That wouldn't be saved in mapfile data. Overlays in this case would be the map realm overlay. If you wanted to figure out draw order in relation to tiles drawn on screen you would need to dig into the rendering code of the client itself.mvgulik wrote:Even if that where not true. Which I don't know until I checked my related code and checked if something has changed in the map files in the past ... ~year(I think).algeralith wrote:It's not related at all. I have no way to determine such an order.
I will just take that as a "no ....", easier that way.
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Astarisk
- Posts: 882
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Re: World Map
IRC/IGN: Rawrz
Join the (HedgeHugs) Haven & Hearth Discord if you need help.
https://discord.com/invite/Uy8yzm4
Join the (HedgeHugs) Haven & Hearth Discord if you need help.
https://discord.com/invite/Uy8yzm4
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mvgulik
- Posts: 4090
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Re: World Map
Yea, I misread "all overlay data" as "all map-res layers".
And I figure that the data I'm revering to is not pulled, as its of no use for the world map.
And I figure that the data I'm revering to is not pulled, as its of no use for the world map.
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mvgulik
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Re: World Map
Phew ... it took me some time to get my code in some usable order again. But ...
Data pulled from a grid res file ... go figure.
Code: Select all
--- {13|__proccess_files}- self.ground_tiles = {
gfx/tiles/sombrebramble: '{'version': 68, 'priority': 5}', <class 'dict'>
gfx/tiles/lichenwold: '{'version': 81, 'priority': 4}', <class 'dict'>
gfx/tiles/dryweald: '{'version': 24, 'priority': 3}', <class 'dict'>
gfx/tiles/dirt: '{'version': 56, 'priority': 6}', <class 'dict'>
gfx/tiles/paving/gneiss: '{'version': 10, 'priority': 2}', <class 'dict'>
gfx/tiles/paving/olivine: '{'version': 1, 'priority': 1}', <class 'dict'>
gfx/tiles/paving/arkose: '{'version': 1, 'priority': 0}', <class 'dict'>
}, <class 'dict'>
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algeralith
- Posts: 335
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Re: World Map
You are overthinking it. The priority is not a static value. It's more-so used in res-loading, and if I have to guess, it number probably determines the frequency the tile appears in that grid.mvgulik wrote:Phew ... it took me some time to get my code in some usable order again. But ...Data pulled from a grid res file ... go figure.Code: Select all
--- {13|__proccess_files}- self.ground_tiles = { gfx/tiles/sombrebramble: '{'version': 68, 'priority': 5}', <class 'dict'> gfx/tiles/lichenwold: '{'version': 81, 'priority': 4}', <class 'dict'> gfx/tiles/dryweald: '{'version': 24, 'priority': 3}', <class 'dict'> gfx/tiles/dirt: '{'version': 56, 'priority': 6}', <class 'dict'> gfx/tiles/paving/gneiss: '{'version': 10, 'priority': 2}', <class 'dict'> gfx/tiles/paving/olivine: '{'version': 1, 'priority': 1}', <class 'dict'> gfx/tiles/paving/arkose: '{'version': 1, 'priority': 0}', <class 'dict'> }, <class 'dict'>
Code: Select all
Requesting gfx/tiles/leafpatch. Priority: 3
Requesting gfx/tiles/leafpatch. Priority: 3
Requesting gfx/tiles/leafpatch. Priority: 1
Requesting gfx/tiles/leafpatch. Priority: 1
Requesting gfx/tiles/leafpatch. Priority: 1
Requesting gfx/tiles/leafpatch. Priority: 1
Requesting gfx/tiles/leafpatch. Priority: 2-
mvgulik
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Re: World Map
Yea, I'm known to do that. I call it my research and verification process. Hell, most don't even think, so in my mind that is a big plus.algeralith wrote:You are overthinking it.
Your right and wrong at the same time.algeralith wrote:The priority is not a static value.
Yea. The priority value for a particulate texture changes per minmap tile. As its a relative order value for the used textures in that particular mini-map.
No. The priority order itself is static. Ergo: "water" is always "deep"+1. You just need plenty of good/big data to pry out the full order listing for all ground textures.
That last part would be the job I would take care of, because I already have some code that will, well should, do that. But that will only work with sufficient data.
(But, if you like to do that last part on your end. I'm fine with that too. Seems more efficient that way.)
That makes no sense to me. What good is the frequency of used ground textures inside a mini-map for the client/render process ?algeralith wrote:... if I have to guess, it number probably determines the frequency the tile appears in that grid.
Besides. So far my idea/specs has hold up to:
- Global data verification. (ie: no relative position change has been encountered for the textures across the scanned minimap files)
- In-game verification of the found textures order.
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It probably a small step from loading order to render order.algeralith wrote:It's more-so used in res-loading
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mvgulik
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Re: World Map
That should of course have been "in there specified order(value)", or something to that effect.mvgulik wrote:As raw data format. One line per tile, with the terrain names for that tile in the order they are listed in the related layer, would work. (ie: basic CSV format)
Which is probably one reason for the raised confusion.
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mvgulik
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Last edited by mvgulik on Wed Jul 17, 2024 7:18 pm, edited 1 time in total.
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colerussell
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Re: World Map
Anyone have the map drawn with the realms on them? Like seeing how far all the current realm's claims are?
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mvgulik
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Last edited by mvgulik on Wed Jul 17, 2024 7:17 pm, edited 1 time in total.
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MadNomad
- Posts: 2158
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Re: World Map
just use shubla's mapmvgulik wrote:odditown.com/haven/map/ is not showing any images anymore (at least not on this side of the line). ... ?
it is good that someone actually cares to make a copy of the map, because when one of the maps is down the other one still remains