[RELz] Dynamic Map

Post » Sat Jan 15, 2011 7:42 pm

[....] Has anyone succeeded in displaying the road+bridges?

NR+B works just fine for me, as I had mentioned earlier in the thread.

Just took a look at this in-game and the map integrates seamlessly for New Roads & Bridges and Elsweyr. Looks like it's part of the original map!


Here's a pic with NR+B & Eslweyr enabled. Although I focused the map on an area where you would see mostly NR+B since it was mentioned that seemed to be the troublesome area.

http://yfrog.com/eqdynamapnrbp
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Veronica Martinez
 
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Post » Sat Jan 15, 2011 11:48 pm

I believe this graphical error appears sometimes when you're using Low or Medium texture size. It might have something to do with compression as well, I don't know about that.
Have you by any chance set your texture size to anything other than High? (In the video options of the game)
Thanks for the explanation. I plan to add medium and small versions of the map components too for the 1.0 release. Creating them will be very simple, but I need to test if I need to adjust the dimension settings in the ini or whether I can use them directly. Either way, I think adding proper support for other than high textures will be relatively easy.

Btw, 1.0 will contain a bonus feature that at least I have really missed in Oblivion's world map :cool:
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rebecca moody
 
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Post » Sat Jan 15, 2011 9:22 pm

Thanks for the explanation. I plan to add medium and small versions of the map components too for the 1.0 release. Creating them will be very simple, but I need to test if I need to adjust the dimension settings in the ini or whether I can use them directly. Either way, I think adding proper support for other than high textures will be relatively easy.

Btw, 1.0 will contain a bonus feature that at least I have really missed in Oblivion's world map :cool:


That would be awesome! can't wait to use this thing without any problems :goodjob:

really excited about the new feature :liplick:
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Hayley Bristow
 
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Post » Sat Jan 15, 2011 4:01 pm

really excited about the new feature :liplick:
It is mostly working now (only need to iron out a quirk with how far south you can move the map), so no need for secrets...

The bonus feature is that you now can zoom the worldmap freely (well, in steps where the step size is set in the Dynamic Map ini fil), in and out. So you can zoom out to see the entire map at once (at least if using DarnUI) or zoom in to see the local area better. For now, I define zoomIn and zoomOut keys, but I will probably make it work with the mouse wheel as well.
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Riky Carrasco
 
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Post » Sat Jan 15, 2011 7:46 pm

Excellent. That's a great idea TNO and will be a very nice addition. :thumbsup:
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Chloe Botham
 
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Post » Sat Jan 15, 2011 7:35 pm

It is mostly working now (only need to iron out a quirk with how far south you can move the map), so no need for secrets...

The bonus feature is that you now can zoom the worldmap freely (well, in steps where the step size is set in the Dynamic Map ini fil), in and out. So you can zoom out to see the entire map at once (at least if using DarnUI) or zoom in to see the local area better. For now, I define zoomIn and zoomOut keys, but I will probably make it work with the mouse wheel as well.


That'd be amazing!

one quick question though: will this work with kyoma's minimap? (so you can see the added content in the minimap hud element)
would be great if it is compatible
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mike
 
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Post » Sun Jan 16, 2011 3:24 am

Will your map be compatable with http://www.tesnexus.com/downloads/file.php?id=29523
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Sylvia Luciani
 
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Post » Sun Jan 16, 2011 6:16 am

That'd be amazing!

one quick question though: will this work with kyoma's minimap? (so you can see the added content in the minimap hud element)
would be great if it is compatible
Not yet but I'll be sure to make it compatible when I release the new and improved minimap. :)
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Nuno Castro
 
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Post » Sat Jan 15, 2011 11:28 pm

Nice mod I really like the concept.

Little request:
Would it be possible to implement the following?

1.
Item map scroll (YES) in inventory = Entire map visible
Item map scroll (NOT) in inventory = NO map visible

2.
Item compass (YES) in inventory = Location arrow visible on the map
Item compass (NOT) in inventory = NO location arrow on the map

I always missed something like this in game.
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yermom
 
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Post » Sun Jan 16, 2011 3:18 am

That's possible. Could you try to just comment out the setstage line at the end of the R+B ini settings, and see if the problem goes away? I did save that image with compression (didn't with the twp others), so that may be the cause, although it looked good here. Has anyone succeeded in displaying the road+bridges?


