#Lively Map

1 messages Β· Page 3 of 1

regal echo
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That's unfortunate

regal echo
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Other than that I haven't had any bugs with a couple hour playthrough on the steam deck

fresh fiber
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nice!

cunning stag
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Theres are, maybe, like, five to six significant locations per planet. If that. A lot of it is coordinated in cities so I sorta originally imagined the map as just this bug dumb entity that only-sorta reflects whatever planet you're in. I guess how granular I'd like to go depend on what I can do.

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Each individual planet, on the world map, is massive.

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I guess, uh, actually, maybe I could figure out mathematically how to convert pixel coordinates to cells.

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I think each cell is 9x9 on the map, where the center? Of the image is 0, 0

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Really I guess if I did a lively map patch though I'd sorta like to do them entirely differently

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The images I DO have are just pretty mockups I made in this godot planet generator tool I found

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For lively map, we could assemble a different image based on the actual map images the engine generated, or something, idk

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I'm just trying to figure out what the best way to do it is cuz I don't feel like my original map concept actually gives the best with lively map

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Or maybe it's fine idk

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What would be the bare minimum needed so I can just get an idea of what it looks like for a specific planet

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Let's say tatooine

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The main cell there is Tatooine, sandriver

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Depending on LO you might have tatooine, sandreach which I imagine is way in the southern end

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On Hoth you basically just have the exterior and one cell

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On Lok it's also largely the same, although there it's more like a single village on the planet you can access

regal echo
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For a lively map patch I just need the cell extents for top/bottom/left/right (inclusive) for a square pot image that forms a tile. And then you give that tile a number id. And then we use that number id to attach it to other tiles in compass directions (or we don't, but then you'll just see the one tile only and can't pan to the other tiles)

ivory solstice
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I plan on adding that to my next playthrough

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Also yeah the map has been working smoothly since the patch

regal echo
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I've been so happy with it. Got sent to Gol Mok on a side quest and when the guy told me where it was, it showed up in the map

regal echo
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Such a hacki workaround but it was great

ivory solstice
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I can't

fresh fiber
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awesome ! datchim

ivory solstice
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A shame it is one of a false god

regal echo
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I'm pro Vivec idc

fresh fiber
crystal knot
fresh fiber
crystal knot
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still going strong

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not surprised that Magic Window Extender is the most popular mod of the year so far

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but the map mod is doing fine

ivory solstice
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I bring forth bad news

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one specific place in balmora freaks out the local map when i open th lively map

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outside of the lucky lockup

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I'll send a screenshot if i find where the damn screenshots go

regal echo
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But what means i probably also need to spawn a mini sun

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And it might get messed up by underwater shaders

ivory solstice
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That's interesting

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Kinda wish i knew more about morrowind code

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Is it hard to get into?

regal echo
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Openmw is all on GitHub and gitlab

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It's in c++ so it's not friendly

ivory solstice
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I can print hello world on python surely I'll be fine emil

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I'll give it a look or two

regal echo
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Making mods is different though

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It's all lua

fresh fiber
regal echo
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Ooo you know what

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I think maybe this happens when the map mesh spawns near a cell border

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Because when you move the camera past the border the engine might persist the map image then

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So all I gotta do is spawn the mesh in the middle of the cell

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That looks like the case from both screenshots

ivory solstice
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Oo

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Go try that

regal echo
regal echo
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published in 1.2.2. also included pre-synced files

ivory solstice
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I'll go try the new version

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same ol'

crystal knot
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KEEPING IT CLOSE

ivory solstice
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we dont talk about it

ivory solstice
regal echo
ivory solstice
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Ah shi

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I guess I'm just gonna have to thug it out

regal echo
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There's probably a way to remove it from the save file

ivory solstice
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Would that mean I'd need to reexplore everything on the local map?

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I'm a bit too far now to restart

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Well, it only showed up in balmora in that specific place

regal echo
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It might be per-cell. It would be hacky af

ivory solstice
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What a perfect emoji to describe the situation

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Well, at least new characters for me and other people will not have it

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It ain't that bad

ionic marsh
# ivory solstice same ol'

what object is at the exact center of that blue circle? is there a well there, or something like that?

