[RELz] Map Marker Overhaul

Post » Sun Mar 20, 2011 8:05 pm

Is there any way to set a revealed and visited marker just back to revealed? It'd be ideal for vanilla markers if I could revert all that stuff I discovered but ran past to unvisited and look for my next target that way.

There's no way currently, but this isn't that far away from the new functionality I'm currently working on, so I can see if I can add it it. The new functionality I'm working on, is a menu where you can choose the state of map markers for some of the map marker types, where the icons change if you set the state to E (entered) or C (Completed/Cleared).
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Lloyd Muldowney
 
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Post » Sun Mar 20, 2011 2:59 pm

I just installed this yesterday in part of an attempt to get myself to play this game again (no, really). As a result, I have a handful of simple questions.
This appears to render "Landmarks with wells" unnecessary, right? All the birthstones, heavenstones and ayleid wells are covered by this, right?
On the other hand the Oblivion Gate Map Marker Remover mod's functionality does not seem to be covered. This one removes an oblivion gate's map marker when the gate is closed and then replaces it if the gate reopens. I didn't see anything like that mentioned in your readme (though I'm sometimes blind), would you be interested in replicating that functionality as it would fit right in? If I undersand correctly I can deactivate markers manually, but I don't think I can reactivate them later?
The final question is whether you're interested in including new map icon sets. Unfortunately the set I am thinking of was made back in 2006 and I've never heard or seen anything of that modder since I entered the scene a couple of years back. (Xythen, anyone?) Assuming that permission couldn't be found... maybe I could try my hand at icon creation. Just an idea, anyway.

Anyway, I'm looking forward to trying this out (along with Enhanced Economy).

Vac
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Alessandra Botham
 
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Post » Sun Mar 20, 2011 9:10 pm

I just installed this yesterday in part of an attempt to get myself to play this game again (no, really). As a result, I have a handful of simple questions.
This appears to render "Landmarks with wells" unnecessary, right? All the birthstones, heavenstones and ayleid wells are covered by this, right?
Right. MMO actually uses an improved version of LwW so you will get double set of marker if you use both.

On the other hand the Oblivion Gate Map Marker Remover mod's functionality does not seem to be covered. This one removes an oblivion gate's map marker when the gate is closed and then replaces it if the gate reopens. I didn't see anything like that mentioned in your readme (though I'm sometimes blind), would you be interested in replicating that functionality as it would fit right in?

Correct on all accounts. I've started working on the next version of MMO, and it will contain something like the gate map remover, but with the possibility of showing destroyed gates instead of removing them alltogether.

If I undersand correctly I can deactivate markers manually, but I don't think I can reactivate them later?

If you write down (or look up in the CS) the formID of the marker, I think Enable will work again later too.

The final question is whether you're interested in including new map icon sets. Unfortunately the set I am thinking of was made back in 2006 and I've never heard or seen anything of that modder since I entered the scene a couple of years back. (Xythen, anyone?) Assuming that permission couldn't be found... maybe I could try my hand at icon creation. Just an idea, anyway.
Well, each additional set means more work, so it will need to add something different or better than the existing onece. But if you do the initial work, then the chances are of course better :)
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Ebou Suso
 
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Post » Mon Mar 21, 2011 3:43 am

of course i love this mod...gush praise & thanks...

one problem i've noticed though, when i try to add a marker it won't show up on my map. it shows on my compass in-world, but not on my map. I do use a map replacer (forget which one), so i don't know if that image is covering up the new marker, or if there's some other kind of conflict.
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Sami Blackburn
 
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Post » Sun Mar 20, 2011 3:21 pm

