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.
Open your Configuration.txt
and set the following option to hires.
line 16:
- deftemplatesuffix: hires
This is where you will be defining your Texturepack / Shader names, ie the zip folder you're using with your fancy texture stuff in.
I used BDCraft as an example here.
Open the custom-shaders.txt
file and add the following.
shaders:
- class: org.dynmap.hdmap.TexturePackHDShader
name: name-of-texturepack
texturepack: BDCraft.zip
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
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
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.