[Relz/Beta] MiniMap - HUD Element

Post » Sun Aug 08, 2010 10:06 pm

Seems pretty straight forward :) I think once you've had the problem, and read the .ini file, you'd get it anyway :)
User avatar
A Dardzz
 
Posts: 3370
Joined: Sat Jan 27, 2007 6:26 pm

Post » Sun Aug 08, 2010 5:07 pm

Well, with version 0.6.0 I have the old stretched map and off-centeredness again, no matter what I set MiniMap.iScreenWidth to. I've tried everything that made sense, from 1024 to 1680 even (playing at 1680x1050). It worked great before (not counting CTDs) by setting the gridsize option to 195 in the INI - but that option is no longer there (or I'm totally blind).
User avatar
Liii BLATES
 
Posts: 3423
Joined: Tue Aug 22, 2006 10:41 am

Post » Sun Aug 08, 2010 6:54 pm

Well, with version 0.6.0 I have the old stretched map and off-centeredness again, no matter what I set MiniMap.iScreenWidth to. I've tried everything that made sense, from 1024 to 1680 even (playing at 1680x1050). It worked great before (not counting CTDs) by setting the gridsize option to 195 in the INI - but that option is no longer there (or I'm totally blind).
Noessssss. :(

The reason the old gridsize option isn't there anymore is cause the new setting should do the exact same thing. Previously it was 256 + 64 = 320 as a base grid size, for a fix you changed the 256 to 193, which means it became 195 + 64 = 259. The new calculations are 320 * (1024 / iScreenWidth), which with a iScreenWidth of 1280 should be the same as before (256~). Now I don't know why it still doesn't work (since it seemed to work for CDM_) but there is one thing you might be able to try. You mention you tried everything from 1024 to 1680, even with 1680 did it still stretch the MiniMap? If so, could you try an even higher value (2096), it should remove the stretching at some point and replace it with overlapping (http://www.tesnexus.com/downloads/images/26220-1-1249466886.jpg). Ofcourse this still isn't good but that will indicate if the concept works correctly or not.

P.S. Did you notice any difference in the amount of stretching with a iScreenWidth between 1024 and 1680? Or was it all the same (cause then something else must be going wrong)? :unsure:
User avatar
Damned_Queen
 
Posts: 3425
Joined: Fri Apr 20, 2007 5:18 pm

Post » Sun Aug 08, 2010 10:06 am

I tried 2048, 2560, even 33xx (I forget exactly - some random big number). Nothing made any difference, and the stretching was identical with everything from 1024 upward (I could try a lower setting, I suppose, just for giggles?).
User avatar
Tom Flanagan
 
Posts: 3522
Joined: Sat Jul 21, 2007 1:51 am

Post » Sun Aug 08, 2010 1:07 pm

Good news!
1024x786, latest version, no CTDs, and (as of yet) no stretching!
I did notice total darkness around "some bits" of the area outside chorrol, when I'm in it, but I don't think that's your fault.
User avatar
LijLuva
 
Posts: 3347
Joined: Wed Sep 20, 2006 1:59 am

Post » Sun Aug 08, 2010 8:41 am

I've started using v0.6 and it's good. I'm using the "darnified UI" version, and it blends well.
I've modified the ini so it's as close to the edges of my screen as possible (x=10, Y=70 because of the spell icons). I've changed the size of the map from 200 to 150, all good. I've one question not directly related to the mod, but I think you could help me out.

In order to have the minimap on the top-right corner of my screen (x=10, y=10) what file do I need to modify to move my spell icons to the left? I suppose it's in an xml file, but which one?

Thanks, and good work Kyoma :foodndrink:
User avatar
Lady Shocka
 
Posts: 3452
Joined: Mon Aug 21, 2006 10:59 pm

Post » Sun Aug 08, 2010 7:11 pm

I tried 2048, 2560, even 33xx (I forget exactly - some random big number). Nothing made any difference, and the stretching was identical with everything from 1024 upward (I could try a lower setting, I suppose, just for giggles?).
I've uploaded v0.6.1 which has the specific values from v0.5.3 again. Keep in mind you should set the _base_grid to approx. 259, not 195 (cause now it needs to include the +64). I hope it will work the same as it did in v0.5.3 for you. Still dazzled about the whole thing though. :(

Good news!
1024x786, latest version, no CTDs, and (as of yet) no stretching!
I did notice total darkness around "some bits" of the area outside chorrol, when I'm in it, but I don't think that's your fault.

The total darkness is beyond my control, it happens because there is simply no land at those places (why should there be, it's outside the walls), only distantLOD. But I disable the LOD before generating files so what's left is a black area. A possible 'fix' would be to customize those specific textures (e.g. combining them with the textures from the other side of the city wall) and packing them in a BSA that can be downloaded.

I've started using v0.6 and it's good. I'm using the "darnified UI" version, and it blends well.
I've modified the ini so it's as close to the edges of my screen as possible (x=10, Y=70 because of the spell icons). I've changed the size of the map from 200 to 150, all good. I've one question not directly related to the mod, but I think you could help me out.

