#FFFFFF"

Color 222: "#8B4513"

Color 190: "#D2B48C"

Color 158: "#FFFF00"

Color 126: "#008000"

Color 94: "#228b22"

Color 62: "#104010"

Color 30: "#6B8E23"

Color 0: "#696969"

Line color: "#000000"

Water color: "#0000ff"

Water transparency: 1.0

#Toju map color device (hidden plants and other soft features)

-Cypes: ORG.DYNMAP.HDMAP.TOPOHDSHADER

Name: topology-no plant

Color 127: "#FFFFFF"

Color 111: "#8B4513"

Color 95: "#D2B48C"

Color 79: "#FFFF00" color 63: "#008000"

Color 47: "#228B22"

Color 31: "#104010"

Color 15: "#6B8E23"

Color 0: "#696969"

Line color: "#000000"

Water color: "#0000ff"

Water transparency: 1.0

Hidden ID: [6, 17, 18, 31, 37, 38, 39, 39, 40, 50, 55, 78, 83, 86, 99, 100, 104, 105, 111, 115]

#Toju map color device (hidden plants and other soft features)

-Cypes: ORG.DYNMAP.HDMAP.TOPOHDSHADER

Name: topology 256-no plant

Color 255: "#FFFFFF"

Color 222: "#8B4513"

Color 190: "#D2B48C"

Color 158: "#FFFF00"

Color 126: "#008000"

Color 94: "#228b22"

Color 62: "#104010"

Color 30: "#6B8E23"

Color 0: "#696969"

Line color: "#000000"

Water color: "#0000ff"

Water transparency: 1.0

Hidden ID: [6, 17, 18, 31, 37, 38, 39, 39, 40, 50, 55, 78, 83, 86, 99, 100, 104, 105, 111, 115]

#Alternative topology map color device (thanks Terranetworkorg!)

-Cypes: ORG.DYNMAP.HDMAP.TOPOHDSHADER Name: Terranetworkorg topology

Color 127: "#4F2101"

Color 120: "#8B4513"

Color 108: "#D2B48C"

Color 96: "#c99653"

Color 84: "#CB9C0B"

Color 72: "#B1B62E"

Color 60: "#0F8D0F"

Color 48: "#14703B"

Color 36: "#106343"

Color 24: "#0E5347"

Color 12: "#939393"

Color 0: "#696969"

Line color: "#000000"

Water color: "#1F1fea"

Water transparency: 1.0

#

-Cypes: ORG.DYNMAP.HDMAP.INHabitedshader

Name: There is a living time

Color 10: "#0000ff"

Color 30: "#00ffff"

Color 100: "#008000"

Color 300: "#FFFF00"

Color 1000: "#FF8000"

Color 3000: "#FF0000"

#Block version of the color device (coloring by the data format version)

-Gate: ORG.Dynmap.hdMap.chunkversionhdshader

Name: Block version

#Block state color device (coloring according to the block)

-Gate: ORG.Dynmap.hdmap.chunkstatushdShader

Name: Block Status