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maybe a fountain, or a water dish

ivory solstice
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Couldn't tell ya, a lil busy atm but I'll take a closer look and maybe i can make something out

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Although that's unlikely

ionic marsh
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i just seen a bunch of screenshots over the last few months with various weird map/shader issues involving a 16-sided circle that draws wrong

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it makes me wonder if there's an asset from OAAB_Data or Tamriel_Data which uses weird flags or stencil masks or something

ivory solstice
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yep

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upon closer inspection

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it's just the map minimized

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unfortunately it is not containted to balmora in my case

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so i'll be using the map then loading a quicksave every time

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a bit annoying

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but tolerable

ionic marsh
fresh fiber
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but upside down, for background pretty textures

regal echo
regal echo
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I don't know if I can move the camera into a different cell, but if I can then I can make a dummy interior cell for the map

fresh fiber
regal echo
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Yeah 😁

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Just gotta build that maps.json etc

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Open perms?

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Wow that's restrictive

fresh fiber
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mostly, with permission because it's already an edit

regal echo
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Need permissions from all contributors though

fresh fiber
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hrm

regal echo
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Basically impossible

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We could do it if included modified meshes that point to these textures

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Then it's a patch on patch

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Ez mode

fresh fiber
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haha nice 🧠 easier than tryin and make a new ones πŸ€” do you know where these grid maps a derived from originally ?

regal echo
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Probably the tr grid map

fresh fiber
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iv never found the full thing in any kind of usable resolution

regal echo
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Me either

mossy tide
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pretty sure that's what I used as a basis for Stranger, alternatively #993588700854366278 message and all the messages in the gridmap channel on the TR server

regal echo
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Nifscope isn't launching so no patch tonight

ivory solstice
lost tusk
fresh fiber
lost tusk
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It doesn't in the northeast, not really.

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Hmm, actually...

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The TR gridmap, the smaller one, is more up to date and reflects changes to the Telvannis and Sacred Lands which haven't been done yet.

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But the big gridmap only gets updated once every few years, so I'm not sure if it fits or doesn't fit

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Well well well

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The cellexport actually does fit the big gridmap!

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if you disregard unreleased lands (especially around Blacklight)

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So yeah, if you use the big xcf gridmap and crop it to only show Morrowind, you get a very good representation of what the released lands look like. You just have to update some settlement names if you want to use those, too (notably Andothren)

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if you want to overlay the cellexport, you have to shrink it to 62.5% of its size to match the gridmap

lost tusk
fresh fiber
lost tusk
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Look, I did a bunch of quick exports to show how the map can look in Wonderdraft

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just the landmass; settlement or region names would have to be added manually

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it's like an aerial map almost

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dead accurate, obviously... because it's made by exporting the cells πŸ˜„

fresh fiber
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amazing!

lost tusk
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So yeah, if you wanted to make a paper map with using one of those themes (or mixing and matching between them), I can give you the full map export and you can then add settlement names and anything else you want

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If we wanted to take it a step further, we could color all the different regions to reflect how they look. Wonderdraft is a full-on fantasy mapamaking software made for this

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Another step further: add custom Elder Scrolls themed settlement icons to represent them. Obviously, we would need an artist for this

fresh fiber
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that would be awesome, ideally I suppose to have several iterations for levels of detail. I want to keep to simple style at first.
yes making custom icons is part of the plan, I enjoy making maps for my dnd game so I think I can manage something decent to start with

fresh fiber
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ikr

lost tusk
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If someone wanted to make cool shit, cool shit could definitely get made

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(me drawing a map of Morrowind from memory lol)

daring valve
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Exactly what I was planning to do haha

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Well

lost tusk
# daring valve YOINK

If you want the full Tamriel export, just say the word. The files are about 40MB πŸ˜„

fresh fiber
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word!

daring valve
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Nah it’s fine if it’s crunchy

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I gotta make it 512x255 or whatever it is for books anyway

lost tusk
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The best way to color the map in Wonderdraft would be by hand while referencing the cellexport

daring valve
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Oh yeah I do it by hand since it’s using my climate zones

fresh fiber
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one without colour or texture would be good too, so I have a blank slate as background

lost tusk
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I could potentially see myself doing it, as I own the software (yes it's paid, no it's not expensive)

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truthfully you could something like that in Gimp, of course

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it's just that Wonderdraft is well suited to it

daring valve
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Yeah that’s what I was doing, it was a struggle <_>

fresh fiber
daring valve
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And why there’s only 1 or 2 maps for my mod haha

lost tusk
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I have to like Gimp too, if I want to learn to make good thumbnailsl

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lol

daring valve
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I use canva for things like that but canva is questionable, I’m just used to it bc we used it at work

lost tusk
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as close as I can get

