다이나믹맵 사이트를 열심히 뒤져봤는데
언어의장벽 때문에 못하겠더라구요..;;
기존 다이나믹맵은 블록하나가 그냥 색으로 구분되고
구분되 보이지도 않는데
오유의 서버를 보면 맵들이 정말 세세하더라구요;
혹시 어떻게 하신건지 조금만.. 알려주시면 안될까요?
부탁드립니다.
# All paths in this configuration file are relative to Dynmap's data-folder: minecraft_server/plugins/dynmap/
# All map templates are defined in the templates directory
# By default, the 'classic' FlatMap and KzedMap templates are used, which can be found in normal.txt, nether.txt, and skylands.txt
#
# To use the HDMap low-res map templates as world defaults (normal-lowres, nether-lowres and skylands-lowres), uncomment the following line
# The definitions of these templates are in normal-lowres.txt, nether-lowres.txt, and skylands-lowres.txt
#deftemplatesuffix: lowres
# To use the HDMap hi-res map templates (these can take a VERY long time for initial fullrender), comment the following line
# The definitions of these templates are in normal-hires.txt, nether-hires.txt, and skylands-hires.txt
#deftemplatesuffix: hires
# Other values will search for templates named normal-<value>, nether-<value>, skylands-<value>
components:
- class: org.dynmap.ClientConfigurationComponent
- class: org.dynmap.InternalClientUpdateComponent
sendhealth: true
sendposition: true
allowwebchat: true
webchat-interval: 5
hidewebchatip: false
trustclientname: false
includehiddenplayers: false
#- class: org.dynmap.JsonFileClientUpdateComponent
# writeinterval: 1
# sendhealth: true
# sendposition: true
# allowwebchat: false
# webchat-interval: 5
# hidewebchatip: false
# includehiddenplayers: false
- class: org.dynmap.SimpleWebChatComponent
allowchat: true
#- class: org.dynmap.herochat.HeroWebChatComponent
# # Control which HeroChat channel messages from web are directed to
# herochatwebchannel: Global
# # Control which channels are monitored and reported to the web
# herochatchannels:
# - Global
# #- Trade
# #- Haggle
# Note: this component is needed for the dmarker commands, and for the Marker API to be available to other plugins
- class: org.dynmap.MarkersComponent
type: markers
#showlabel: true
#enablesigns: true
# (optional) add spawn point markers to standard marker layer
showspawn: true
spawnicon: world
spawnlabel: "Spawn"
# (optional) layer for showing offline player's positions
#showofflineplayers: true
#offlinelabel: "Offline"
#offlineicon: offlineuser
#offlinehidebydefault: true
- class: org.dynmap.ClientComponent
type: chat
- class: org.dynmap.ClientComponent
type: chatballoon
focuschatballoons: false
- class: org.dynmap.ClientComponent
type: chatbox
showplayerfaces: true
messagettl: 5
# Optional: set number of lines in scrollable message history: if set, messagettl is not used to age out messages
#scrollback: 100
- class: org.dynmap.ClientComponent
type: playermarkers
showplayerfaces: true
showplayerhealth: true
# Option to make player faces small - don't use with showplayerhealth
smallplayerfaces: false
# # Optional - make player faces layer hidden by default
# hidebydefault: true
# # Optional - ordering priority in layer menu (low goes before high - default is 0)
# layerprio: 1
# # Optional - label for player marker layer (default is 'Players')
# label: "Players"
#- class: org.dynmap.ClientComponent
# type: digitalclock
- class: org.dynmap.ClientComponent
type: timeofdayclock
showdigitalclock: true
#showweather: true
# Mouse pointer world coordinate display
- class: org.dynmap.ClientComponent
type: coord
label: "Location"