Right. MMO actually uses an improved version of LwW so you will get double set of marker if you use both.
That's what I figured, so I already disabled LwW.
Correct on all accounts. I've started working on the next version of MMO, and it will contain something like the gate map remover, but with the possibility of showing destroyed gates instead of removing them alltogether.
Mmm, that sounds nice/good. I hope this can be semi-automatic (I don't mind a couple of clicks), particularly the bit where it will reactivate if the gate reopens.
If you write down (or look up in the CS) the formID of the marker, I think Enable will work again later too.
I've no doubt that would work, but is a little fiddly when I'm trying to play. Not that the playing happens very often, let alone needing to re-enable markers, but, well...
Well, each additional set means more work, so it will need to add something different or better than the existing onece. But if you do the initial work, then the chances are of course better :)
You can see http://planetelderscrolls.gamespy.com/fms/Image.php?id=19879: they are particularly good for people using some form of DarkUI, or otherwise darkening the UI presentation. They're also quite different from anything else you're currently offering. I don't use the map, personally (too dark for me), but the icons are excellent. If I was to make icons it wouldn't be for a while anyway: I'm more than a little busy with my own mods, but I've learnt a lot about textures in the last few months. It could probably be done. There is a contact e-mail in the mod's readme, but I very much doubt it's still in use.

Vac
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Fluffer
 
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Post » Sun Mar 20, 2011 11:08 pm

On the other hand the Oblivion Gate Map Marker Remover mod's functionality does not seem to be covered. This one removes an oblivion gate's map marker when the gate is closed and then replaces it if the gate reopens. I didn't see anything like that mentioned in your readme (though I'm sometimes blind), would you be interested in replicating that functionality as it would fit right in?
Correct on all accounts. I've started working on the next version of MMO, and it will contain something like the gate map remover, but with the possibility of showing destroyed gates instead of removing them alltogether.
Mmm, that sounds nice/good. I hope this can be semi-automatic (I don't mind a couple of clicks), particularly the bit where it will reactivate if the gate reopens.
I really liked the idea of the Oblivion Gate Map Marker Remover, but it boogered Enhanced Daedric Invasion so I had to remove it. (It has been a while since I last played the main quest so this is from memory rather than recent experience, but I'm ~90% sure they didn't play well together) May I request then that when you incorporate this functionality that you either make it optional or take a peek at EDI to see how they can be made to harmoniousy co-exist?

QUOTE (hronk @ Oct 17 2009, 06:57 AM)
Is there any way to set a revealed and visited marker just back to revealed? It'd be ideal for vanilla markers if I could revert all that stuff I discovered but ran past to unvisited and look for my next target that way.
There's no way currently, but this isn't that far away from the new functionality I'm currently working on, so I can see if I can add it it. The new functionality I'm working on, is a menu where you can choose the state of map markers for some of the map marker types, where the icons change if you set the state to E (entered) or C (Completed/Cleared).
This would be a wonderful!!! feature to have.

Sincere thanks to you for this mod, btw. Verily, it rocketh. :mohawk:
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Rhiannon Jones
 
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Post » Sun Mar 20, 2011 3:06 pm

Hmm, minor (well, actually not so minor) issue having played a little is that the map markers for things like ayleid wells and wayshrines have no icons. Is this because I chose not to install a new icon set (preferring the set I already had) or is it just how the mod is set up?

Map markers that I cannot see aren't really as useful as map markers I *can* see.

Vac
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Mark Hepworth
 
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Post » Mon Mar 21, 2011 6:21 am

Hmm, minor (well, actually not so minor) issue having played a little is that the map markers for things like ayleid wells and wayshrines have no icons. Is this because I chose not to install a new icon set (preferring the set I already had) or is it just how the mod is set up?

Map markers that I cannot see aren't really as useful as map markers I *can* see.

Vac


Without new icon set, you wouldn't see any unique marker icons even if you set to show the marker.
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Jonny
 
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Post » Sun Mar 20, 2011 4:17 pm

Without new icon set, you wouldn't see any unique marker icons even if you set to show the marker.

Nyuts. I guess I'd better find the filepaths for the new icons so I can shove them in myself...