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full resolution

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7000x4289

fresh fiber
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awesome tysm!

lost tusk
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you're welcome!

lost tusk
daring valve
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Yup

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I’ll be putting my own colours over them so I’ll probably swap them out and see what looks best

lost tusk
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But yeah

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Go wild, guys!

fresh fiber
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you've no idea, I've been struggling to find this exact thing fr so long and your like sure , boop! ✨

lost tusk
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The resolution should fully match the xcf gridmap so you can overlay it, should you want to

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I've been thinking about this lately, because I wanted some nice cartography in my videos

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It always comes back to my fucking videos πŸ˜„

fresh fiber
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lmao naturally. I'll send anything cool I make your way πŸ‘

lost tusk
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yeah, but that Blacklight area will definitely change down the line, so just keep that in mind

fresh fiber
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yeah it should easy enough to change bits as goes along

lost tusk
crystal knot
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You could make a showcase of map mods @lost tusk

fresh fiber
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i also want a fullscale map that looks like the shitty maps you get in game

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or check this out

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someone made a composite map in the arena style

lost tusk
lost tusk
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tbh, I haven't tested it in a while

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I just kind of gave up on it, unfortunately

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Hopefully just for now

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I'm recording the biggest video I've ever done so I need to rely on the game not going crazy πŸ˜›

regal echo
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Once I get landscape texture mapping then I could generate maps that emphasize roads

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Instead of all vector painting

lost tusk
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Basically a deep dive into the town of Hlan Oek, its quests, characters, and surrounding region. All told through the perspective of two protagonists with contrasting stories. It will probably be about 40-60 minutes in length. It all looks very cinematic and cool in my head, but I'm still only gathering footage. I've also outlined their stories and brainstormed some audio elements to tie it all together. I'm still not sure how I will present the video (title, thumbnail, intro) to make sure it grabs people's attention, and I'm going back and forth between first/third person narration.

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Basically a deep dive with narrative roleplay elements, but focused more on the city than my characters. With the potential of expanding into my own cinematic universe, covering all the cities and regions of TR.

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I'm willing to sit on the video for as long as it takes though, until I feel it's perfect. My issue is, I always want my videos out ASAP so I cut corners on voiceover, thumbnail, footage. Not this time.

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In the meantime, I've also got other videos coming, of course. My Total Overhaul video will hopefully see the light of day next week. I'm also looking into the races of PTR.

regal echo
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Some color processing progress:

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Looks nuts so far

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And the boring (but more game-accurate version):

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Ok I think this is the best method so far. Hue and Saturation from the texture, Value from the heightmap ramp:

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Kinda hides the bad resolution on the textures

regal echo
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ty πŸ™‚

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If I can find the landmass preview I could make a better pre-sync patch

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Kinda dark but I think it's ok

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road detection debugging 🀒

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I think I need something more targeted than looking for road or path in the texture path

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Looks like I didn't hit any unintentional roads, but instead road textures are used where roads aren't actually at

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Even PC does it

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I'm not sure this exploration of road detection is worth it. too much noise

mossy tide
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the gridmap (and therefore my gimp map) has a separate roads layer I think? You could maybe export that. I'm looking at the PT and SHOTN maps but they're such tiny slices, can't really get up the motivation to spend X hours to give them the stranger map treatment

lost tusk
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it does

regal echo
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There's probably some awful machine vision alg that could be dug up to find roads based on the vector painting layer

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Which also be a stupid amount of work

mossy tide
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we need modding interns

regal echo
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Bumped up the lightness; this will probably look better in-game

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You can actually make out red mountain

fresh fiber
# mossy tide we need modding interns

idk if i would use that term but im planning to try and do SiaSL version of the main gridmap, if you have some tips or resources that would help id be grateful, but yeah its gonna be a while..

regal echo
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clown mode

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if you want layers based on ground textures or something let me know

mossy tide
# fresh fiber idk if i would use that term but im planning to try and do SiaSL version of the ...

thing is, it was mostly a "what-feels-good" exploration of the then-new gimp3 tools, adding and removing layers to see what worked, experimenting with tons of filters, it was definitely not a measured and rational workflow. This guy not only had a lot of brushes that I used or toyed with, also some howtos for techniques I used to get the coastline hatching and other stuff https://kmalexander.com/2019/07/31/tutorial-creating-18th-century-coastlines-for-fantasy-maps/

regal echo
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This is the best I can get it for now. Took a while to refactor so I could blur the texture layer

