Yagiza wrote: ↑Sun Nov 10, 2019 11:10 am
Yes, you're right. Once I changed region ID to 31, my new location appeared in the world. There is no dot on the map of Daggerfall region, but the pixel is still clickable, so can fast travel to it. When my pointer is over the pixel, I see a location name, but it is wrong: it's
Hearthfield Manor.
So, there are two questions left:
- How can I add a pixel to a region? I don't think it's a big deal to add an ability to override region map by specifiyng different regions for pixels.
- How can I dump a block (or just find out block name) for a pixel without location? I need to place new location over an existing block, not to a block it was over originally.
Could you share the JSON? That way I can have a look and see if I can figure it out.
Also, have you tried using the HTML form in the Github repository I PM-ed you? I get the feeling you're still doing this manually and that way it's very easy to make mistakes and forget certain things. We're still in the process of figuring out what can and can't be done with this stuff so we don't have an answer for everything yet.
As for your questions:
I'm not sure what you mean by 'add a pixel to a region'. If you succesfully create a new location, it shows up on the map just like existing locations, the locations I shared show up fine on the map. I suspect the dot not appearing has to do with changing the region ID but I can't say for sure until I try the location myself.
I'm also not sure what you mean by 'I don't think it's a big deal to add an ability to override region map by specifiyng different regions for pixels.'
Does this mean you want to be able to set a different regionID for a location then the actual region it's in? Because that's not going to be possible.
And a pixel without location has no blocks associated with it, that's just Daggerfall terrain. Only when you create a new location for that pixel can you specify the RMB block(s). You can use Daggerfall Modeling to view the available exterior blocks.