Vac

Edit: and thanks for the useful info! :goodjob:
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Jessie Rae Brouillette
 
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Post » Mon Mar 21, 2011 4:36 am

one problem i've noticed though, when i try to add a marker it won't show up on my map. it shows on my compass in-world, but not on my map. I do use a map replacer (forget which one), so i don't know if that image is covering up the new marker, or if there's some other kind of conflict.
I must admit that I'm completely clueless here. I do absolutely nothing special to get the markers onto the map - all I do is a MoveTo to the player's location. I'm using the Elven Redux map myself, but that doesn't need any esp to load the map correctly. Do anyone else have any experience with replacement maps and MMO?


You can see http://planetelderscrolls.gamespy.com/fms/Image.php?id=19879: they are particularly good for people using some form of DarkUI, or otherwise darkening the UI presentation. They're also quite different from anything else you're currently offering. I don't use the map, personally (too dark for me), but the icons are excellent. If I was to make icons it wouldn't be for a while anyway: I'm more than a little busy with my own mods, but I've learnt a lot about textures in the last few months. It could probably be done. There is a contact e-mail in the mod's readme, but I very much doubt it's still in use.

I've never seen those icons before, but they look very interesting, and quite different, so they're certainly a worthy additions. But there's two problems. The first is of course the issue of getting permission, and the second the issue of creating all the other necessary icons for it. It looks like some special effect that may well be easy to do, but I'm no graphical artist and have no idea how to create similar icons, except by doing it manually and that is too much work. So I will need help here, at least to tell me which graphical program/effect to use.

As for (semi-) automatic handling of Oblivion gates, I'm pondering two different possibilities.

The simplest one (for me) is to modify the oblivion gate scripts. This is what Oblivion gate remover does, and has the advantage of easily spotting if a gate reopens, or if a gate is closed by other means than you taking the stone (i.e. when you complete the main quest). The disadvantage is that it will be incompatible with other mods that modify those scripts.

The more complicated option is to not attach the script to the gates, but have a constantly running script that notices when you enter an Oblivion gate, and then find and store the reference to the nearest oblivion gate map marker. Then, when the script notices that one more gate is closed, it will now the marker's reference and can change the status of the marker. This will be completely compatible with mods that edit the gate scripts, but this script will have no way of changing the status of a gate that reopens, or of the gates that are closed when you finish the main quest.

So I'm leaning towards the first solution, but will then need some input about other mods editing those scripts. Ka_zan mentions EDI, and I will make sure to not break this mod, as I use it myself. I guess I will need an MMO-EDI patch, but I think this patch will be mergeable in Wrye Bash. Are there other mods that edits the oblivion gate scripts?
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Sara Lee
 
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Post » Sun Mar 20, 2011 2:44 pm

Nyuts. I guess I'd better find the filepaths for the new icons so I can shove them in myself...

Vac

Edit: and thanks for the useful info! :goodjob:

Just extract one of the icon sets included with the mod. The paths are all set up.
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k a t e
 
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Post » Mon Mar 21, 2011 6:23 am

What actually controls the oblivion gates?

On a quick look, it looks like you could just run a quest every five minutes to scan the enable/disabled status of the 90 gate markers that are parents to the gate and adjust the map markers based on that.

If you want, I could do the grunt work of getting all the reference ID numbers.
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April D. F
 
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Post » Sun Mar 20, 2011 10:57 pm

I've never seen those icons before, but they look very interesting, and quite different, so they're certainly a worthy additions. But there's two problems. The first is of course the issue of getting permission, and the second the issue of creating all the other necessary icons for it. It looks like some special effect that may well be easy to do, but I'm no graphical artist and have no idea how to create similar icons, except by doing it manually and that is too much work. So I will need help here, at least to tell me which graphical program/effect to use.

Yo,

I knocked this out in ten minutes. Yes, it *is* messy, but if I take an hour or two I'm confident the results will be *much* better. Tell me where I can find the additional icons to work with and I'll see what I can do maybe later this week?

