What's the Secret of NavMap items?
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I just tried to create a new NavMap item. I did this thru the XML project files. I can’t find any errors I’ve made, but the new shape fails to show up.
I haven’t found any file that initialized the spaceobjects files, and the game doesn’t give an error anyway - so apparently it accepts the new file. It just doesn’t show it on the navmap, and the item the file represents is not targetable on the navmap. So, it’s not invisible on the map in the sense that it is there, but simply not visible. It is completely lacking from the navmap.
So, to me that means the fault is not in the image I used (a tga with an alpha layer). I did try the three options (being 32, 24 and 16 bit) that Photoshop offered me, which didn’t make a difference. (btw compressing the image, another option P’shop offers, made the game crash).
But, as I said, I don’t think the picture is the problem.
So - what’s the secret of these NavMap items? Has anyone succesfully added new ones?
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if i remember right, nobody managed yet to input new items successfully (unless FW:ToW prolly, but we’ll know soon enough xD). it is only possible to replace the existing ones (sure with new files as well) but it seems not to be possible to rise the amount of different items.
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Gisteron wrote:
if i remember right, nobody managed yet to input new items successfully (unless FW:ToW prolly, but we’ll know soon enough xD). it is only possible to replace the existing ones (sure with new files as well) but it seems not to be possible to rise the amount of different items.That’s sad news
It seemed so easy. Just as the news items, in a way (which are as easy as they seem).
Yeah replacing is the second best option then. Especially because some of the stock/vanilla objects are ugly.
Yet, there must be some pointer, somewhere in some file, or an index of the various object files…
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Just looked into Freelancer.exe and in most of the DLLs, looking for references to any of the nav space objects. Didn’t find any, except playership.3db in Freelancer.exe
But of course, these references do not need to be text strings (but that’s where my knowledge ends).
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Chips wrote:
If you’ve made a new entry but using an existing graphic instead of your custom one - does it show?Totally overlooked your message yesterday. My apologies!
Seems a weird experiment to me… It would come down to just renaming the file (and maybe some internal references). But it won’t hurt to try (which I will when I’ve my hands free, hopefully later today).
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As a test, I copied EQUIPMENT\MODELS\COMMODITIES\NN_ICONS\bh_elite.3db to INTERFACE\NEURONET\NAVMAP\NEWNAVMAP\SPACEOBJECTS and set shape_name = bh_elite for suprise_bh_elite. That worked fine, showing the ship icon (3x3 zoomed grid squares) on the Nav Map. So all you should need to do is create INTERFACE\NEURONET\NAVMAP\NEWNAVMAP\SPACEOBJECTS_shape_.3db and then use shape_name = shape. If that is what you did, then I guess the error is with the 3db itself, not the Nav Map.
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Moonhead wrote:
Chips wrote:
If you’ve made a new entry but using an existing graphic instead of your custom one - does it show?Totally overlooked your message yesterday. My apologies!
Seems a weird experiment to me… It would come down to just renaming the file (and maybe some internal references). But it won’t hurt to try (which I will when I’ve my hands free, hopefully later today).
Two potential sources for error:
- Your entry that you have created for the icon
- The file of the icon that you have created.
Using a definitely working (already existing) icon for your new entry will rule out (1)… I should mention I had/have no idea where this entry goes - hence why what I said was vague.
Basically what Adoxa did - same principle, but so much more clear (and tested)
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@ Chips - oh I see.
As Adoxa’s experiment shows, the issue is with my .3db file (as I expected - or hoped rather, because it means it is possible to get new items to show on the NavMap if done properly)
So, I opened up the .TGA stored in the .3db file I made, and saw the alpha layer is missing!
So, I imported the correct image, with the alpha layer, double-checked it, tried it again - and again it fails to show up again
Anyway, gotta run now!
Thx for the feedback!!
EDIT working on it again, using another (bigger) file as a basis…
EDIT - using an existing pic (Outpost in this case) works… (but of course I don’t want another Outpost icon so now I’m gonna try another pic)
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Edit - deleted to save you all the crap I wrote
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Edit - deleted to save you all the crap I wrote
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Edit - deleted to save you all the crap I wrote
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cata123 wrote:
From what is saw , you must edit interface.generic.vms , there is stored all icons for space objects , the 3db from spaceobjects are just index and texture.:lol: I seriously read ‘torture’ instead of texture.
Thanks for the feedback; you might be right, but: I got it working!!
I decided to not use one of FL’s navmap items, but the icon Adoxa used in his example (bh_elite). I thought that all 3db files had the same structure, but this is not the case. In the XML project files, the commodity icons have an xml file more. Maybe this is where the interface.generic.vms is in the stock NavMap icons. I don’t know and I’m not gonna find out anywhere soon coz I just got what I wanted before I’m on some mini-holiday my gf arranged (and she made it clear I am not taking my laptop with me )
Now, I’ve finally got my planet on the map - and the happiness of knowing how to make more…
Of course I now have to check whether there aren’t conflichts with the bh_elite ship icon. Don’t think so, but my experiences this evening learned me the FL files can be weird.
Anyway - these words might as well be my signature - thanks again, Adoxa
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(I like my universe map more though, and it was much easier than messing with the 3db icon! - Again, thx to Adoxa’s Territory plugin)
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nice job
btw about the universe map: is it actually possible to have multiple “universes”, connected by “hypergates”? so, the universe map being shown is depending on which system you are being in? (to make things easier, no switch possible on the map window itself). -
I don’t think multiple universes are feasible (as in multiple universe.ini files), but it might be possible to add an extra value to [system] sections, so systems only show up when you’re in a related system. For example:
[system] nickname = Li01 ... map = 1 [system] nickname = Li02 ;all following systems get the previous map value ... [system] nickname = Br01 map = 2 [system] nickname = Br02 ... ```When you're in Liberty, the universe will show all "1" systems; in Bretonia, you get the "2" systems.
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Moonhead wrote:
(I like my universe map more though, and it was much easier than messing with the 3db icon! - Again, thx to Adoxa’s Territory plugin)
Now that’s a nice map! Are those new sectors just ideas waiting to to be populated with working systems? If so, you’ve got your work cut out buddy! Have you got any available data on what’s going on in this mod, or are you just rolling with it so to speak.
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cool stuff, Adoxa. so in theory you could make the background a generic star brush and make multiple sets of universes overlapping each other where each is only shown when you’re in it. is it possible then to say, have multiple systems on same coordinates, if they have different map = values?
or, best would be, if you can make the background to be depending on the map = value, too. ofc only if youre willing to get to it one day xD. just don’t like it to make it the “discovery style”, where the whole grid is filled up with systems and the illusion of randomly placed worlds is being destroyed.