Dynmap-Forge/Fabric

Dynmap-Forge/Fabric

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Remove superfluous rendering ???

Blueeyestar opened this issue ยท 9 comments

commented

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

map1

map2

commented

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)

commented

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

commented

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

commented

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

commented

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

commented

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?

commented

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

commented

Thank you for the information, I'll try it now. I hope it works this time

commented

Great it worked. looks really good again.

Thank you for the tip :)