Automap (indoor & dungeon) implementation

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Interkarma
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Re: Automap (indoor & dungeon) implementation

Post by Interkarma »

This looks incredible! Without looking at the PR yet, I honestly have no idea how you've accomplished this so cleanly. :shock:

I'm guessing you clip the water plane pixels in some way (maybe a depth check) to get those perfect filling shapes. It looks great whatever you've done. Look forward to reviewing and finding out how you did it. :)

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pango
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Re: Automap (indoor & dungeon) implementation

Post by pango »

Yup, checking the height against water level in the fragment shader, and if it's below I mix in some blue in the albedo, nothing more.
The hardest part is that each dungeon block can have a different water height, so I used a property block to inject the water height in each renderer, without creating new materials:
http://thomasmountainborn.com/2016/05/2 ... rtyblocks/
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pango
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Re: Automap (indoor & dungeon) implementation

Post by pango »

I noticed that on my Linux box the map updates much faster using Vulkan API (-force-vulkan parameter) than with OpenGL (default).

However many mods do not work in Vulkan mode :(

On a totally different topic, I thought it would be a good idea to distinguish entrance and exit side of teleporters on the map, and I was about to experiment with changing their colors when I noticed that entrances were already supposed to be brighter than exits; However with lighting the different is not always obvious. Anyway, for accessibility it would be better if they could be told apart by something else than color...
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Nystul
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Re: Automap (indoor & dungeon) implementation

Post by Nystul »

whatever you come up with will be an improvement I guess ;)

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pango
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Re: Automap (indoor & dungeon) implementation

Post by pango »

So stay with simple geometric shapes, even if those are not standard Unity primitives anymore, I was thinking of something like this:
teleport markers.jpg
teleport markers.jpg (23.3 KiB) Viewed 1992 times
I guess it would be best to make prefabs out of those, however the more I try, the more obvious it is that I understand very little about the Unity Editor...
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Nystul
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Re: Automap (indoor & dungeon) implementation

Post by Nystul »

maybe 4 instead of 2 triangle-shaped objects pointing to center (for entrance) and away from center (for exit) from each direction, like this:

entrance:

Code: Select all

  v
>   <
  ^
exit:

Code: Select all

  ^ 
<   >
  v
maybe those in front of the ellipsoid shaped portals?

i will see if i can make a simple model in blender ;)

update: something like this?
Image
Image

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King of Worms
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Re: Automap (indoor & dungeon) implementation

Post by King of Worms »

That model is quite self-explanatory - Id say its good - if there is a need to differenciate the in/out more, than maybe "in" sign might be green and "out" might be red, just my 2c

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King of Worms
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Re: Automap (indoor & dungeon) implementation

Post by King of Worms »

The update looks nice, Id just keep the visual language the same for in/out- meaning - Id either keep the arrows inside the portal in both cases, or outside the portal in both cases ;) But thats just my nitpicking, and maybe its just better the way you did it anyway :lol:

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pango
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Re: Automap (indoor & dungeon) implementation

Post by pango »

Looking good to me.
I wonder if they'll be easy enough to distinguish at small sizes though, that's something that will need testing
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Nystul
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Re: Automap (indoor & dungeon) implementation

Post by Nystul »

pango wrote: Sat Sep 19, 2020 10:12 pm I wonder if they'll be easy enough to distinguish at small sizes though, that's something that will need testing
maybe with a bit larger triangles? like this:
Image

quite busy atm, so I can change the graphics end of next week or I can send you a link to .obj or .fbx if you want to try it out, pango

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