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I think this is Necrom (never been)

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it's so pretty

dapper basin
fresh fiber
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looks great!

regal echo
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No luck yet getting the map mesh to spawn super far away while outside

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it's like :teleport doesn't work if it's not an active cell

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once the cell enters the active grid, then the mesh is spawned

fresh fiber
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can you artificially activate a cell with code?

regal echo
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I'll have to ask the upper management

regal echo
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Impossible. I would need to teleport the player

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On the plus side, it won't ever be a problem in interiors

dapper basin
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Ive not entirely understood the goal but maybe this suggestion will help

daring valve
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I just say this bc it’s a very distinct city haha

lost tusk
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@fresh fiber It just now dawned on me that you might have access even to the up-to-date version of the Morrowind gridmap, since you're a TR dev

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This is supposed to be it but it's login only πŸ™

daring valve
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Oh shit dubious is a TR dev? πŸ‘€

lost tusk
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According to his discord role on the TR server πŸ˜„

fresh fiber
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yep. im a concept art dev, at least one of my creatures was accepted to go in game

lost tusk
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Sometimes I feel like the only one here who isn't a TR dev

fresh fiber
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didnt realise there were benefits 36vehks

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or maybe im not.. no access 😭

lost tusk
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Lol

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Sorry

fresh fiber
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now that i look, i dont think my creature ever got a claim.. i nevr really understood how the process works 🀷

lost tusk
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I confess I really don't understand this. The development is very open, you can download the latest dev builds... but the Morrowind map file is where we draw the line πŸ˜„ Idk. Maybe if I asked nicely, Taniquetil would share the map with me. Or not. At this point, I don't feel like I need it that badly.

fresh fiber
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haha yeah it can be a little obtuse. i think the problem with the map is they dont want random people to misrepresent the project and muddy the information pool with outdated info. it makes sense but also we could probably do with a better public interface

lost tusk
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Yeah, that's fair, but at the same time, the large old gridmap is right there on Nexus, so misrepresenting the project is easy.

mossy tide
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I think pretty much every other map pack I've seen except mine has the island of gorne floating in the inner sea (which is where it will end up I think but it's not there currently), or if it wasn't that it was some naming changes near helnim/marog

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because they're all cloned from the main gridmap file. The map will go out of date as the TR project progresses, that's just how it is. Andothren>Bal Foyen, it's fine, someone will post an updated map sooner or later because people quite like maps. But that's the main thing with the TR maps, they're always somewhere between how things currently are and where they will be.

regal echo
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This is one of the reasons I put so much work into automatically generating maps. It will be a lot more work to get them to look hand-made though sadcat

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Also all the missing tiles are annoying

mossy tide
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yeah a bit but live generation is definitely the way to go in a world where people can install mods changing landscape and features. Joy of Painting does some fun things with shaders for its transitions from screenshots to paintings.

fresh fiber
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i think that was some special sauce cooked between merlord and the mwse devs though

fresh fiber
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yeah basically

pine wren
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Would you mind giving me a super simple rundown of how the map generation works? I'm looking at the pre-generated one (it matches my test build), I'm guessing if I just apply actual geometry to whatever nifs are generating based off their existing NH texture mapping from your tool that it will always work but what's the min/max number of nifs

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Oh wait I see they all have borders so they're not tiled together directly that makes sense.

regal echo
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There are two sets of _nh textures available

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The extreme normals one exists because The Red Tower reduces a available heights everything not-red-mountain

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The map nifs are constant size, and are scaled up in-game to get consistent pixel density

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Because the textures can be different sizes

pine wren
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That makes sense

pine wren
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How easy would it be to remove the sloped borders, I understand that's there to disguise the POM but making the generated nifs from them means its no longer necessary

pine wren
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okay sweet let me finish this testing with the current stuff to see if it all works well then I'll let you know

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don't have go installed so I'm more interested in testing the blender stuff first before I get to that

mossy tide
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funny, I was thinking about how I'd represent the star map and then https://www.nexusmods.com/morrowind/mods/58107 came along doing it better than I would have done

Nexus Mods :: Morrowind

Starwind map replacer for stanistaw's 'Beautiful Paper Map' mod, using a modified version of S.Farnes's (Stoneward13) simplified Galactic map.

