[Relz/Beta] MiniMap - HUD Element

Post » Sun Aug 08, 2010 7:06 pm

Hey Kyoma,

Been playing with this baby for several days now, and no CTD. I also managed to move my existing icons so my map is on the top right corner. Very neat :D

Have you considered global map? I seem to recall you talking about that, but I'm not sure. I would love to have a global map when I'm in exterior cells, and local maps when I'm in an interior cell, but that's asking a lot :D

Keep up the good work man :foodndrink:
Yup, I'm planning on doing just that. Still thinking of the best way as I wanna make it compatible/usable with any map replacer or custom worlds.


They are transparent. I also found something new. I started new character which is still in starting dungeon and map is working as inteneded, at least in that location. So I guess that few IcMarked maps could be generated by my another test character that I only entered IcMarket with. So my main char is "reading" already generated by test character maps, but its not generating new ones. It might be broken save of that char so I'll try to do clean save without HUD minimap then activate it again. Also Ill check how its working with totally new char. Will post results later.
That was my next suggestion, trying a clean save. From the looks of it I'd say the texture generating script has stalled for some reason and thus no new textures are created. Will await to hear if a clean save fixed the problem or not. Still need to figure out what triggered this problem though.
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ShOrty
 
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Post » Sun Aug 08, 2010 2:53 pm

Yup, I'm planning on doing just that. Still thinking of the best way as I wanna make it compatible/usable with any map replacer or custom worlds.

:bowdown:
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X(S.a.R.a.H)X
 
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Post » Sun Aug 08, 2010 8:56 pm

That was my next suggestion, trying a clean save. From the looks of it I'd say the texture generating script has stalled for some reason and thus no new textures are created. Will await to hear if a clean save fixed the problem or not. Still need to figure out what triggered this problem though.


Ok, so tested it on two characters (old clean saved and new one) it works like a charm. For now at least. So I guess it was blocked script which were no generating maps as you said, but what caused that?

Few ideas. If you willing to implement world map, make it togglable by pressing some keys (or even icons!), not exterior/interior dependant like someone suggested above. Would be such waste not being able to ever see local map on it. Also it definitely needs circular version, that would improve its looking by twice.
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TWITTER.COM
 
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Post » Sun Aug 08, 2010 9:38 am

Ok, so tested it on two characters (old clean saved and new one) it works like a charm. For now at least. So I guess it was blocked script which were no generating maps as you said, but what caused that?
Not sure what could've caused it. But I'm gonna add some code to atleast inform the user when such a thing happens.

Few ideas. If you willing to implement world map, make it togglable by pressing some keys (or even icons!), not exterior/interior dependant like someone suggested above. Would be such waste not being able to ever see local map on it. Also it definitely needs circular version, that would improve its looking by twice.
When I add a World Map everything will be fully configurable, in the ini and while playing. The interior/exterior that has been suggested a couple of times would just be a preset configuration. The way I'm thinking of it is to just add a third state to the Toggle Key which makes it go from: Local Map->World Map->Hidden->Local Map. That way it won't involve another key and it can be configured to automatically switch from Local Map <-> World Map on exterior/interior transitions.

Also it definitely needs circular version, that would improve its looking by twice.
As explained before, the closest I can make it to a circle is http://i98.photobucket.com/albums/l243/Kyoparadox/th_MiniMapCircle.jpg. Where the black area would be the frame, if I would make that frame a circle then you'll see underlying textures outside the frame. Ofcourse the black area can be a bit more decorative but I svck as an texturer so unless someone can provide me with such a frame I'm not gonna add it. :shrug:
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Kevan Olson
 
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Post » Sun Aug 08, 2010 11:42 am

When I add a World Map everything will be fully configurable, in the ini and while playing. The interior/exterior that has been suggested a couple of times would just be a preset configuration. The way I'm thinking of it is to just add a third state to the Toggle Key which makes it go from: Local Map->World Map->Hidden->Local Map. That way it won't involve another key and it can be configured to automatically switch from Local Map <-> World Map on exterior/interior transitions.