#- class: org.dynmap.ClientComponent
# type: logo
# text: "Dynmap"
# #logourl: "images/block_surface.png"
# linkurl: "http://forums.bukkit.org/threads/dynmap.489/"
#- class: org.dynmap.ClientComponent
# type: inactive
# timeout: 1800 # in seconds (1800 seconds = 30 minutes)
# redirecturl: inactive.html
# #showmessage: 'You were inactive for too long.'
#- class: org.dynmap.regions.RegionsComponent
# type: regions
# name: WorldGuard
# useworldpath: true
# filename: regions.yml
# basenode: regions
# use3dregions: true
# regionstyle:
# strokeColor: "#FF0000"
# strokeOpacity: 0.8
# strokeWeight: 3
# fillColor: "#FF0000"
# fillOpacity: 0.35
# # Optional setting to limit which regions to show, by name - if commented out, all regions are shown
# visibleregions:
# - homebase
# - miningsite
# # Optional setting to hide specific regions, by name
# hiddenregions:
# - hiddenplace
# - secretsite
# # Optional per-region overrides for regionstyle (any defined replace those in regionstyle)
# customstyle:
# homebase:
# strokeColor: "#00FF00"
# # Optional - make layer hidden by default
# hidebydefault: true
# # Optional - ordering priority in layer menu (low goes before high - default is 0)
# layerprio: 1
#- class: org.dynmap.regions.RegionsComponent
# type: regions
# name: Residence
# useworldpath: false
# filename: res.yml
# basenode: Residences
# use3dregions: false
# infowindow: '<div class="infowindow"><span style="font-size:120%;">%regionname%</span><br /> Owner <span style="font-weight:bold;">%playerowners%</span><br />Flags<br /><span style="font-weight:bold;">%flags%</span></div>'
# regionstyle:
# strokeColor: "#FF0000"
# strokeOpacity: 0.8
# strokeWeight: 3
# fillColor: "#FF0000"
# fillOpacity: 0.35
# # Optional setting to limit which regions to show, by name - if commented out, all regions are shown
# visibleregions:
# - homebase
# - miningsite
# # Optional setting to hide specific regions, by name
# hiddenregions:
# - hiddenplace
# - secretsite
# # Optional per-region overrides for regionstyle (any defined replace those in regionstyle)
# customstyle:
# homebase:
# strokeColor: "#00FF00"
# # Optional groups (subareas under a residence) overrides for regionstyle (any defined replace those in regionstyle)
# groupstyle:
# homebase:
# strokeColor: "#007F00"
# # Optional - make layer hidden by default
# hidebydefault: true
# # Optional - ordering priority in layer menu (low goes before high - default is 0)
# layerprio: 1
#- class: org.dynmap.regions.RegionsComponent
# type: regions
# name: Towny
# use3dregions: false
# infowindow: '<div class="infowindow"><span style="font-size:120%;">%regionname% (%nation%)</span><br /> Mayor <span style="font-weight:bold;">%playerowners%</span><br /> Associates <span style="font-weight:bold;">%playermanagers%</span><br/>Flags<br /><span style="font-weight:bold;">%flags%</span></div>'
# regionstyle:
# strokeColor: "#FF0000"
# strokeOpacity: 0.8
# strokeWeight: 3
# fillColor: "#FF0000"
# fillOpacity: 0.35
# # Optional setting to limit which regions to show, by name - if commented out, all regions are shown
# visibleregions:
# - homebase
# - miningsite
# # Optional setting to hide specific regions, by name
# hiddenregions:
# - hiddenplace
# - secretsite
# # Optional per-town overrides for regionstyle (any defined replace those in regionstyle)
# customstyle:
# homebase:
# strokeColor: "#00FF00"
# # Optional per-nation overrides for regionstyle (any defined replace those in regionstyle)
# groupstyle:
# MyNation:
# strokeColor: "#007F00"
# # Optional - make layer hidden by default
# hidebydefault: true
#- class: org.dynmap.regions.RegionsComponent
# type: regions
# name: Factions
# use3dregions: false
# infowindow: '<div class="infowindow"><span style="font-size:120%;">%regionname%</span><br />Flags<br /><span style="font-weight:bold;">%flags%</span></div>'