Vac

Edit: Scratch the one above: try http://i285.photobucket.com/albums/ll61/Revanchism/Working/45Minutes.jpg! I prefer Xythen's original, but this isn't bad at all.
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Milad Hajipour
 
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Post » Sun Mar 20, 2011 2:50 pm

What actually controls the oblivion gates?

On a quick look, it looks like you could just run a quest every five minutes to scan the enable/disabled status of the 90 gate markers that are parents to the gate and adjust the map markers based on that.
I must admit that I haven't looked yet, but I guess you're right that there must be a parent/child relation between marker and gate, if not there would have to be different script on each gate in order to enable the right marker. That makes it easier. So what I need then is a list of all the gate formIDs. With that, I can do a scan for destroyed gates at initialization of MMO's next version, and the same when the main quest finishes. And also a regular scan for reopened gates if MQ00.allowGatesToReopen == 1. For just-closed gates I will have stored the gate ID when the gate is activated, so I will be able to handle that immediately. This looks like a good catch-all solution that will be completely compatible with any mod that alters the oblivion gate scripts. :)

If you want, I could do the grunt work of getting all the reference ID numbers.
Yes, a list of all the gate formIDs would be appreciated.


Yes, it *is* messy, but if I take an hour or two I'm confident the results will be *much* better. Tell me where I can find the additional icons to work with and I'll see what I can do maybe later this week?

Edit: Scratch the one above: try the 45 minutes version! I prefer Xythen's original, but this isn't bad at all.
That's quite good, and definitely a worthy addition for MMO. :)

For the additional icons, open "01 Vanilla Icons\textures\menus\icons\map\map_icons_all.dds" from MMO's latest version. Note that I have changed the Ayleid Ruin icon, and moved the old to a different position instead.
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Lil Miss
 
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Post » Sun Mar 20, 2011 8:06 pm

Hey,

That's quite good, and definitely a worthy addition for MMO. :)

Thanks. Have a look at the options currently available.
http://i285.photobucket.com/albums/ll61/Revanchism/Working/GoldSilverMapIcons.jpg. http://i285.photobucket.com/albums/ll61/Revanchism/Working/GoldSilverIconsCloseUp.jpg.
http://i285.photobucket.com/albums/ll61/Revanchism/Working/CopperMapIcons.jpg. http://i285.photobucket.com/albums/ll61/Revanchism/Working/CopperIconsCloseUp.jpg.
http://i285.photobucket.com/albums/ll61/Revanchism/Working/SteelMapIcons.jpg. http://i285.photobucket.com/albums/ll61/Revanchism/Working/SteelIconsCloseUp.jpg.
http://i285.photobucket.com/albums/ll61/Revanchism/Working/IronMapIcons.jpg. http://i285.photobucket.com/albums/ll61/Revanchism/Working/IronIconsCloseUp.jpg.
http://i285.photobucket.com/albums/ll61/Revanchism/Working/PinkMapIcons.jpg? http://i285.photobucket.com/albums/ll61/Revanchism/Working/PinkIconsCloseUp.jpg.

Comments? Suggestions? Requests?

Vac

Edit: Hmm, and a short walk gave me the idea how I could kinda replicate Xythen's style. http://i285.photobucket.com/albums/ll61/Revanchism/Working/IconsTesting.jpg and http://i285.photobucket.com/albums/ll61/Revanchism/Working/IconsTestingCloseUp.jpg. Not perfect by any means, but I'm sure I'll get better with a little more fiddling.