pine wren
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temporarily stealing the TD water to try make the water animated. Haven't tested in game but the nif loads and looks right in nifskope. Right now the texture gets a little funky in some places because I subdivide, displace, and decimate which slightly changes the water level and stuff, although it probably wouldn't be noticeable if the water color in the regular texture was remapped to be brown and even now it's not crazy bad looking.

pine wren
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Am I stupid I can never move upwards on the map only left right and down work, once I've moved down it never goes back up again until I reopen the map

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100% was the mesh messing up the boundary raycasts

regal echo
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So dark 😎
Pretty sweet though

pine wren
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Yeah I'm not sure why it's just the same texture with a displcaement on it and I set the nif colors to white.

regal echo
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I think I set it to .7

pine wren
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ahh okay that makes sense.

pine wren
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Emissiveness helped a lot, now that it's a mesh it also just receives SSAO from the shaders automatically

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Cleaning up the mesh generator then I can send, it does require blender (ideally in your path but obviously you can just target it manually) and the morrowind blender nif addon and the decimation step to lower the poly counts takes forever

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It does break the raycasting for preventing people zooming out of the map area but otoh it will work without any shader edits if people wanna avoid POM performance costs.

pine wren
regal echo
pine wren
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Let me know if it works, in theory it should be fine but who knows. It willl like break the map a bit but the nif part should be reliable. Since there's no longer issues with the seams at the edges you might just be able to like stream them in before you get to the edge seamlessly (or just tank the performance hit and load them all up in a giant grid at once.

ionic marsh
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on the NiNode parent of the water shape, add a NiStringExtraData and put this JSON text as its value. then test it in-game and edit the size/falloff/depth parameters until it looks good

omw:data {
    "shader" : {
        "soft_effect" : {
            "size": 250,
            "falloff" : false,
            "falloffDepth": 5,
        }
    }
}
ionic marsh
# pine wren What does this do?

if a shape has alpha blending, adding this and enabling the soft particles shader option will make it "fade out" when it gets close to intersecting an opaque surface

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(if soft particles is disabled then nothing happens)

pine wren
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Oh interesting, I ended up changing it so the plane uses the same texture as the rest of the map and I can't see the intersections. Since the animation didn't work I stopped really worrying about the different water texture

ionic marsh
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πŸ˜” my chance to deploy this obscure engine feature will arrive someday…

regal echo
ionic marsh
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i'm not sure it even needs to be transparent. i think a NiAlphaProperty with the blending flag is all that's required

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like, you could leave the alpha channel in the texture alone, and just change the mesh properties

regal echo
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Oh this has to be on the water plane πŸ€”

ionic marsh
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yeah

pine wren
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You could probably do it with some clouds textures or something too

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If I wasn't too lazy to model something and texture it I would make some 3d city icons so like vivec isn't just a water pit

regal echo
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At some point we're just reimplementing distant land though

pine wren
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Yeah, I think like 3d "icons" for specific cities would be doable and fit in well just like simple board game esque pieces for the major cities

regal echo
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baked lightning vs flat
any preferences?

regal echo
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so subtle, probably doesn't matter

mossy tide
regal echo
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Ok this is just lighting + vector colors

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orange on left, blue on right

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I think I'll keep it

pine wren
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Yeah that looks nice

smoky estuary
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trying to install the mod and have been having issues with it
ive been able to generate the textures from the sync.bat file and everything visually looks fine with the map in game as far as the textures are concerned. when i drag the map around however, it acts very erratic and glitchy, going all over the place and flickering at times and is very unpleasant to try to use. something's not right, and i can't figure out what

  • steps already taken: deleted and reinstalled the mod, the sync.bat file ran correctly, , only one 01 folder is added, LivelyMap.omwaddon is enabled and LivelyMap.omwscripts is disabled as according to the readme, the same glitchy behavior occurs with arrows keys as well as mouse dragging, i have Rafael's shaders installed (but not using the parallax mode)

using openmw .51 RC2 with TR, Cyrodiil, SHOTN, and other mods

regal echo
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Oh wow that's super messed up

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Do you have move360 enabled or other camera controlling mods?

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You could try the pre-built patch just to check if your auto gen worked correctly

regal echo
smoky estuary
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i have dynamic camera, dynamic reticle, and dynamic actors, hud mods and menu replacer mods like magic window extender and stats window extender
disabling dynamic camera seemed to improve the map a little bit, now the map is starts facing north and at a downward facing angle, and not opening in whichever direction i was facing like in the video
panning movement is still erratic sometimes and gets stuck on stuff, like it will stop moving upward around the east coast of vvardenfell

smoky estuary
carmine trellis
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been causing a few of us grief

smoky estuary
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it was enabled, turning it off seemingly hasnt changed anything for me

regal echo
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Stuck while panning probably has to do with the tile swapping logic

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If you are near the edge of a map tile

smoky estuary
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heres logs from scrolling around the map, getting the erratic behavior and stuck while panning
dynamic camera and move360 disabled for this

regal echo
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New map doesn't fully occupy viewport, sliding into safe zone.

