Modding idea: Highlight unexplored paths on dungeon automap
Posted: Thu Mar 25, 2021 3:25 pm
I find the dungeon automap difficult to use, I had the idea of highlighting each undiscovered accessible path to make it easier to see which areas still need exploring. I'm just creating notes for these undiscovered areas for now, and then removing them once the location has been discovered.
I looked at the Automap.cs class and there is logic already in place to say whether or not a mesh is 'discovered' or not, so I thought I could use that to determine where to place the notes.
The next problem is to determine where is 'accessible', I thought I could just do a distance check (between the undiscovered and discovered mesh), which kind of worked:
https://ibb.co/yR09tYn
but there are cases where an undiscovered location is close to a discovered location, but is not accessible (through walls etc.):
https://ibb.co/yhPGZ0V
Does anyone know of a way to do this? Is modding classes like Automap even allowed?
Thanks
I looked at the Automap.cs class and there is logic already in place to say whether or not a mesh is 'discovered' or not, so I thought I could use that to determine where to place the notes.
The next problem is to determine where is 'accessible', I thought I could just do a distance check (between the undiscovered and discovered mesh), which kind of worked:
https://ibb.co/yR09tYn
but there are cases where an undiscovered location is close to a discovered location, but is not accessible (through walls etc.):
https://ibb.co/yhPGZ0V
Does anyone know of a way to do this? Is modding classes like Automap even allowed?
Thanks