Edit 2: http://i285.photobucket.com/albums/ll61/Revanchism/Working/ImprovedIcons.jpg? http://i285.photobucket.com/albums/ll61/Revanchism/Working/ImprovedIconsCloseUp.jpg. And with a little further tweaking this would be a http://i285.photobucket.com/albums/ll61/Revanchism/Working/NearDaedricIcons.jpg http://i285.photobucket.com/albums/ll61/Revanchism/Working/NearDaedricIconsCloseUp.jpg.
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Ashley Clifft
 
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Post » Mon Mar 21, 2011 3:48 am

Yes, a list of all the gate formIDs would be appreciated.

Will this work (I just know the codebox is going to mess up the formatting on this).
Random GatesMap Marker				Gate		XMarker parent to GateOBGareRandCH010MapMarker		615EA		62622OBGateRandBW0003			18B742		18B743OBGateRandBW0013MapMarker		614CD		614CCOBgateRandBW001MapMarker		18A833		18A834OBGateRandBW002MapMarker		18B740		18B741OBGateRandBW004MapMarker		18B73E		18B73FOBGateRandBW005MapMarker		18B73C		18B73DOBGateRandBW006MapMarker		18D328		18D327OBGateRandBW007MapMarker		18D326		18D325OBGateRandBW008MapMarker		18D324		18D323OBGateRandBW009MapMarker		18D322		18D321OBGateRandBW010AMapMarker		18D320		18D31FOBGateRandBW011MapMarker		18D329		18D31EOBGateRandBW012MapMarker		614CE		614CFOBGateRandCH001Mapmarker		615E1		6161EOBGateRandCH002MapMarker		615E2		6162DOBGateRandCH003MapMarker		615E3		61655OBGateRandCH004MapMarker		615E4		61675OBGateRandCH005MapMarker		62541		62542OBGateRandCH006MapMarker		6253F		62540OBGateRandCH007MapMarker		6253C		6253BOBGateRandCH008MapMarker		6253D		6253EOBGateRandCH009MapMarker		615E8		62621OBGateRandCH011MapMarker		615EB		62623OBGateRandCH012MapMarker		615EC		62624OBGateRandGC001MapMarker		18B243		18BB06OBGateRandGC002MapMarker		18B244		18BB4BOBGateRandGC003MapMarker		18B245		18D0EAOBGateRandGC004MapMarker		18B246		18BB4AOBGateRandGC005MapMarker		18B247		61690OBGateRandGC006MapMarker		18B248		18D10EOBGateRandGC007MapMarker		18B249		18D494OBGateRandGC008MapMarker		18B24A		18D4B6OBGateRandGF001MapMarker		836D3		84B07OBGateRandGF002MapMarker		188742		18877AOBGateRandGF003MapMarker		18B0C3		18BB6EOBGateRandGF004MapMarker		18BB6B		18BB6AOBGateRandGF005MapMarker		18B0C5		18BB6FOBGateRandGF006MapMarker		18B0C6		18D8C9OBGateRandGF007MapMarker		18BB72		18BB73OBGateRandGF008MapMarker		18D8C6		18D8C5OBGateRandGF009MapMarker		18D8C4		18D8C3OBGateRandGF010MapMarker		18D8C7		18D8C8OBGateRandGF011MapMarker		18BB6D		18BB6COBGateRandGF012MapMarker		18BB70		