Do you still have the uncompressed version of the NR+B map component, and if so, could you post it somewhere, so i can try if it works without compression?


Not yet but I'll be sure to make it compatible when I release the new and improved minimap. :)


Awesome!
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Maria Leon
 
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Post » Sat Jan 15, 2011 8:27 pm

Is there any way for a future version you can cut down on the console spam, TNO? Would be nice, from my perspective.
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suzan
 
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Post » Sat Jan 15, 2011 11:11 pm

Nice mod I really like the concept.

Little request:
Would it be possible to implement the following?

1.
Item map scroll (YES) in inventory = Entire map visible
Item map scroll (NOT) in inventory = NO map visible

2.
Item compass (YES) in inventory = Location arrow visible on the map
Item compass (NOT) in inventory = NO location arrow on the map

I always missed something like this in game.
Doing this wouldn't be too hard (though the second one would have to be done in Map Marker Overhaul and not Dynamic Map), but the main problem is that I don't have any good idea for those two items (map scroll and compass). How would the player get hold on them, and when he does, why wouldn't he keep them at all time?


Do you still have the uncompressed version of the NR+B map component, and if so, could you post it somewhere, so i can try if it works without compression?
I will test it out with medium and low texture size myself before releasing 1.0, but I can see if I have the uncompressed version laying around, and then upload it for testing before that.


Is there any way for a future version you can cut down on the console spam, TNO? Would be nice, from my perspective.
Yes, 1.0 will cut down on that.


To All: To reach the full potential of this mod, I absolutely need help from other players to create map components. I am handy with GIMP, but don't have time to create all components from scratch. So I really, really need people helping me with that. There is no coding involved, only some GIMP (or other graphic tool) work to do, and a bit of time...
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Carlos Vazquez
 
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Post » Sun Jan 16, 2011 6:52 am

I know you are planning on updates but just wanted to point out that using this in Windfall results in Elsweyr (also installed) being overlayed on top of Windfall map.

I'm guessing some kind of detection for alternate large world maps for alternate world spaces would be needed.
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Tamika Jett
 
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Post » Sun Jan 16, 2011 6:27 am

I know you are planning on updates but just wanted to point out that using this in Windfall results in Elsweyr (also installed) being overlayed on top of Windfall map.
I know, and this is stated in the readme too :)

I'm guessing some kind of detection for alternate large world maps for alternate world spaces would be needed.
The system is already fully in place, and also allow for map components belonging to other worldspaces, like Windfall, SI or Better Imperial City. The 1.0 version enables and disables the map components appropriately based on the active parent worldspace.

I am more or less just waiting for kyoma to release MenuQue v7 (which I have a debug version of) before releasing Dynamic Map 1.0.
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Emma Parkinson
 
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Post » Sat Jan 15, 2011 5:15 pm

To All: To reach the full potential of this mod, I absolutely need help from other players to create map components. I am handy with GIMP, but don't have time to create all components from scratch. So I really, really need people helping me with that. There is no coding involved, only some GIMP (or other graphic tool) work to do, and a bit of time...


I can help a bit with that. Do you have a list of components you need?
Also, I've only been "sort of" following this thread. Do you have a defined method of what and how you want the components to be created?
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Leanne Molloy
 
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Post » Sun Jan 16, 2011 4:14 am

I can help a bit with that. Do you have a list of components you need?
Also, I've only been "sort of" following this thread. Do you have a defined method of what and how you want the components to be created?

Thanks, any help would be very much appreciated.

First, what I do have (and don't need help with), is everything that's in Vargr's Elven Map Compilation, that is Bartholm, Stirk, Elsweyr, New Roads and Bridges Revised, Castle Dunkerlore, West Roads, Leyawiin Reborn and The Imperial City of Sutch Reborn - all colorized for the Elven Map.