# regionstyle:
# strokeColor: "#FF0000"
# strokeOpacity: 0.8
# strokeWeight: 3
# fillColor: "#FF0000"
# fillOpacity: 0.35
# # Optional setting to limit which regions to show, by name - if commented out, all regions are shown
# visibleregions:
# - faction1
# - faction2
# # Optional setting to hide specific regions, by name
# hiddenregions:
# - hiddenfaction
# # Optional per-faction overrides for regionstyle (any defined replace those in regionstyle)
# customstyle:
# faction1:
# strokeColor: "#00FF00"
# # Optional - make layer hidden by default
# hidebydefault: true
# # Optional - ordering priority in layer menu (low goes before high - default is 0)
# layerprio: 1
#- class: org.dynmap.TestComponent
# stuff: "This is some configuration-value"
# Treat hiddenplayers.txt as a whitelist for players to be shown on the map? (Default false)
display-whitelist: false
# How often a tile gets rendered (in seconds).
renderinterval: 1
# How many tiles on update queue before accelerate render interval
renderacceleratethreshold: 60
# How often to render tiles when backlog is above renderacceleratethreshold
renderaccelerateinterval: 0.2
# Save and restore pending tile renders - prevents their loss on server shutdown or /reload
saverestorepending: true
# Zoom-out tile update period - how often to scan for and process tile updates into zoom-out tiles (in seconds)
zoomoutperiod: 30
# Tile hashing is used to minimize tile file updates when no changes have occurred - set to false to disable
enabletilehash: true
# Optional - control darkening of biome-shaded colors in swamp biomes (1.9+) - default is true for 1.9+, false for 1.8.x
#swampshaded: false
# Optional - hide ores: render as normal stone (so that they aren't revealed by maps)
#hideores: true
# Optional - control rendering of fences (joining to blocks, as in 1.9+) - default is true for 1.9+, false for 1.8.x
#fence-to-block-join: true
render-triggers:
#- chunkloaded
#- playermove
#- playerjoin
- blockplaced
- blockbreak
- leavesdecay
- blockburn
- chunkgenerated
- blockformed
- blockfaded
- blockspread
- pistonmoved
- explosion
# The path where the tile-files are placed.
tilespath: web/tiles
# The path where the web-files are located.
webpath: web
# The network-interface the webserver will bind to (0.0.0.0 for all interfaces, 127.0.0.1 for only local access).
webserver-bindaddress: 0.0.0.0
# The TCP-port the webserver will listen on.
webserver-port: 8123
# Maximum concurrent session on internal web server - limits resources used in Bukkit server
max-sessions: 30
# Disables Webserver portion of Dynmap (Advanced users only)
disable-webserver: false
# Enable/disable having the web server allow symbolic links (true=compatible with existing code, false=more secure (default))
allow-symlinks: true
# Period between tile renders for fullrender, in seconds (non-zero to pace fullrenders, lessen CPU load)
timesliceinterval: 0.0
# Maximum chunk loads per server tick (1/20th of a second) - reducing this below 90 will impact render performance, but also will reduce server thread load
maxchunkspertick: 200
# Progress report interval for fullrender/radiusrender, in tiles. Must be 100 or greater
progressloginterval: 100
# EXPERIMENTAL - parallel fullrender: if defined, number of concurrent threads used for fullrender or radiusrender
# Note: setting this will result in much more intensive CPU use, some additional memory use. Caution should be used when
# setting this to equal or exceed the number of physical cores on the system.
#parallelrendercnt: 4
# Interval the browser should poll for updates.
updaterate: 2000
showplayerfacesinmenu: true
# Set sidebaropened: 'true' to pin menu sidebar opened permanently, 'pinned' to default the sidebar to pinned, but allow it to unpin
#sidebaropened: true
# Customized HTTP response headers - add 'id: value' pairs to all HTTP response headers (internal web server only)
#http-response-headers:
# Access-Control-Allow-Origin: "my-domain.com"
# X-Custom-Header-Of-Mine: "MyHeaderValue"
joinmessage: "%playername% joined"
quitmessage: "%playername% quit"
spammessage: "You may only chat once every %interval% seconds."
# webprefix and websuffix support using '&color;' as escape code for color code
webprefix: "&color;2[WEB] "
websuffix: "&color;f"
# Enable checking for banned IPs via banned-ips.txt (internal web server only)
check-banned-ips: true
# Default selection when map page is loaded
defaultzoom: 0
defaultworld: world
defaultmap: flat
# NOTE: the 'templates' section is now found in the 'templates' directory
# Templates CAN still be defined in configuration.txt, as before 0.20
templates:
# NOTE: the 'worlds' section is now found in the worlds.txt (example custom settings can be found in worlds.txt.sample)
# Worlds CAN still be defined in configuration.txt, as before 0.20
worlds:
# Set to true to enable verbose startup messages - can help with debugging map configuration problems
# Set to false for a much quieter startup log
verbose: false
# Enables debugging.
#debuggers:
# - class: org.dynmap.debug.LogDebugger
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