Search found 1165 matches

by Nystul
Tue Jun 18, 2019 12:44 pm
Forum: General
Topic: Automap (indoor & dungeon) implementation
Replies: 229
Views: 45142

Re: Automap (indoor & dungeon) implementation

another feature to be added: portal markers will show teleporter entrances and exits on map once pc discovered it, double click on one portal will jump (move the automap camera) to the other end of the connection (via iTween moveTo animation) I don't like the idea of changing the camera. The whole ...
by Nystul
Mon Jun 17, 2019 2:58 pm
Forum: General
Topic: Automap (indoor & dungeon) implementation
Replies: 229
Views: 45142

Re: Automap (indoor & dungeon) implementation

another feature to be added: portal markers will show teleporter entrances and exits on map once pc discovered it, double click on one portal will jump (move the automap camera) to the other end of the connection (via iTween moveTo animation) https://i.imgur.com/XLFajyt.png is one of the creative gu...
by Nystul
Fri Jun 14, 2019 5:46 pm
Forum: Mods & Features General
Topic: Screenshot hot key
Replies: 8
Views: 188

Re: Screenshot hot key

Hazelnut wrote:
Fri Jun 14, 2019 12:40 pm
I think they should go in a folder parallel to saves folder. I would rather not have yet another place DFU stuff could go.
I agree with Hazelnut
by Nystul
Fri Jun 14, 2019 5:43 pm
Forum: General
Topic: Automap (indoor & dungeon) implementation
Replies: 229
Views: 45142

Re: Automap (indoor & dungeon) implementation

btw, I would need a dungeon where a teleporter is near to the entrance for testing - I plan to do portal markers on the map (visible after teleporting for the first time) but I need a good dungeon to test. Ideally I would need a dungeon with more than just 1 teleporter ;) do you guys know such dunge...
by Nystul
Fri Jun 14, 2019 2:20 pm
Forum: General
Topic: Automap (indoor & dungeon) implementation
Replies: 229
Views: 45142

Re: Automap (indoor & dungeon) implementation

here are some showcase screenshots of new automap features (part of latest pull request): add user note markers by left mouse double click on a dungeon segment https://imgur.com/rXEAYHp.png here you can see how a user marker will reveal the attached note on mouse hover over: https://imgur.com/GNQD18...
by Nystul
Tue Jun 11, 2019 6:58 pm
Forum: Developer Discussion
Topic: question: how to change the culling mask of all kinds of lights we have
Replies: 1
Views: 67

question: how to change the culling mask of all kinds of lights we have

Hey guys, When reworking the automap I realized that it would be best that any kind of scene light (dungeon lights, lights of magic spells, player torch, etc.) should not affect automap rendering. So to make it behave that way all the lights need to have their culling mask exclude the automap layer....
by Nystul
Fri Jun 07, 2019 6:10 pm
Forum: General
Topic: Automap (indoor & dungeon) implementation
Replies: 229
Views: 45142

Re: Automap (indoor & dungeon) implementation

no limit - you could flood the map until you run out of main memory/hard drive space :D
by Nystul
Fri Jun 07, 2019 3:52 pm
Forum: General
Topic: Automap (indoor & dungeon) implementation
Replies: 229
Views: 45142

Re: Automap (indoor & dungeon) implementation

some progress with custom notes (visualized as markers that can hold custom notes (will eventually show on mouse over in status bar on the bottom of the gui frame)) they can just be used as markers (used to indicate a path here) or when annotated with text as notes markers will be added with left mo...
by Nystul
Fri Jun 07, 2019 1:53 pm
Forum: General
Topic: Automap (indoor & dungeon) implementation
Replies: 229
Views: 45142

Re: Automap (indoor & dungeon) implementation

I know that. It resets every time I open the map anyway, so I'd be constantly doing that before rotating the map. I could implement an ini setting that when enabled would remember the last setting if that helps - or that the map will open with the slice level being maxed out (also if corresponding ...
by Nystul
Thu Jun 06, 2019 1:34 pm
Forum: General
Topic: Automap (indoor & dungeon) implementation
Replies: 229
Views: 45142

Re: Automap (indoor & dungeon) implementation

it uses DaggerfallInterior.DoLayoutAutomap function to create its geometry which then calls AddModels() which then creates all the geometry with corresponding functions, e.g. MeshReader.GetModelData but I understand now what the problem is - the Material can be changed by the mod override mechanism ...