Dynmap: How do I set a texturepack?

Created on 19 Jun 2015  Â·  2Comments  Â·  Source: webbukkit/dynmap

Hey, I've googled it plenty of times and have found 2 ways to do it. either edit shaders.txt or custom-shaders.txt. either way it isn't showing on the map. could someone please give very clear instructions for a plugin idiot like myself? thanks in advance!

this is how it is set now:
(removed some hashtags because they mess things up)
shaders.txt:

This file contains default standard shader definitions. The contents of this file are replaced and updated
during upgrades, so new or updated shader definitions should be done in the custom-shaders.txt file

shaders:
Default shader - used if shader not specified or invalid

  • class: org.dynmap.hdmap.TexturePackHDShader
    name: Conquest_1.8.zip
    texturepack: Conquest_1.8.zip

Color scheme based shaders

  • class: org.dynmap.hdmap.DefaultHDShader
    name: defaultscheme
    colorscheme: default

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:

  • class: org.dynmap.hdmap.TexturePackHDShader
    name: ConquestTexturepack
    texturepack: Conquest
    biomeshaded: true
    better-grass: false
    grid-scale: 0
Answered Support Question

Most helpful comment

Because this link is amongst the first results for this question, let me just paste the steps here.


Basically, you want your Resource Pack to OVERRIDE the standard one. How you do that?

nano plugins/dynmap/custom-shaders.txt

This will create a new custom-shaders.txt because changing the default config is a bad idea and this will override the defaults.

shaders:
  - class: org.dynmap.hdmap.TexturePackHDShader
    name: stdtexture
    texturepack: Faithful+1.13.1-rv1.zip

stdtexture is the name of the standard textures. By doing that, everything that would normally use stdtexture (aka pretty much everything except minor details like rivers) will now use plugins/dynmap/texturepacks/Faithful+1.13.1-rv1.zip. Of course, you can use your own. This is just the quickest way to go home.

All 2 comments

I did mine last week so is fresh in memory. There are three steps:
1) Edit custom or normal shader txt:
shaders:
-
class: org.dynmap.hdmap.TexturePackHDShader
name: servercustom (or whatever)
texturepack: whatever.zip

2) edit whichever template is being used for that map, change the shader line to be
shader: servercustom (or whatever)

3) add the zip to the texturepack folder

Then reload/restart, radiusrender a small area to see if changed.
I think that is complete..hopefully
Regards,

On Jun 18, 2015, at 6:56 PM, Janeke100 [email protected] wrote:

Hey, I've googled it plenty of times and have found 2 ways to do it. either edit shaders.txt or custom-shaders.txt. either way it isn't showing on the map. could someone please give very clear instructions for a plugin idiot like myself? thanks in advance!

—
Reply to this email directly or view it on GitHub.

Because this link is amongst the first results for this question, let me just paste the steps here.


Basically, you want your Resource Pack to OVERRIDE the standard one. How you do that?

nano plugins/dynmap/custom-shaders.txt

This will create a new custom-shaders.txt because changing the default config is a bad idea and this will override the defaults.

shaders:
  - class: org.dynmap.hdmap.TexturePackHDShader
    name: stdtexture
    texturepack: Faithful+1.13.1-rv1.zip

stdtexture is the name of the standard textures. By doing that, everything that would normally use stdtexture (aka pretty much everything except minor details like rivers) will now use plugins/dynmap/texturepacks/Faithful+1.13.1-rv1.zip. Of course, you can use your own. This is just the quickest way to go home.

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