Sounds awesome, cant wait! Any release date planned yet? ;)

As explained before, the closest I can make it to a circle is http://i98.photobucket.com/albums/l243/Kyoparadox/th_MiniMapCircle.jpg. Where the black area would be the frame, if I would make that frame a circle then you'll see underlying textures outside the frame. Ofcourse the black area can be a bit more decorative but I svck as an texturer so unless someone can provide me with such a frame I'm not gonna add it. :shrug:


Can that frame be bigger than texture?
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Daniel Holgate
 
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Post » Sun Aug 08, 2010 4:13 pm

Can that frame be bigger than texture?
There should be no limits to it's size.
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Toby Green
 
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Post » Sun Aug 08, 2010 8:34 pm

I'd like to create an OMOD script for this mod that asks which user interface the player is using when installing this mod, and it places the correct xml file into the correct folder and backs up the current main menu xml file, but I don't know how to do it, can someone help?
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LuBiE LoU
 
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Post » Sun Aug 08, 2010 1:49 pm

I'd like to create an OMOD script for this mod that asks which user interface the player is using when installing this mod, and it places the correct xml file into the correct folder and backs up the current main menu xml file, but I don't know how to do it, can someone help?
I'll be doing that for next version.

I even have code that could be used to insert the required line into the existing xml file, although it's from a long time ago so I'll need to get re-aquented with it first.
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RObert loVes MOmmy
 
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Post » Sun Aug 08, 2010 10:02 am

I'll be doing that for next version.

I even have code that could be used to insert the required line into the existing xml file, although it's from a long time ago so I'll need to get re-aquented with it first.


Thanks, also, i've noticed when i'm using this mod that my arrow on the minimap is to the right of where it should be. Is this because of my widescreen setting?
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A Lo RIkIton'ton
 
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Post » Sun Aug 08, 2010 2:56 pm

Thanks, also, i've noticed when i'm using this mod that my arrow on the minimap is to the right of where it should be. Is this because of my widescreen setting?

Is it off by alot? Or only a little bit? Cause since last release I tweaked the position of the MiniMap icons a bit to better match your position, in fact, with my current settings it matches your position better than in the normal Local Map. Which is off by quite a bit, if you wanna see that for yourself try this: stand in a place, open the Local Map and take a screenshot. Then turn around a bit but do not move, open the Local Map again and take another screenshot. Then repeat it a couple of times to get multiple angles. Now if you compare the screenshots you'll notice that the arrow on the Local Map does not rotate around the center, while the arrow on the MiniMap does.
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^~LIL B0NE5~^
 
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Post » Sun Aug 08, 2010 9:16 am

Is it off by alot? Or only a little bit? Cause since last release I tweaked the position of the MiniMap icons a bit to better match your position, in fact, with my current settings it matches your position better than in the normal Local Map. Which is off by quite a bit, if you wanna see that for yourself try this: stand in a place, open the Local Map and take a screenshot. Then turn around a bit but do not move, open the Local Map again and take another screenshot. Then repeat it a couple of times to get multiple angles. Now if you compare the screenshots you'll notice that the arrow on the Local Map does not rotate around the center, while the arrow on the MiniMap does.

It's off by probably about 512 to 768 in-game units
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joeK
 
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Post » Sun Aug 08, 2010 3:24 pm

It's off by probably about 512 to 768 in-game units


The position is offset by that much.
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Juan Suarez
 
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Post » Sun Aug 08, 2010 2:06 pm

It's off by probably about 512 to 768 in-game units

The position is offset by that much.
You mean the position in the game world?
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Jani Eayon
 
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Post » Sun Aug 08, 2010 11:03 am

You mean the position in the game world?


Yes, also, when i ran the second test, the offset was in a different direction. a more diagonal direction.
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Elisabete Gaspar
 
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Post » Sun Aug 08, 2010 8:21 pm

Yes, also, when i ran the second test, the offset was in a different direction. a more diagonal direction.

Are you playing with a large resolution? If so, try these ini settings:
set MiniMap.iBaseGrid to 259set MiniMap.iBaseCropX to 20set MiniMap.iBaseCropY to 20set MiniMap.iBaseOffsetX to -10set MiniMap.iBaseOffsetY to -2
Should you still notice an offset you can probably adjust this with the iBaseOffsetX and iBaseOffsetY values.

