#Correct Interactive Map Artifacts

1 messages · Page 1 of 1 (latest)

hoary hill
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would using the map not break immersion to begin with?

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understandable. i don't really think that it will happen because of the way the map is made tbh

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i could be wrong though

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it also definitely isn't a priority considering doing this will probably take some nontrivial amount of time or require making a box around the whole map to cover the stuff

covert nimbus
hoary hill
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i probably would not. there's a wynntils map that doesn't show borders though if you really want to use an immersive map

spiral helm
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🤯

rose idol
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“Breaks immersion” doesn’t tabbing out break it first 😭

gleaming helm
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I think they mean that those random bits just don’t look good in an otherwise natural-looking world map

shy lintel
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add a top-down view option for wynnmap 🙏 would look even cooler once fruma is added

ebon bay
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the rest of the map can be cropped with the overviewer setting files

plain wagon
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This kind of thing would probably take a few hours at least (to be done properly, obviously someone could just make a hollow //wall around the entire map but that looks ugly, and I'm not saying it needs to be nice just a hollow box wouldn't work anyway)

glass dock
hoary hill
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yeah.

ebon bay
plain wagon
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A hollow box would hide the issue and not fix it

ebon bay
grave cobalt
twilit pollen
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I 100% agree with this suggestion. The outside parts of the borders makes the map look incredibly unprofessional. Doesnt look good at all and gives a wrong impression to new players who looks at the map for the first time

covert nimbus
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But I think it could be solved by having there be clouds or something or fog on the map that cover it up

twilit pollen
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^ something like that yea

hoary hill
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true

unique glacier
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No need to edit the entire map when you can just edit the image that the map is made out of

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But then again i could be completely wrong so

hoary hill
glass dock
ebon bay
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when you zoom out you see a lower resolution set of images, and you see high quality ones when you zoom in

unique glacier
ebon bay
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technically it's possible, but it would take mkre time to write a program that does it on every new map render than just editing the map

unique glacier
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...? Cant you just slap on some clouds that stays in place

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That just sounds like a overcomplication of things

plain wagon
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I have no idea what you guys are talking about, while it is effectively an image it isn’t an image, it’s a render by dynmap (Presumably, I don’t actually know)

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it is notably not an image as icons, players, and text appears on it in certain conditions

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(Although they probably still could add clouds somehow lol)

ebon bay
ebon bay
unique glacier
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again, i could just be completely wrong, i have no idea how this works internally so im just making guesses as to what could be done

ebon bay
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all of these have to be edited, and with every tile, every area

unique glacier
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Couldnt you just make the clouds a separate layer on top of everything that just stays there?

ebon bay
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🤷‍♂️

stray tinsel
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dynmap has had a way to define a map render limit long ago

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just define the borders and nothing outside that will show up

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you can also define how everything outside this render limit looks like to prettify it a bit

ebon bay
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and also currently the off map areas are just simply cut off too

neon mountain
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I did it in the past, but even that terrain gets cut off lol

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you can check the swamp border to see that

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well, the whole gavel border actually

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might do some terrain to cover it up later on, but it would be really low priority for now

plain wagon
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Especially with the cave seemingly exposed to outside of the map

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Stuff like seeing what was behind sand swept tomb was so minor you only noticed if you looked at it, but this is more visible than lusuco is due to the angle

stray tinsel
ebon bay
stray tinsel
# ebon bay literally the 8th line of the map page: ```html <meta name="generator" content="...

"crop
You can use this to render one or more small subsets of your map. The format of an individual crop zone is (min x, min z, max x, max z); if you wish to specify multiple crop zones, you may do so by specifying a list of crop zones, i.e. [(min x1, min z1, max x1, max z1), (min x2, min z2, max x2, max z2)]

The coordinates are block coordinates. The same you get with the debug menu in-game and the coordinates shown when you view a map."
https://docs.overviewer.org/en/latest/config/

ebon bay
stray tinsel
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i dont understand how thats so hard to get

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it also helps for discussion sake to actually have access to documentation for the renderer they use

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that way everyones not just doing guesswork going "they probably can just do this"

ebon bay
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I knew they could do that

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they could have updated the map for the new island

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they could have updated all the POI on the map

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they could have cropped off unused areas

stray tinsel
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you might find it unneccessary, sure, but not everyone is as involved nor knowledgeable on the server side of things