In order to have the minimap on the top-right corner of my screen (x=10, y=10) what file do I need to modify to move my spell icons to the left? I suppose it's in an xml file, but which one?

Thanks, and good work Kyoma :foodndrink:
You're using DarNifiedUI so you can customize the hud in Menus\Prefabs\darn\hudmainmenu_config.xml, scroll down a bit to the EFFECT ICONS (around line 250) and configure away. :)
User avatar
Sophie Morrell
 
Posts: 3364
Joined: Sat Aug 12, 2006 11:13 am

Post » Sun Aug 08, 2010 8:42 am

You're using DarNifiedUI so you can customize the hud in Menus\Prefabs\darn\hudmainmenu_config.xml, scroll down a bit to the EFFECT ICONS (around line 250) and configure away. :)

Neat :D
User avatar
Samantha Wood
 
Posts: 3286
Joined: Sun Oct 15, 2006 5:03 am

Post » Sun Aug 08, 2010 4:16 pm

"The total darkness is beyond my control, it happens because there is simply no land at those places (why should there be, it's outside the walls), only distantLOD. But I disable the LOD before generating files so what's left is a black area. A possible 'fix' would be to customize those specific textures (e.g. combining them with the textures from the other side of the city wall) and packing them in a BSA that can be downloaded."

Thought as much. It's only a minor thing anyway, not like I hang around near the city walls much ;)
User avatar
Jessica Thomson
 
Posts: 3337
Joined: Fri Jul 21, 2006 5:10 am

Post » Sun Aug 08, 2010 10:05 pm

I've uploaded v0.6.1 which has the specific values from v0.5.3 again. Keep in mind you should set the _base_grid to approx. 259, not 195 (cause now it needs to include the +64). I hope it will work the same as it did in v0.5.3 for you. Still dazzled about the whole thing though. :(


Downloaded. Installed. Set the grid setting to 259.

http://luchaire.gamersoasis.net/Oblivion/mm2.jpg

Seems to have made it happy. The player marker is off just the teensiest bit, but you have to really look to even notice.

Not sure why it works now, but it does. :D
User avatar
Joey Avelar
 
Posts: 3370
Joined: Sat Aug 11, 2007 11:11 am

Post » Sun Aug 08, 2010 4:52 pm

Thanks Kyoma, I modified just one value and everything is cool!
User avatar
Stryke Force
 
Posts: 3393
Joined: Fri Oct 05, 2007 6:20 am

Post » Sun Aug 08, 2010 1:01 pm

Guessing the answer's going to be a 'No' because of how Oblivion works, but is there any chance of changing the shape of the mini-map to maybe be circular? No big deal if not, just me being difficult :P
User avatar
victoria gillis
 
Posts: 3329
Joined: Wed Jan 10, 2007 7:50 pm

Post » Sun Aug 08, 2010 4:49 pm

Guessing the answer's going to be a 'No' because of how Oblivion works, but is there any chance of changing the shape of the mini-map to maybe be circular? No big deal if not, just me being difficult :P
IIRC, he said it *might* be possible.
User avatar
Kelly Tomlinson
 
Posts: 3503
Joined: Sat Jul 08, 2006 11:57 pm

Post » Sun Aug 08, 2010 9:00 am

Guessing the answer's going to be a 'No' because of how Oblivion works, but is there any chance of changing the shape of the mini-map to maybe be circular? No big deal if not, just me being difficult :P

IIRC, he said it *might* be possible.
Well the thing is that the textures that are generated are square with no alpha channel. So I cannot make those textures round, I can make the frame round but then the square textures underneath would still show up outside the circle. I cannot clip those textures because Oblivion doesn't support circular XML elements. :(

But I could make a round frame, with some nice decoration that is still square as a whole but the only visible part of the MiniMap is round. Ofcourse this would need to be very pretty else the effect kinda svcks.
User avatar
Kim Bradley
 
Posts: 3427
Joined: Sat Aug 18, 2007 6:00 am

Post » Sun Aug 08, 2010 11:57 am

Well, if it's only me who wants it, don't bother :)
User avatar
neil slattery
 
Posts: 3358
Joined: Wed May 16, 2007 4:57 am

Post » Sun Aug 08, 2010 10:14 pm

WTF OMG How did I miss this for 4 days?!? :o

Very nice work as always, kyoma!
User avatar
Lauren Graves
 
Posts: 3343
Joined: Fri Aug 04, 2006 6:03 pm

Post » Sun Aug 08, 2010 2:46 pm

Any idea why this map is black (not working) in some random locations? Also is it supposed to work with mods like Deserts of Anequina or it should be black here so its working as intended?
User avatar
Avril Churchill
 
Posts: 3455
Joined: Wed Aug 09, 2006 10:00 am

Post » Sun Aug 08, 2010 5:45 pm

Any idea why this map is black (not working) in some random locations? Also is it supposed to work with mods like Deserts of Anequina or it should be black here so its working as intended?
It should work with any landmass mod (or anything else for that matter). If you are getting a consistantly black MiniMap with Deserts of Anequina then something is going wrong. I'll check it out, already have Deserts of Anequina sitting on my harddrive. As for other locations, it can have two causes, either it can't find the texture needed for that specific cell, or the texture itself is entirely black. Does it happen at specific places? And does it always happen at those places? Lastly, does it also happen (from time to time) in just Oblivion locations?
User avatar
Robert Devlin
 