P.S. If you all of the sudden have strange overlapping on the MiniMap then you need to use a iBaseGrid value of 320.
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Sophie Miller
 
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Post » Sun Aug 08, 2010 2:23 pm

Are you playing with a large resolution? If so, try these ini settings:
set MiniMap.iBaseGrid to 259set MiniMap.iBaseCropX to 20set MiniMap.iBaseCropY to 20set MiniMap.iBaseOffsetX to -10set MiniMap.iBaseOffsetY to -2
Should you still notice an offset you can probably adjust this with the iBaseOffsetX and iBaseOffsetY values.

P.S. If you all of the sudden have strange overlapping on the MiniMap then you need to use a iBaseGrid value of 320.

Hmm.. the settings worked perfectly
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lucile davignon
 
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Post » Sun Aug 08, 2010 10:13 pm

Oh! This is sweet! I can't believe I just realized what this mod was... I'm glad I randomly looked at Kyoma's topics, haha.
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Erich Lendermon
 
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Post » Sun Aug 08, 2010 9:14 pm

Have you considered having a program that users could run to generate the map textures ahead of time? Something similar to TES4LODGen that you could run everytime you add/remove a mod that alters cells? I imagine it would be fairly difficult to create the program, but then you could get around needing the water hacks and the small performance hit of creating the map textures in-game. Although, I guess it would probably be an awful lot of files created/disk space used. Just an idea, I really like the mod.

Edit: In the mod description, it says the map textures will be in textures\Maps\, and I see them, but why are there subdirectories in there too? I have folders for All Natural - Real Lights, Oblivion, Oscuro's_Oblivion_Overhaul, and Unofficial Oblivion Patch. Are those supposed to be there?
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Donatus Uwasomba
 
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Post » Sun Aug 08, 2010 8:31 pm

Popping in to say that 0.6.1 works flawlessly on 1600x900 when using the INI recommended values :celebrate: Though I did notice an issue with the map element: the black background texture you use ( or are you filling it up through XML ? ) for interiors has a small seam towards the right side. I'll post a screen soon-ish.
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Franko AlVarado
 
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Post » Sun Aug 08, 2010 10:46 am

Have you considered having a program that users could run to generate the map textures ahead of time? Something similar to TES4LODGen that you could run everytime you add/remove a mod that alters cells? I imagine it would be fairly difficult to create the program, but then you could get around needing the water hacks and the small performance hit of creating the map textures in-game. Although, I guess it would probably be an awful lot of files created/disk space used. Just an idea, I really like the mod.

Edit: In the mod description, it says the map textures will be in textures\Maps\, and I see them, but why are there subdirectories in there too? I have folders for All Natural - Real Lights, Oblivion, Oscuro's_Oblivion_Overhaul, and Unofficial Oblivion Patch. Are those supposed to be there?
The only way to generate the textures in ingame when you are in the cells. The closest thing to pre-generating would be to upload prepacked BSA files with textures for the more generic areas. Only if the user has mods which alter the cells which have been pre-generated then they may no longer match. Think for example about UL mods, if you were to pre-generate the textures for those areas without them loaded, the user won't see all the goodies on his MiniMap. Ofcourse it's still possible to pre-generate areas that are less likely to be affected by mods or make special BSAs, for example, for all the UL areas. An alternative is something that I already coded in (but is outdated) is a way to systematically generate textures ingame. Where you would turn the script on and then the script will automatically move you from area to area and generate textures for it. So you could turn it on, go do something else for like 10 minutes and come back to have lots of textures generated. Only downside was that I use Pluggy to read the list of cells.

