#Correct Interactive Map Artifacts
1 messages · Page 1 of 1 (latest)
understandable. i don't really think that it will happen because of the way the map is made tbh
i could be wrong though
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


i probably would not. there's a wynntils map that doesn't show borders though if you really want to use an immersive map
🤯
“Breaks immersion” doesn’t tabbing out break it first 😭
I think they mean that those random bits just don’t look good in an otherwise natural-looking world map
add a top-down view option for wynnmap 🙏 would look even cooler once fruma is added
yea, its not priority
yeah, it requires the build team to make box around the world, or at least on the visible edges, probably anyone with half an hour free time can do it
the rest of the map can be cropped with the overviewer setting files
as someone who has had to edit the outer edge of the map that you see on the map, just know for one it is not a good shape (it isn't a square/rectangle, it goes in and out) and also they don't want anyone to be able to walk on it out of bounds so the whole thing would need properly barriered
not saying you're wrong but you are VERY incorrect on the time part.
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)
The server sends ingame automated messages to remind ppl about the map 
yeah.
Hm yeah probably right about the time it might take, but I think even a simple hollow box would be great. And also I don't get what extra work has to be done with barriers, they are in place already and won't be modified in any way.
QA standards require any offmap area to be inaccessible through any direction including going inwards, meaning they do need fully barriered
A hollow box would hide the issue and not fix it
I get that there needs to be barriers, but there was no mention of the offmap area, it's just not rendered on the map. Only the edge of the main map should have a hollow hider box.
I just play with 32-64 chunks to get that infinite sight, so uh, no 
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

We both know it would take an unbelievable amount of time to edit the builds around the border
But I think it could be solved by having there be clouds or something or fog on the map that cover it up
^ something like that yea
true
Cant they just spam in clouds around the edges skyrim style and cover those things up
No need to edit the entire map when you can just edit the image that the map is made out of
But then again i could be completely wrong so
uh hopefully. i like the idea. i just dont think it will happen. maybe if the builders want to do it
/warp offmap
//pos1
//pos2
//set air
Insane time investment

maps are not made of a single images, but tiles instead
when you zoom out you see a lower resolution set of images, and you see high quality ones when you zoom in
Well yeah but unless the map is rotatable you should just be able to png some clouds in around the edges right?
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
...? Cant you just slap on some clouds that stays in place
That just sounds like a overcomplication of things
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)
it is notably not an image as icons, players, and text appears on it in certain conditions
(Although they probably still could add clouds somehow lol)
that's not overcomplication, you write some tool that can do your job once and you never have to do manual labour again
they use a mapping tool called overviewer as the base, and the actual images are generated when the rendering is done, aka when you run the tool
i just dont see the point in creating an entire tool when you could (probably) just paste in a png of clouds
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
as I mentioned earlier the map is not a single file, and all of it needs to be edited
all of these have to be edited, and with every tile, every area
Couldnt you just make the clouds a separate layer on top of everything that just stays there?
🤷♂️
14 votes and 7 comments so far on Reddit
dynmap has had a way to define a map render limit long ago
just define the borders and nothing outside that will show up
you can also define how everything outside this render limit looks like to prettify it a bit
dynmap is just pointless for this purpose
and also currently the off map areas are just simply cut off too
terrain moment
I did it in the past, but even that terrain gets cut off lol
you can check the swamp border to see that
well, the whole gavel border actually
might do some terrain to cover it up later on, but it would be really low priority for now
Fair enough but just curious is the abomination behind lusuco even used? It’s been there on the map for so long but nothing in lusuco extends THAT far
Especially with the cave seemingly exposed to outside of the map
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
they were literally just saying that the map is probably a dynmap render .-.
literally the 8th line of the map page:
<meta name="generator" content="Minecraft-Overviewer unknown (unknown)" />```
"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/
I'm really not sure why you're bringing this up again and again, they clearly use some cropping as the offmap areas are not rendered
because they can just use cropping to hide build artifacts
i dont understand how thats so hard to get
it also helps for discussion sake to actually have access to documentation for the renderer they use
that way everyones not just doing guesswork going "they probably can just do this"
I knew they could do that
they could have updated the map for the new island
they could have updated all the POI on the map
they could have cropped off unused areas
and good on you for knowing that. i believe everyone else in the discussion is entitled to know this too
you might find it unneccessary, sure, but not everyone is as involved nor knowledgeable on the server side of things
