Remove superfluous rendering ???
Blueeyestar opened this issue ยท 9 comments
Good day,
we have a problem with our map.
Whenever we render, there are errors on the map.
It renders further than it should.
The whole map is almost round except in one place.
We now want to remove the section that has been rendered superfluous.
Now we have the problem that we cannot exactly assign which image is intended for which position in order to remove the images precisely.
Is there a possibility to assign your picture to a position based on the exact coordinates?
Or is there another way to fix it
what you are asking is not easily possible, however, there is a workaround. you can add a circular visibilitylimit in worlds.txt:
visibilitylimits:
- x: -2000
z: -1000
r: 200
hidestyle: air
what is stated above will render everything in range of the circle with radius of 200 and centered around x:-2000,z:-1000.
after a restart and a radiusrender in the problematic part it should be black (hidestyle: air)
where do you get the coordinates from x: -2000 z: -1000
from the default worlds.txt. most often it is the spawn if not defined during pregeneration
what you are asking is not easily possible, however, there is a workaround. you can add a circular visibilitylimit in worlds.txt:
visibilitylimits: - x: -2000 z: -1000 r: 200 hidestyle: airwhat is stated above will render everything in range of the circle with radius of 200 and centered around x:-2000,z:-1000. after a restart and a radiusrender in the problematic part it should be black (hidestyle: air)
where do you get the coordinates from
x: -2000
z: -1000
Looks like it is centered around spawn, look at the spawn marker, and select it's block location that is your x and z, the r is the radius
where do you get the coordinates from x: -2000 z: -1000
from the default worlds.txt. most often it is the spawn if not defined during pregeneration
worlds:
- name: world
title: world
enabled: true
protected: false
showborder: true
sendposition: true
sendhealth: true
extrazoomout: 2
visibilitylimits:[]
hiddenlimits: [
]
hidestyle: stone
maps:
- class: org.dynmap.hdmap.HDMap
name: flat
title: Flat
prefix: flat
perspective: iso_S_90_lowres
shader: stdtexture
lighting: shadows
image-format: default
mapzoomin: 1
mapzoomout: 3
boostzoom: 0
tilescale: 0
append_to_world: ''
protected: false
- class: org.dynmap.hdmap.HDMap
name: surface
title: Surface
prefix: t
perspective: iso_SE_30_hires
shader: stdtexture
lighting: shadows
image-format: default
mapzoomin: 1
mapzoomout: 5
boostzoom: 0
tilescale: 0
append_to_world: ''
protected: false
I'm acting a bit stupid right now...trying to understand what the x and z coordinates are
Looks like it is centered around spawn, look at the spawn marker, and select it's block location that is your x and z, the r is the radius
should I take the radius up to the world border marking or with the safety distance?
What you want, to the border requires many radusrenders or a fullrender, if you add the safety distance you only need to radiusrender on the extraneous parts