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@Toakan
Last active January 8, 2020 18:29
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Setting up Dynmap with a Custom Texture Pack

Pre-warning

Make sure you've started up Minecraft with Dynmap installed (Plugin or Mod). This should create a Dynmap folder in your Minecraft directory, everything will be done working in this folder!

It's recommended on some forums somewhere that you don't go any higher than x32 texture packs, I've completely ignored this and have it work fine with x64. I believe it's just down to hardware when rendering the map which is why this was previously suggested.

1 - Enable Hires

Open your Configuration.txt and set the following option to hires.

line 16:
  - deftemplatesuffix: hires

2 - Setup the Custom Texture pack

This is where you will be defining your Texturepack / Shader names, ie the zip folder you're using with your fancy texture stuff in.

Part 1 - Dump your Texture pack in the dynmap\texturepacks folder.

I used BDCraft as an example here.
Image of Texture Path

Part 2 - Setup the custom shader

Open the custom-shaders.txt file and add the following.

shaders:
  - class: org.dynmap.hdmap.TexturePackHDShader
    name: name-of-texturepack
    texturepack: BDCraft.zip

3 - Create a new Template File

This will need to be created in the dynmap\templates\ folder. I'm using normal-text.txt for my example.

The contents of the template file are below, note that shader has to be set to the NAME of the Shader defined in the previous step.

version: 0.20
templates:
  normal-hires:
    enabled: true
    extrazoomout: 2
    maps:
      - class: org.dynmap.hdmap.HDMap
        name: flat
        title: "Flat"
        prefix: flat
        perspective: iso_S_90_lowres
        shader: name-of-texturepack
        lighting: shadows
        mapzoomin: 1
      - class: org.dynmap.hdmap.HDMap
        name: surface
        title: "Surface"
        prefix: t
        perspective: iso_SE_30_hires
        shader: name-of-texturepack
        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

4 - Change your World render type.

In the worlds.txt file, you will need to specify that Dynmap should use this new template when rendering for the world. As I called the template normal-text.txt, we tell it to use that for the template here.

worlds:
  - name: testingworld
    title: "Overworld"
    enabled: true
    template: normal-text

Finale - Test everything works!

Once all this is done, you should be able to restart your server. You want to look at the log file and see if you get the magical output like this: [Dynmap Render Thread/INFO] [Dynmap]: [Dynmap] Loading resource pack BDCraft.zip

If you see this line, or variant of, it means Dynmap should now be using your Custom texturepack for rendering.

Now you can tell Dynmap to re-run the render, for ease of use I suggest /dynmap radiusrender 100 to verify.

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