World Map

Forum for alternative clients, mods & discussions on the same.
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Astarisk
Posts: 882
Joined: Fri Aug 13, 2010 7:08 am

Re: World Map

Post by Astarisk »

mvgulik wrote:
algeralith wrote:It's not related at all. I have no way to determine such an order.
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).
I will just take that as a "no ....", easier that way.
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.
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mvgulik
Posts: 4090
Joined: Fri May 21, 2010 2:29 am

Re: World Map

Post by mvgulik »

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.
mvgulik
Posts: 4090
Joined: Fri May 21, 2010 2:29 am

Re: World Map

Post by mvgulik »

Phew ... it took me some time to get my code in some usable order again. But ...

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'>
Data pulled from a grid res file ... go figure.
algeralith
Posts: 335
Joined: Tue Mar 16, 2010 2:26 am

Re: World Map

Post by algeralith »

mvgulik wrote:Phew ... it took me some time to get my code in some usable order again. But ...

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'>
Data pulled from a grid res file ... go figure.
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.

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
Just a quick snippet from my server logs showing the changing nature of the value.
mvgulik
Posts: 4090
Joined: Fri May 21, 2010 2:29 am

Re: World Map

Post by mvgulik »

algeralith wrote:You are overthinking it.
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:The priority is not a static value.
Your right and wrong at the same time.

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.)

algeralith wrote:... if I have to guess, it number probably determines the frequency the tile appears in that grid.
That makes no sense to me. What good is the frequency of used ground textures inside a mini-map for the client/render process ?

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.

- - -
algeralith wrote:It's more-so used in res-loading
It probably a small step from loading order to render order.
mvgulik
Posts: 4090
Joined: Fri May 21, 2010 2:29 am

Re: World Map

Post by mvgulik »

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)
That should of course have been "in there specified order(value)", or something to that effect.
Which is probably one reason for the raised confusion.
mvgulik
Posts: 4090
Joined: Fri May 21, 2010 2:29 am

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Post by 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
Posts: 12
Joined: Fri Dec 16, 2011 9:27 am

Re: World Map

Post by colerussell »

Anyone have the map drawn with the realms on them? Like seeing how far all the current realm's claims are?
mvgulik
Posts: 4090
Joined: Fri May 21, 2010 2:29 am

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Post by mvgulik »

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Last edited by mvgulik on Wed Jul 17, 2024 7:17 pm, edited 1 time in total.
MadNomad
Posts: 2158
Joined: Fri Mar 11, 2016 11:13 pm

Re: World Map

Post by MadNomad »

mvgulik wrote:odditown.com/haven/map/ is not showing any images anymore (at least not on this side of the line). ... ?
just use shubla's map

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

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