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BlueMap3D

A library which allows bluemap addons to easily render 3D objects in-world.
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BlueMap3D 1.0.0 (1.21.1 NeoForge)

File namebluemap3d-1.21.1-1.0.0.jar
Uploader
duzo_duzo_
Uploaded
Sep 6, 2026
Downloads
76
Size
135.2 KB
Mod Loaders
NeoForge
File ID
8825617
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:bluemap3d-1685144:8825617"

Learn more about Curse Maven

What's new

1.0.0

First release. Real 3D geometry inside BlueMap's three.js scene, for NeoForge 1.21.1.

  • SceneObjectProvider / SceneObject / BlockVolume - the whole extension API, stable from this release.

  • Server-side block-volume mesher: face culling, Minecraft's directional face shading baked into vertex colours, texture atlas packing.

  • Real block models read from resource packs, BlueMap's resource extensions, the vanilla client jar and mod jars, with a map-colour cube as a per-block fallback.

  • OBJ meshes (plus their MTL materials) read the same way, for the mods that ship less box-shaped parts that way instead of as a JSON element model. A model that reaches its mesh through a parent - the shape most mods use to reskin another mod's part, with a leaf that is nothing but a parent and a texture list - resolves too, rather than falling through to a grey map-colour cube.

  • Block entities - chests, beds, shulker boxes, signs, banners - via BlueMap's own resourceExtensions.zip.

  • Meshes baked once and cached against geometryVersion(); only position and rotation are republished per interval.

  • Mesh vertices are made pivot-relative in double precision, so a volume read from coordinates a long way from the origin - a Sable ship's plot, out at 2e7 - keeps its shape instead of collapsing onto the float grid.

  • Blockstate x/y rotation turns the model the way vanilla does. It was turning the opposite way, which mirrored every rotated model - a facing=south stair pointed north - and put each quad's cull face on the opposite side of the block, so a rotated block lost whichever face was against a neighbour. A barrel on the floor came out with no lid and its underside showing.

  • Blocks that no source could model are named in the log instead of silently becoming coloured cubes.

  • Injected webapp script adds meshes to BlueMap's marker scene and interpolates transforms per frame, with terrain occlusion and dimension filtering.

  • ModelAttachment for geometry no block state describes - a turtle's modem, an item frame's contents. Item models are extruded from their sprite, since vanilla item models carry no geometry of their own.

  • Attachments can move on their own as the object travels - spin about an axle, slide back and forth, orbit a pivot, or turn at a constant rate - without needing a pose sampled every publish, which would alias badly against anything turning faster than the map publishes.

  • Blocks drawn live are hidden from BlueMap's terrain tiles, so nothing renders twice.

  • Optional live terrain reload, so a viewer sees mined terrain without refreshing the page.

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