18BB71OBGateRandHL001MapMarker		623B6		623B7OBGateRandHL002MapMarker		623B8		623B9OBGateRandHL003MapMarker		623BA		623BBOBGateRandHL004MapMarker		623BC		623BDOBGateRandHL005MapMarker		623BE		623BFOBGateRandHL006MapMarker		623C0		623C1OBGateRandHL007MapMarker		623C2		623C3OBGateRandNB02MapMarker			18D172		18D184OBGateRandNB03MapMarker			18D18D		18D19EOBGateRandNB04MapMarker			18D19F		18D1AEOBGateRandNB05MapMarker			18D1B4		18D1C2OBGateRandNB06MapMarker			18D1C6		18D1D5OBGateRandNB07MapMarker			608A8		608B7OBGateRandNB08MapMarker			608BD		608CFOBGateRandNB09MapMarker			608D5		608E5OBGateRandNB10MapMarker			608EB		608FBOBGateRandNB11MapMarker			61699		616A6OBGateRandNB12MapMarker			616AB		616BBOBGateRandNB13MapMarker			616BF		616CBOBGateRandNB14MapMarker			616D1		616E1OBGateRandNB15MapMarker			616E6		616F8OBGateRandNB16MapMarker			616FF		6170DOBGateRandNV001MapMarker		18ADFF		18AE03OBGateRandVM001MapMarker		18AE1C		18AE22OBGateRandVM002MapMarker		643DC		643DDOBGateRandVM004MapMarker		643F2		643F1				OBGateRandVM005MapMarker		6440E		6440F				OBGateRandVM006MapMarker		64416		64417				OBGateRandVM009MapMarker		645CE		645CF				OBGateRandVM010MapMarker		645D6		64531				OBGateRandVM011MapMarker		645A3		645A4				OBGateRandWW001MapMarker		188824		188825OBGateRandWW002MapMarker		18884F		188850OBGateRandWW003MapMarker		18BD37		18BD3AOBGateRandWW004MapMarker		51262		51281OBGateRandWW005MapMarker		5160D		5160EOBGateRandWW006MapMarker		517B5		5214AOBGateRandWW007MapMarker		521A8		53442OBGateRandWW008MapMarker		55D87		55D88OBGateRandWW009MapMarker		57038		572E6OBGateRandWW010MapMarker		572EE		5737DOBGateRandWW011MapMarker		57388		57F44OBGateRandWW012MapMarker		5A376		5A3EDOBGateRandWW013MapMarker		5A68E		5A6ACOBGateRandWW015MapMarker		613FA		61409Quest GatesMap Marker				Gate				XMarker parent to Gate					MQ13Gate1			MQ13CountessBattleMarker					MQ13Gate2			MQ13CountessBattleMarker					MQ13Gate3			MQ13CountessBattleMarker					MQ13Gate4			MQ13CountessBattleMarker					MQ16OblivionGate01					MQ16OblivionGate02BravilOBGateMapMarker			MQ11BravilGate			MQ11OblivionGatePARENTBrumaOBGateMapMarker			MQ10OblivionGate		MQ10OblivionGatePARENTCD09					MS94OblivionGateRef		MS94GateSpawnMarkerCD414					MQ11AnvilGate			18D452CheydinhalOblivionGateMapMarker		MQ11CheydinhalGate		CheydinhalOblivionGateSpawnMarkerChorrolOBGateMapMarker			MQ11ChorrolGate			188770KvatchOblivionGateMapMarker		MS48KvatchGate			MS48GateSpawnMarkLeyawiinOBGateMapMarker			MQ11LeyawiinGate		18AD7CSkingradOBGateMapMarker			MQ11SkingradGate		64583