I think you're just too zoomed out

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Or maybe your resolution is something I didn't expect

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If the map is not perfectly aligned with the camera (top and bottom edges are parallel with your screen) it will get crazy confused

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You somehow got the camera to not be aligned

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So it's freaking out

smoky estuary
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i'm using 2560x1440p, windowed with 1.50 GUI Scaling Factor

regal echo
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Is the camera still not aligned with the map?

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Or did disabling dynamic camera fix that

smoky estuary
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after disabling it the map looks like this when i open it

regal echo
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That's a lot better. And you shouldn't be able to change roll

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Dynamic camera should disable itself when you go into static camera mode smh

smoky estuary
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uploading a video of what it currently looks like

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ill give it a try with the presynced files once they download

regal echo
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Ok, couple things-

I don't think pregen will necessarily help you out anymore

Does it work when you use the keys to pan around instead of mouse drag?

I think it's messed up because the rake angle is too steep for your wide resolution

smoky estuary
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arrow keys have the same issue happening with being unable to scroll certain directions and moving erratically

regal echo
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Ok, give me a minute and I'll see if I can drum up a patch

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I haven't looked at this code in months and it's terribly complicated

smoky estuary
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really not sure what could be causing the tilted angle if the mod is supposed to be strictly top-down, i'll try disabling a bunch of mods to see if its anything that might be conflicting somehow

regal echo
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@smoky estuary -

in 00 Core/scripts/LivelyMap/controls.lua
change local defaultPitch = 1 to local defaultPitch = 1.5

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if that's more top-down, yay. if it's more raked, try 0.5

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it's "too tilted" because I developed it on a machine with a more square resolution πŸ˜†

smoky estuary
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2560x1440p is the same aspect ratio as a 1080p monitor at 16:9, just a higher resolution

regal echo
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yeah my setup is atypical and in this case it messed stuff up

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the alternative here is change the gen code to make larger tiles

smoky estuary
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changing to 1.5 does alter the angle a bit, but not enough to be top down. also after changing it, the map jumps upwards when i click and drag. no jumping with arrow keys though

regal echo
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to make bigger tiles (not guaranteed to help you, but putting here for posterity sake)
in internal/hdmap/partition.go
change if square.Width()*square.Height() <= 46*46 { to if true {
and then delete cmd/lively/lively.exe

smoky estuary
regal echo
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the mouse drag popping around is still stumping me, but I'm glad arrow panning works at least

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oh something isn't right at all!

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the bottom row of debug X's are not appearing now with your 1.5 change

smoky estuary
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they appear to be under the terrain
i havent touched the calibration settings yet

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or wait, that would be for the parallax map

regal echo
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yeah that only matters with POM shaders

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the angle is so weird, like 1.5 is more raked

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hey @fresh fiber did you ever run into these issues?

smoky estuary
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also for what its worth, scrolling to zoom in/out also seems very inconsistent
sometimes i can zoom closer, but then cant zoom back out
or sometimes i can zoom out but not in
it seems to change depending on which part of the map im looking at

regal echo
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it's -supposed- to not let you zoom if it would expose a different tile of the map

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did you find this mod after Savle's video btw? just curious

smoky estuary
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i'd known about it since around when it was released on nexus, but only just now decided to install it

regal echo
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well I apologize for it being such a cluster for you

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I haven't really tested it on 0.51, but wouldn't expect anything to break

smoky estuary
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no worries lmao
i made the photo mode mod which was also a pain to figure out (and i even disabled it for this to verify its not messing with things)

regal echo
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I gotta go get some rest, maybe try 0.5 as a last resort

smoky estuary
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probably wont downgrade just for this since i'm using some of the new spell mods for .51
the map looks really nice though and its unfortunate i wasnt able to get it working, i can tell you put a lot of work into it

lost pasture
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lol i saw that when I was fixing land tears in tes3cs, thought it was pretty funny

fresh fiber
regal echo
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Aw man I thought I fixed that

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Time for another round of bugfixes