MultiUniverse
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Skotty. wrote:
Interesting someone actually made such a pluginNo way, never seen never been . Link?
For now, this one already can be used, it contains a main base mechanics, but true - itâs just an experimental one. I was getting to know to FL structures on the fly and was putting all things in one big mess, as a result hard to do smth now & lack of minor handlers(one more needed: playershiplocation-icon is rendered always whatever cluster you observing). It must be rewritten from scratch.
That was my first hooking adventure. As for delphi, it nicely served as a tasm for asm)))
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WhiskasTM wrote:
Skotty. wrote:
Interesting someone actually made such a pluginNo way, never seen never been . Link?
My mistake. Wanted to say:
Interesting someone finally made such a plugin -
Very good work, Whiskas, well done.
As it works, who cares what its written in?
As long as it all bubbles down to 1s and 0s in the end! lol
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Finished. Uploaded in the first post.
With jumpgate button additionally hooked a base list. Spent time jumping into all clusters with different navmapâs states, this time everything is perfect, i guess. Have fun!)
__Damn, missed territory pluginâŚ
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@ Whiskas
In my mod I use fancymap.tga 1024x1024 :
nav_prettymap.3db HD -
I do not understand how to configure :
x, y, scale, squeezex, squeezeyYour fancymap are 256x256 x8 pictures, 4x2 = 4 pictures for 2 lines, = 1024x512.
In ClusterNavMap.ini :
;mapping = index, nickname, x, y, scale, squeezex, squeezey, ids_name [4x2_Example] mapping = 0, don't use, 0.1225, 0.1375, -0.235, 1.566, 1, 60239 ; "HAZARD" galaxy mapping = 1, cluster_1, 0.3675, -0.1375, -0.235, 1.566, 1, 24200 ; will print "MISSION 12" for this cluster in the navmaps's bottom mapping = 2, cluster_2, 0.1225, -0.1375, -0.235, 1.566, 1, 60247 ; "Debris" mapping = 3, cluster_3, -0.1225, 0.1375, -0.235, 1.566, 1, 47051 ;"LSF" mapping = 4, WHATEVER_NAME, 0.3675, 0.1375, -0.235, 1.566, 1, 60249 ; "Black Hole"
Do you know if 1024x1024 x8 pictures ( 4096x2048 ) work?
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Absolutely the same as in â4x2_Exampleâ. I tested it by adjusting image size of that 1024x512 texture in video to 4096x2048 and just launched the game.
Those params serves to project a texturesâs region that should be fit the NavMap for each universe, sort of that. Iâve failed to fool crc âdatabaseâ by loading a few 3db files so got more tricky way.
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Finalizing. Attached in first post.
⢠Sectors visit flag emu (depends on systems inside youâve visited).
⢠Drawing lines between sectors and highlighting ones when best path been made.
⢠Sectors can have visit 128.
⢠Autohide player location button.
⢠No more core.dll.
⢠Minor fixes for navmap behaviour. -
Wow man, this is amazing and beautiful!!
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Iâm a bad explainer, youâll be disappointed)))
In the universe.ini add new systems which will be actually navstars for sectors. Donât make files for suchlike âsystemsâ, donât make them accessible.
[system] nickname = sector01 strid_name = 452752 ids_info = 552752 pos = 3, 4 visit = 1 ; visit must be either 1 or 128 [system] nickname = sector02 pos = 6, 8 strid name = 452753 ids_info = 552753 visit = 1 ; visit must be either 1 or 128 ```In multiuniverse.ini in [const]->prettymap set your own custom nav_prettymap 3db file(it must be in data\interface\neuronet\navmap\newnavmap\) that contains a checker texture and each square has own picture. The second parameter in [const] is a reference to the section containing projections for suchlike texture. In an example this is 4x2.
[const]
prettymap = nav_prettymap_4x2.3db, 4x2General: "mapping" projection designed for map of systems. The first value is a nickname of "system"-navstar delcared in universe.ini, the last value is a bottom label(ids) that appears when you observing this sector(like "SIRIUS SECTOR").The first "null" projection designed for map of sectors(aka whole damned galaxy)(must exist). The last value is a label(ids). ![](http://i.imgur.com/mlstG55.png) Shortly, need to "select" each square(or any other region you want) on your checker texture to tell Freelancer adjust transformations of the plane the texture applied to with given values to fit the navmap, and i don't know the way of explaining how to do that.
[4x2] ; 2 squares in column, 4 squares in row,
null = 0.3675, -0.1375, -0.235, 1.566, 1, 60239 ;_11 âHAZARDâ
mapping = sector01, 0.1225, -0.1375, -0.235, 1.566, 1, 1249 ;_12 âLIBERTYâ
mapping = sector02, -0.1225, -0.1375, -0.235, 1.566, 1, 1250 ;_13 âBRETONIAâ
;;;mapping = sector03, -0.3675, -0.1375, -0.235, 1.566, 1, 1251 ;_14 âKUSARIâ
;;;mapping = sector04, 0.3675, 0.1375, -0.235, 1.566, 1, 1252 ;_21 âRHEINLANDâ
;;;mapping = sector05, 0.1225, 0.1375, -0.235, 1.566, 1, 1332 ;_22 âGAMMAâ
;;;mapping = sector06, -0.1225, 0.1375, -0.235, 1.566, 1, 1187 ;_23 âUnknownâ
;;;mapping = sector07, -0.3675, 0.1375, -0.235, 1.566, 1, 0 ;_24Afterthat [sector] sections are coming only. Actual sectors.
[sector]
mapping = sector01 ; this key goes the first, value points to [4x2] section and searchs projection with given nickname(shortly: background)
label = 1249, -0.055, -0.009 ; ids, x, y - up to 4 labels are supported, each sector can have his own labels
system = Li01, 7.000000, 8.000000 ; nickname, x, y - system and itâs position on navmap, these x ,y overloads ones in universe.ini
system = Li02, 6.000000, 9.000000[sector]
mapping = sector02
label = 1249, -0.055, -0.009
system = Li03, 7.000000, 8.000000
system = Li04, 6.000000, 9.000000_____________ Final until bugs. ⢠Goto Ship returns to player's sector. Was trying to make autotexturing by defining quantities of squares and indexing them, epic failed, it's requires reading a tough math book to do that. The same about zoomed fade bug.
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Possible in a new implementation, but iâm giving up this one so wonât be modifying the plugin for a while. Made freelancer load a few 3db in tests with a fine success and then swap them so finally will try to design multimaterial support inside nav_prettymap.