Re: Automap (indoor & dungeon) implementation
Posted: Wed Jun 05, 2019 8:18 pm
Ah, right - didn't remember PH being quite that messy.
Tools for Daggerfall
https://forums.dfworkshop.net/
That's MUCH better, but as I expected, without replacing the textures with a color (shaded-per-dungeon-layer), and without outlines, there is still the problem of floors kind of blending in with those behind them, like the one on the righthand side. Outlines serve another purpose, which is to indicate a wall vs an unexplored path. This was another problem with dfall's overhead mode: once the walls disappeared you couldn't see unexplored paths anymore unless it was a doorway. So while showing walls isn't important, indicating them is. And of course, a black outline isn't going to be easily seen against those dark brown floor textures, so I imagine replacing floors with tan or bright purple or something would be interesting to see.
I also tried a hack to shade geometry just in a single color representing the main texture, but I am not too convinced. It actually looks better on the screenshot as it feels ingame :/ and even outlines won't solve this in my opinion but I would be happy if I am wrong and someone can pull off a better automap shaderBansheeXYZ wrote: ↑Wed Jun 05, 2019 11:59 pmThat's MUCH better, but as I expected, without replacing the textures with a color (shaded-per-dungeon-layer), and without outlines, there is still the problem of floors kind of blending in with those behind them, like the one on the righthand side. Outlines serve another purpose, which is to indicate a wall vs an unexplored path. This was another problem with dfall's overhead mode: once the walls disappeared you couldn't see unexplored paths anymore unless it was a doorway. So while showing walls isn't important, indicating them is. And of course, a black outline isn't going to be easily seen against those dark brown floor textures, so I imagine replacing floors with tan or bright purple or something would be interesting to see.
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Material doesn't have a texture property '_BumpMap'
UnityEngine.Material:GetTexture(String)
DaggerfallWorkshop.Game.Automap:updateMaterialsOfMeshRenderer(MeshRenderer, Boolean) (at Assets/Scripts/Game/Automap.cs:888)
DaggerfallWorkshop.Game.Automap:injectMeshAndMaterialProperties(Boolean) (at Assets/Scripts/Game/Automap.cs:934)
DaggerfallWorkshop.Game.Automap:createIndoorGeometryForAutomap(StaticDoor) (at Assets/Scripts/Game/Automap.cs:1168)
DaggerfallWorkshop.Game.Automap:InitWhenInInteriorOrDungeon(Nullable`1, Boolean) (at Assets/Scripts/Game/Automap.cs:1679)
DaggerfallWorkshop.Game.Automap:OnTransitionToInterior(TransitionEventArgs) (at Assets/Scripts/Game/Automap.cs:1701)
DaggerfallWorkshop.Game.PlayerEnterExit:RaiseOnTransitionInteriorEvent(StaticDoor, DaggerfallInterior) (at Assets/Scripts/Game/PlayerEnterExit.cs:1352)
DaggerfallWorkshop.Game.PlayerEnterExit:TransitionInterior(Transform, StaticDoor, Boolean, Boolean) (at Assets/Scripts/Game/PlayerEnterExit.cs:745)
DaggerfallWorkshop.Game.PlayerEnterExit:StartBuildingInterior(DFLocation, StaticDoor, Boolean) (at Assets/Scripts/Game/PlayerEnterExit.cs:960)
DaggerfallWorkshop.Game.<Respawner>c__Iterator0:MoveNext() (at Assets/Scripts/Game/PlayerEnterExit.cs:498)
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if (material.HasProperty(Uniforms.MainTex))
newMaterial.SetTexture(Uniforms.MainTex, material.GetTexture(Uniforms.MainTex));
I don't think the mod changes the automap directly. I'm not sure how the automap works, but I believe it recreates objects from the real scene, which can include custom models. I think this is a good thing, but it should check that a texture is defined before accessing it.
3D view will be default view in the futuremikeprichard wrote: ↑Wed Jun 05, 2019 5:45 pmI also second (third) these improvements. I'd even suggest remembering the last map display setting as the default instead of needing to fiddle with the .ini to achieve it.Nystul wrote: ↑Fri May 31, 2019 8:36 pmI 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 ini setting is enabled)BansheeXYZ wrote: ↑Fri May 31, 2019 2:14 pm
I know that. It resets every time I open the map anyway, so I'd be constantly doing that before rotating the map.