You'll be hard pressed to use 128x because Dynmap isn't very good at rendering it. You could have memory coming out of the wazoo, but Dynmap just takes an age to render all the maps.
At a stretch, for the map, you'd not really want to go past 32x as you rightly concluded. To be honest, 16x looks fine on dynmap too as you rarely need to zoom in that far.
Anyway, to use it you just need to add this to custom-shaders.txt in the dynmap folder:
Code: Select all
shaders:
- class: org.dynmap.hdmap.TexturePackHDShader
name: purebdcraft
texturepack: purebdcraft
biomeshaded: true
better-grass: false
You then make a purebdcraft folder in the texturepacks folder.
After that you have to unpack base texturepack and then the mod patches.
Be aware that Dynmap won't magically render every mod's blocks. It requires special renderdata to understand it all.
Note: This was all correct as of Dynmap for MC1.5. If it doesn't work for MC1.6 you may need to crawl through the wiki documents for Dynmap.