What I need, are two things:
1. New map components for mods that alter the terrain enough to be visible in the world map.
2. The above map components for other popular map types

New map components is the most difficult of the two, and also what I have least skill in creating (as I've never created a map before, but is relatively handy with GIMP). I guess some of the UL mods are the prime candidates, especially those that goes beyond the border of Cyrodill, and those that add rivers and/or roads. So River Ethe with its new river, and Brena River Ravine with its ravine, and much of terrain outside Cyrodiil are mods I would like to see map components for. I guess the easiest route is to do the following (written from memory after having tested this once a few weeks ago, so not an accurate description):

1. Load the CS with the relevant mod loaded
2. Choose the command to generate local map, and choose the cell borders that are just big enough to encompass the mod (check UL's grid map for the borders)
3. Wait a looong time until the CS has generated one .dds image for each cell. Use GIMP (or another graphics editor like Paint.Net) to combine the cells needed.
4. Paint the water/river in the cells with blue. According to washington, the still water becomes blue by placing some water texture as Textures\water\Water00.dds - otherwise it becomes pink, but it is easy enough to change the pink to blue afterwards. Running water is more problematic, since they use running water meshes that are ignored by the CS when creating those local maps, so it has to be painted afterwards.
5. Scale and cut the map component to fit onto a normal-sized cyrodiil world map

The pre-release thread found http://www.gamesas.com/index.php?/topic/1144376-req-a-good-map-maker/ is a good reading, as much of it is a discussion about how to create map components.

Now, I would be more than happy to get anything following steps 1-4 above. I am able to scale, cut and fit the components well onto the map myself, but don't have time (nor yet the skill) to do much map creation job. And when I first have them in the style of the local map (http://www.tesnexus.com/downloads/images/2781-1-1211918267.jpg how a map in that style looks), converting it to vanilla map, or even Elven Map is a relatively easy job.


When it comes to converting the Elven Map components to other map styles, the job is relatively easy, and partly exist already, so it is more a matter of getting permission to cut and use the existing maps. But creation of map components for UL (or other) mods that make distinct alterations, would be most welcome.


On another note, I coded a bit on the mod yesterday, and the mod is now able to handle map components that increase the size of the map by being placed (partly) outside the world map. So instead of a standard, bigger Stirk map, I only need the western portion added for a Stirk map, and then place that correctly (with negative x coordinate) in the ini file. So adding other provinces that are outside the borders of cyrodiil is not a problem and need no special care.


the same components for other map typesfor vanilla map, and any other popular map type (maybe
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Nicholas
 
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Post » Sun Jan 16, 2011 1:22 am

Roughly what percentage do you rescale down to to fit a normal-sized Cyrodiil world map after generating the local map in the CS? Doesn't need to be exact unless you know it exactly.
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Cagla Cali
 
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Post » Sun Jan 16, 2011 4:59 am

Roughly what percentage do you rescale down to to fit a normal-sized Cyrodiil world map after generating the local map in the CS? Doesn't need to be exact unless you know it exactly.

It is still a little mystery to me, but it seem that the map's cell dimension is one larger than the map dimension given in Oblivion.esm (or any map dimension plugin). If so, one cell is 2055/119 = 17.26890756 pixels wide (and high). If not, it is 2055/118 = 17.41525 pixels wide, but then the height and width doesn't fully match.

I don't know the scale percentage, but it should be easy enough to calculate given the above info.
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roxanna matoorah
 
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Post » Sat Jan 15, 2011 5:44 pm

Yay maths! I'm average at maths, so this should be... erm, hard.

5.79% ? That's my guess.

EDIT
Wait, you're stating the number of cells total in the vanilla worldspace X by Y, with or without an additional non-existent cell on the Y coordinate, is that right? 2055 cells across, 119(or 118) cells down?
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Frank Firefly
 
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Post » Sun Jan 16, 2011 4:36 am

Yay maths! I'm average at maths, so this should be... erm, hard.

5.79% ? That's my guess.

EDIT
Wait, you're stating the number of cells total in the vanilla worldspace X by Y, with or without an additional non-existent cell on the Y coordinate, is that right? 2055 cells across, 119(or 118) cells down?
The vanilla map is 2055 x 1830 pixels, and 118x105 cells (according to the worldspace settings in Oblivion.esm - I don't really think the dimensions are one more, so forget what I wrote in the previous post for now).