Posts: 3521
Joined: Mon Jul 23, 2007 2:19 pm

Post » Sun Aug 08, 2010 9:05 pm

Yea, its always black in desert, in other locations it seems random, some forts, caves are always black (and they remains black everytime I re enter them) while in IC and some other cities/places it always works. It cant be missing textures because they are already generated in local map, no? Also I have no idea if it works in Oblivion locations, havent been here while using this mod. As for other observations I think it were working more often after installed it first time, now almost every location is black. There were something in readme about deleting maps folder, so they will generate again or so... Maybe this is it?
User avatar
Maddy Paul
 
Posts: 3430
Joined: Wed Feb 14, 2007 4:20 pm

Post » Sun Aug 08, 2010 10:11 pm

Yea, its always black in desert, in other locations it seems random, some forts, caves are always black (and they remains black everytime I re enter them) while in IC and some other cities/places it always works. It cant be missing textures because they are already generated in local map, no? Also I have no idea if it works in Oblivion locations, havent been here while using this mod. As for other observations I think it were working more often after installed it first time, now almost every location is black. There were something in readme about deleting maps folder, so they will generate again or so... Maybe this is it?

Oh I didn't mean Oblivion Oblivion locations, just locations from Oblivion itself.

Yes, you could try deleting the existing textures, although I'm not sure if it makes a difference. For me Deserts of Anequina works perfect, no black areas. I'm gonna tweak things a bit to determine what the cause would be of black areas (e.g. missing textures or black textures).
User avatar
Lexy Dick
 
Posts: 3459
Joined: Mon Feb 12, 2007 12:15 pm

Post » Sun Aug 08, 2010 10:06 am

I deleted whole Maps folder and its still not working. Also found that it generated new maps textures only for IC even if I've been playing in many other places today. So reason may be my oblivion not generating maps? But how so if they are visible at local map already? Is Maps folder oblivion vanilla default folder or its added/created by that mod?
User avatar
Ladymorphine
 
Posts: 3441
Joined: Wed Nov 08, 2006 2:22 pm

Post » Sun Aug 08, 2010 3:33 pm

Sorry for double post, but I found something else. ;)

My previously deleted "Maps" folder weighed almost 400MB of maps - most of them were black, true, but there were really many of them for each zone - so It was, lets say - almost -, working. Now, in newly created "Maps" folder, after two days of playing, there is few subfolders that contains less than 5 files each and Oblivion folder with its ICMarketDistrict only maps (interiors and exteriors). So there are definitely 2 issues 1) Ob not generating new maps 2) most of generated maps except ICMarket are black. I have read that it only generates maps once for each zone, so if its true, aren't I'am supposed to, somehow, reset it to make it generate them once again? Is that part of solution? Thanks in advance for any help.
User avatar
Lizs
 
Posts: 3497
Joined: Mon Jul 17, 2006 11:45 pm

Post » Sun Aug 08, 2010 10:57 am

Sorry for double post, but I found something else. ;)

My previously deleted "Maps" folder weighed almost 400MB of maps - most of them were black, true, but there were really many of them for each zone - so It was, lets say - almost -, working. Now, in newly created "Maps" folder, after two days of playing, there is few subfolders that contains less than 5 files each and Oblivion folder with its ICMarketDistrict only maps (interiors and exteriors). So there are definitely 2 issues 1) Ob not generating new maps 2) most of generated maps except ICMarket are black. I have read that it only generates maps once for each zone, so if its true, aren't I'am supposed to, somehow, reset it to make it generate them once again? Is that part of solution? Thanks in advance for any help.

The 'only generating once' is determined by wether or not the files needed exist or not. So deleting the "Textures\Maps" folder should be enough to reset the process. I'm gonna make a debug build to see what the problem is, do you use Pluggy v130 (easier to log the debug stuff)?

[edit]
As for the large amount of textures for each zone, for interiors it always dumps atleast 25 files, most of them will be black because an interior cell is rather small, leaving alot of black space. If alot of the exterior textures are also black then that is definitely the source of the problem.

There is something you could quickly check for me, could you delete the "Textures\Menus\map\MiniMap\minimap_empty_grid.dds" file? Then check if alot of areas are still black or if they are just transparent.
[/edit]

-kyoma
User avatar
GabiiE Liiziiouz
 
Posts: 3360
Joined: Mon Jan 22, 2007 3:20 am

Post » Sun Aug 08, 2010 10:22 am

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:
User avatar
Dona BlackHeart
 
Posts: 3405
Joined: Fri Dec 22, 2006 4:05 pm

Post » Sun Aug 08, 2010 7:30 pm

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.
User avatar
Cathrin Hummel
 
Posts: 3399
Joined: Mon Apr 16, 2007 7:16 pm

PreviousNext

Return to IV - Oblivion