MultiUniverse
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Absolutely the same as in “4x2_Example”. 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 textures’s region that should be fit the NavMap for each universe, sort of that. I’ve failed to fool crc “database” 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 you’ve 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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I’m a bad explainer, you’ll be disappointed)))
In the universe.ini add new systems which will be actually navstars for sectors. Don’t make files for suchlike “systems”, don’t 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 “HAZARD”
mapping = sector01, 0.1225, -0.1375, -0.235, 1.566, 1, 1249 ;_12 “LIBERTY”
mapping = sector02, -0.1225, -0.1375, -0.235, 1.566, 1, 1250 ;_13 “BRETONIA”
;;;mapping = sector03, -0.3675, -0.1375, -0.235, 1.566, 1, 1251 ;_14 “KUSARI”
;;;mapping = sector04, 0.3675, 0.1375, -0.235, 1.566, 1, 1252 ;_21 “RHEINLAND”
;;;mapping = sector05, 0.1225, 0.1375, -0.235, 1.566, 1, 1332 ;_22 “GAMMA”
;;;mapping = sector06, -0.1225, 0.1375, -0.235, 1.566, 1, 1187 ;_23 “Unknown”
;;;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 it’s 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 i’m giving up this one so won’t 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.
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I know this is probably considered a dead thread, but has anyone done a 4x3, or 5x2, or even 5x3 multiuniverse map?
I even tried doing it as an 8x4 with a change of the x,y (as in liberty would be -0.06125, -0.06875).
[const] ;locate a file in "DATA\INTEFACE\NEURONET\NAVMAP\NEWNAVMAP\" and reference to section with mappings ;only first "prettymap" will be proceeded prettymap = nav_prettymap_4x3.3db, 4x3 [4x3] ; dx = 0.245, dy = 0.275 ; [nickname], x, y, scale, squeezex, squeezey, string resource null = 0.3675, -0.1375, -0.235, 1.566, 1, 60239 ;_11 "HAZARD" ;background for map of sectors, critical mapping = sector01, 0.1225, -0.1375, -0.235, 1.566, 1, 1249 ;_12 "LIBERTY" ;nickname must match to declared one in universe.ini mapping = sector02, -0.1225, -0.1375, -0.235, 1.566, 1, 1250 ;_13 "BRETONIA" mapping = sector03, -0.3675, -0.1375, -0.235, 1.566, 1, 1251 ;_14 "KUSARI" mapping = sector04, 0.3675, 0.1375, -0.235, 1.566, 1, 1252 ;_21 "RHEINLAND" mapping = sector05, 0.1225, 0.1375, -0.235, 1.566, 1, 1332 ;_22 "GAMMA" mapping = sector06, -0.1225, 0.1375, -0.235, 1.566, 1, 1187 ;_23 "Unknown" ;mapping = sector07, -0.3675, 0.1375, -0.235, 1.566, 1, 0 ;_24
Or am I missing something in the way dx and dy are being defined?
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I think for a 6x2
null = 0.6125, -0.1375, -0.235, 1.566, 1, 60239 ;_11 "HAZARD" ;background for map of sectors, critical mapping = sector01, 0.3675, -0.1375, -0.235, 1.566, 1, 1249 ;_12 "LIBERTY" ;nickname must match to declared one in universe.ini mapping = sector02, 0.1225, -0.1375, -0.235, 1.566, 1, 1250 ;_13 "BRETONIA" mapping = sector03, -0.1225, -0.1375, -0.235, 1.566, 1, 1251 ;_14 "KUSARI" mapping = sector04, -0.3675, -0.1375, -0.235, 1.566, 1, 1252 ;_21 "RHEINLAND" ;mapping = sector05, -0.6125, -0.1375, -0.235, 1.566, 1, 0 ;_24 mapping = sector06, 0.6125, 0.1375, -0.235, 1.566, 1, 1332 ;_22 "GAMMA" mapping = sector07, 0.3675, 0.1375, -0.235, 1.566, 1, 1187 ;_23 "Unknown" ;mapping = sector08, 0.1225, 0.1375, -0.235, 1.566, 1, 0 ;_24 ;mapping = sector09, -0.1225, 0.1375, -0.235, 1.566, 1, 0 ;_24 ;mapping = sector10, -0.3675, 0.1375, -0.235, 1.566, 1, 0 ;_24 ;mapping = sector11, -0.6125, 0.1375, -0.235, 1.566, 1, 0 ;_24
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Rewritten from scratch. Attached in first topic.
The new stuff:
• Special button for whole universe map.
• Set colors of paths in whole universe map.
• Select background by column and row in the texture.
• [30 April 2020] Support for Territory plugin. 32 labels per map is allowed.
• [30 April 2020] NavStarScale in universe and maps.
• [30 April 2020] Handled closing Info box that was causing to redisplay all labels.
• [01 May 2020] Fixed support for Territory plugin.
The multiunvierse.ini contains all descriptions.
The code is clean now, assembly is in hooking only (for passing arguments).Ehm… edited existing post :-?
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That’s original hardcoded stretch inside game.
I.e.:
But what actually was expected is:
One way is applying the hack:
freelancer.exe 1D3C48 1.5d = stretch texture of universe map, x axis ~WhiskasTM ```Bwah, actually turned out to be the y axis)) Change 1.5d (double precision float value) to 1.325\. That should enforce ALL slots from the texture to be squared. Another way is modifying a single slot in painting software, with reducing the one vertically by several percents. Not whole texture, but only a specified slot from such a checker texture, thus the game will stretch it back in runtime.
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If you have time to find this hack
https://the-starport.net/freelancer/forum/viewtopic.php?post_id=61996#forumpost61996