As for the extra folders, yea they're supposed to be in there. Probably worth mentioning in the readme. The general rule is that whichever mod makes the last changes to a cell (e.g. the furthest down in your loadorder) will be the subfolder which holds the textures. There are a few exceptions but most of the time it follows this scheme.

shadeMe: Is it a large seam? Or only a small blinking seam? Awell, I'll wait for a screenshot. :P
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Hannah Whitlock
 
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Post » Sun Aug 08, 2010 10:11 pm

The only way to generate the textures in ingame when you are in the cells. The closest thing to pre-generating would be to upload prepacked BSA files with textures for the more generic areas. Only if the user has mods which alter the cells which have been pre-generated then they may no longer match. Think for example about UL mods, if you were to pre-generate the textures for those areas without them loaded, the user won't see all the goodies on his MiniMap. Ofcourse it's still possible to pre-generate areas that are less likely to be affected by mods or make special BSAs, for example, for all the UL areas. An alternative is something that I already coded in (but is outdated) is a way to systematically generate textures ingame. Where you would turn the script on and then the script will automatically move you from area to area and generate textures for it. So you could turn it on, go do something else for like 10 minutes and come back to have lots of textures generated. Only downside was that I use Pluggy to read the list of cells.

As for the extra folders, yea they're supposed to be in there. Probably worth mentioning in the readme. The general rule is that whichever mod makes the last changes to a cell (e.g. the furthest down in your loadorder) will be the subfolder which holds the textures. There are a few exceptions but most of the time it follows this scheme.

Thanks for the clarification on the extra folders.

Too bad you can't generate textures out of game. The prepacked BSA is interesting, but not exactly what I was hoping for. Just another random idea, but if you could get a systematic extraction of all the map textures, with your script or some other method, you could aggregate the map textures into a world map and even have various zoom levels. Something like the http://www.uesp.net/maps/obmap/obmap.shtml. I'm not sure how they got their pictures.

Edit: Actually, they do explain how they got their pictures at http://www.uesp.net/wiki/UESPWiki:Oblivion_Map_Design .
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Roy Harris
 
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Post » Sun Aug 08, 2010 12:09 pm

shadeMe: Is it a large seam? Or only a small blinking seam? Awell, I'll wait for a screenshot. :P
Drat ! Can't seem to reproduce it :brokencomputer:

Well, it was kinda large, 4-10 pixels wide at the least. And it seems to show up whenever the PC is moving.
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Sophh
 
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Post » Sun Aug 08, 2010 9:44 am

Some news, after a sudden burst of inspiration I think I found a way to add quest markers to the MiniMap. I assumed that the position and appearence of a quest marker on your compass was directly set by the engine. Luckily this is not the case, each quest marker has several traits in the XML (heading angle, distance, through door, etc.) which I can read and use to calculate where a quest marker should be on the MiniMap. :D

Now I haven't tested it yet but I can't see any reason why it would not work. Although I'm not sure if it'll be in the next version already. Depends on how fast the coding goes. :shrug:

shadeMe: Hmm, 4-10 pixels is rather big (oh wait, what was your resolution again?) but it sounds like the same issue I sometimes have. A brief blinking of a tiny black line right at the border of the grids. I'm still in the dark as to what causes this, I suspect it happens because the grid size (in the XML, in pixels) has a value that the game doesn't like very much. I already tried rounding it down but that didn't really fix it. :(

[edit]Maybe the game doesn't like it when it's an odd number?[/edit]

-kyoma
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Beat freak
 
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Post » Sun Aug 08, 2010 9:13 pm

I've been using this since you fixed the widescreen issues (since I was unfortunate enough not to find it beforehand), and I must say it is absolutely amazing. The only two improvements I could think of would be the ability to toggle the names of doors on/off (similar to the function of your DarNifiedUI additions mod) and the addition of the quest marker, which I see you're already working on. However, after messing around with the DarNifiedUI additions a little bit, I realized that on the minimap it would probably be impractical... Meh.

Anyway, keep up the great work! Easily a 12/10. I look forward to the addition of the quest/player set marker and the much-rumored world map feature.
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Tracy Byworth
 
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Post » Sun Aug 08, 2010 10:39 am

More news, only this time a bit sad. I looked into adding quest markers but I ran into a problem, atleast with how I thought of doing it. The formentioned distance trait for compass markers doesn't reflect the actual distance. So that is out of the way, atleast for now. :(
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Lil Miss
 
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