If you want to provide a code template, I can do all the necessary cutting and pasting as well.
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Harinder Ghag
 
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Post » Sun Mar 20, 2011 6:40 pm

Vacuity: Your icons look great. But I'm reluctant to add more than one of them as part of MMO, as the workload is already quite big when I make additions. You are of course welcome to publish additional sets by yourself though. But if you agree, I can add one of the sets with MMO's next version. I'm not sure which one I think look best though.

showler: Thanks, that look like all the data I need, ready for copy pasting where I will need it.
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RAww DInsaww
 
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Post » Sun Mar 20, 2011 3:07 pm

Vacuity: Your icons look great. But I'm reluctant to add more than one of them as part of MMO, as the workload is already quite big when I make additions. You are of course welcome to publish additional sets by yourself though. But if you agree, I can add one of the sets with MMO's next version. I'm not sure which one I think look best though.

Understood, but which one would you like? I mean, I'll use what I want anyway, so which one do you want in your mod? Or would anyone else care to offer feedback?

Vac
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dell
 
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Post » Mon Mar 21, 2011 7:11 am

showler: Thanks, that look like all the data I need, ready for copy pasting where I will need it.
I don't mean to be pushy or to take liberties. I just feel a bit guilty when I make a suggestion that I know will take a lot of grunt work. Copy/pasting is boring work.


Understood, but which one would you like? I mean, I'll use what I want anyway, so which one do you want in your mod? Or would anyone else care to offer feedback?

I kinda like the Gold/Silver, if you can get a more metallic/glinty look to them.
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Theodore Walling
 
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Post » Sun Mar 20, 2011 10:37 pm

I don't mean to be pushy or to take liberties. I just feel a bit guilty when I make a suggestion that I know will take a lot of grunt work. Copy/pasting is boring work.

Like suggesting adding new map icon sets?
I kinda like the Gold/Silver, if you can get a more metallic/glinty look to them.

http://i285.photobucket.com/albums/ll61/Revanchism/Working/GoldSilverAlt1MapIcons.jpg http://i285.photobucket.com/albums/ll61/Revanchism/Working/GoldSilverAlt1IconsCloseUp.jpg? Or more so? Much beyond that the silver ones just become glowing white which does *not* look good (I already checked)...

Vac
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Monika
 
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Post » Sun Mar 20, 2011 8:08 pm

I'm terrible with textures, but I think I like the gold from the second and the silver from the first batch.

I wanna try with a dark UI next time, so I'm looking for something that will blend well.

Like suggesting adding new map icon sets?
Well....like suggesting adding new map icon sets without being willing to do the prep work on the icons yourself first :)
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Amy Siebenhaar
 
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Post » Mon Mar 21, 2011 5:28 am

I'm terrible with textures, but I think I like the gold from the second and the silver from the first batch.

I'm hardly a master texturer myself, but I learned a few tricks while working on Diverse Wisps 2.0.
Anyway, you'd like something http://i285.photobucket.com/albums/ll61/Revanchism/Working/GoldSilverAlt2MapIcons.jpg http://i285.photobucket.com/albums/ll61/Revanchism/Working/GoldSilverAlt2IconsCloseUp.jpg?

I wanna try with a dark UI next time, so I'm looking for something that will blend well.
Yes, those colourful map marker sets are nice enough and well made (better than mine!), but they don't seem to blend that well with the DarkUI...

Well....like suggesting adding new map icon sets without being willing to do the prep work on the icons yourself first :)

As a general rule I tend to only make "requests" I am willing to do (or contribute significantly to) myself (excepting Wrye Bash features). :whistle: Like when I requested enchanted versions of the armamentarium items.

Vac
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james reed
 
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Joined: Tue Sep 18, 2007 12:18 am

Post » Mon Mar 21, 2011 7:21 am

I'm hardly a master texturer myself, but I learned a few tricks while working on Diverse Wisps 2.0.
Anyway, you'd like something http://i285.photobucket.com/albums/ll61/Revanchism/Working/GoldSilverAlt2MapIcons.jpg http://i285.photobucket.com/albums/ll61/Revanchism/Working/GoldSilverAlt2IconsCloseUp.jpg?

Yeah, I like the looks of that. That gets my vote.
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Sarah Unwin
 
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Joined: Tue Aug 01, 2006 10:31 pm

Post » Mon Mar 21, 2011 7:30 am

Understood, but which one would you like? I mean, I'll use what I want anyway, so which one do you want in your mod? Or would anyone else care to offer feedback?
I'm not sure really. The latest silver/gold looks great, but I somehow think the copper or steel fits best with the map. I can host a couple of additional sets as optional downloads, but think I will need rely on you to update those when I need new icon types.
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Bek Rideout
 
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Joined: Fri Mar 02, 2007 7:00 pm

Post » Mon Mar 21, 2011 3:20 am

Yeah, I like the looks of that. That gets my vote.