Anyway, 2055/118 = 17.42 and 1830/105 = 17.43 pixels/cell. So after rescaling the CS generated map, each cell should be 17.42 pixels wide.
How many pixels is one cell created by the local map generator in the CS? The scale in percent will be approx "17.42 * 100 / p", where p is the width of one cell generated by the CS.
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sophie
 
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Post » Sat Jan 15, 2011 11:31 pm

The cells in-game actually overlap both X and Y (this allows for smooth blending of land textures and vertex shading in-game, I believe), so the generated local map cell images each overlap too. Including overlap, they're 256x256 pixels. Removing the overlap from bottom and right (but ensuring that the overlap for top and left remain) each cell becomes 241x241 pixels so the percentage rescale must be 7.23% (rounding to 2 decimal).

Of course, that's just the scale the image needs to be to match the background map, in-game it'll be larger (and zoomable with your mod). The reason I asked is because I created local maps for vanilla Skingrad and Better Cities Skingrad, and wanted to see just how noticeable/unnoticeable the difference was at the scale the map would be (after Fearabbit mentioned in the previous thread that there wasn't really enough visible difference). Adding the ability to zoom in and out on the world map might make the difference more noticeable.

Should I upload the local map image for BC Skingrad? Only the cells actually edited by the ESP are shown, and I can upload as a PSD (which still includes the vanilla local map with the BC version overlaid on a 2nd layer) or as a bitmap (to avoid compression artefacts which JPG or similar tend to cause).
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MARLON JOHNSON
 
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Post » Sat Jan 15, 2011 10:51 pm

Should I upload the local map image for BC Skingrad? Only the cells actually edited by the ESP are shown, and I can upload as a PSD (which still includes the vanilla local map with the BC version overlaid on a 2nd layer) or as a bitmap (to avoid compression artefacts which JPG or similar tend to cause).
Yes, please - and PSD should be fine. :) But wouldn't Bravil be the BC city with largest changes?
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ZANEY82
 
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Post » Sat Jan 15, 2011 10:00 pm

http://bettercities.free.fr/Maps/BC-Skingrad_LocalMap.7z.

Bravil does indeed contain the largest changes, especially with regards mapping. However much of the changes within the city walls are still only in the Bravil worldspace, while BC Skingrad now includes optional OBC Skingrad with all the city content being in the Tamriel worldspace too, making it easier to show everything BC adds. Bravil won't be opened for another few weeks so it would be premature to generate a local map at this point.

If you're happy that BC Skingrad does visually make enough difference to be worth the effort, then let me know and I'll do the other BC cities (excluding Bravil until it becomes open), but if it doesn't look different enough, then I don't want either of us wasting our time creating BC local maps which won't be noticed!

EDIT
Might help you if I mention which cells are shown!
-18,2 top-left
-15,-2 bottom-right
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Stat Wrecker
 
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Post » Sun Jan 16, 2011 12:31 am

If you're happy that BC Skingrad does visually make enough difference to be worth the effort, then let me know and I'll do the other BC cities (excluding Bravil until it becomes open), but if it doesn't look different enough, then I don't want either of us wasting our time creating BC local maps which won't be noticed!
Zoomed down to 7%, the difference is IMHO not very significant. But I am pretty sure I can make Dynamic Map accept larger images that when zoomed in will show all the detail, so it may still be a good idea. The city image will fit into a CS-created map style, but will need significant work to fit into the elven or vanilla map types.

So I guess I am not sure what to say. I am of course happy to get sub-maps, because there is no restriction of the number that can be seen, but I don't think the difference was very noticable in the small scale, but it is of course an advantage to get correct city maps when zooming in. :)
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Jennifer Rose
 
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Post » Sun Jan 16, 2011 1:40 am

Well if you want me to produce the rest of the BC city maps, I'll do so. But CS-style is the only style I can offer!

I'll create some for some UL mods too, since no one else has said they'll do them yet.
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Elle H
 
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