OK, glad to hear it. It's my first attempt to make icons, so I'm glad someone likes them! :biglaugh: (other than me)

[I've read this next part over before hitting "Add Reply", my apologies if it comes across as pushy, I've reworded bits of it, but you have my apologies in advance if it still sounds pushy :icecream: ]
Vacuity: Your icons look great. But I'm reluctant to add more than one of them as part of MMO, as the workload is already quite big when I make additions. You are of course welcome to publish additional sets by yourself though. But if you agree, I can add one of the sets with MMO's next version. I'm not sure which one I think look best though.

and
I'm not sure really. The latest silver/gold looks great, but I somehow think the copper or steel fits best with the map. I can host a couple of additional sets as optional downloads, but think I will need rely on you to update those when I need new icon types.

A few things here, firstly, I've already made a set I'm pretty happy with to use with your mod, so the other stuff is essentially being made/offered for your benefit and the benefit of your users. It's implicitly agreed you can use them once I have everything sorted and made: they're being made for you!
That leads me to the second point about your workload. I was a little confused how that worked out, so I had a look at the alternate sets and I'm not too sure how that works out, so bear with me. It seems that some sets have a slightly different arrangement of icons. For example Adny's icons have a spare pair of apparently blank icons on the top row, and the "vanilla" set has a bunch of extra icons marked "E" and "C" (more about these later). Now I'm a little confused how that works out in the user's game, does that mean that users using, say, the elven icons won't have access to these "E"/"C" labeled icons? You said to base my icons off the set in the vanilla group which I assumed was because of permissions, but it seems it's also because it's the "fullest" set, is that right? Therefore, if all my sets are identical in content to the vanilla set shouldn't it be possibleto treat my sets identically to the vanilla set you provide (and not increasing your workload too much?). Am I understanding this right? Not that I am trying to push for you to include more sets, I am just trying to understand how it works as, as you said, it'll be up to me to provide you with updates if you need new markers made.

Which leads to the next point: while those screens above look pretty good (if I say so myself), there are a few icons that don't look so great from the results of my super-fast work. That's why I really need to know which sets you want and what style you want them to look like: I'll have to take time (I don't know how much) and work with each of those icons individually and that'll be (relative to how much work the majority of the icons took) a lot of work. I won't be so happy spending a lot of time making a couple of icons look beautiful and then be told they won't get used. :biglaugh: Showler says he wants the Gold/Silver set and you seem to like them, so I'll work on that for sure. I don't mind working on both the copper and steel as long as they're both going to get used. I can send you the current results so you can take a closer look yourself if you like? You'll also see the icons that didn't turn out so well (except the ones I already deleted).

Which leads to the last point: the additional icons with the "E"s and "C"s. They didn't come out too well either (the letters were unrecognisable as letters and just make the icons look like they'd got horns). I might be able to tweak things so they're readable as-is, or I could try and do a slightly different icon design. Any ideas for this? I think relocating the letters elsewhere in the texture won't help for as long as they're *over* the icon. If I could offset them so they don't (or barely) overlap the icon this might work, for example, the cave icon I could put the letter in the centre, for the fort I might be able to squeeze the letter into the recess on the side. The ayleid ruin icon... I have no idea. As I said, suggestions? I could always simply create a separate colour scheme for these, err, "C" for... Copper and "E" for... Electrum? What colour is Electrum anyway? Oh, pretty much just http://en.wikipedia.org/wiki/Electrum. Basically it might be a lot easier to just produce these in a slightly different colour scheme to the rest of the icon set so they are still identifiably different. That's my best idea...

I've got no problem with supporting you "post-release" for as long as I'm still actively modding and as far as I'm concerned the icons I release will be free as a resource. Are you planning to add a lot of extra icons in the future? I notice you've given yourself *lots* of extra space... :lol:

Man, I hope that all made sense...

All the best,

Vac
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Chloe :)
 
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