Author Topic: [Code]The World Map to show the exact realm of factions  (Read 17021 times)

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Yifeng_konjac

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Re: [Code]The World Map to show the exact realm of factions
« Reply #15 on: October 17, 2012, 02:08:14 PM »
A little suggestion. Borderlines will be nice for this amazing presentation.
(click to show/hide)

wow,nice.

Please forgive my bad English...

rubik

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Re: [Code]The World Map to show the exact realm of factions
« Reply #16 on: October 17, 2012, 07:28:03 PM »
A little suggestion. Borderlines will be nice for this amazing presentation.

Like these below?

(click to show/hide)
« Last Edit: October 18, 2012, 05:51:26 AM by rubik »

Mekelan

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Re: [Code]The World Map to show the exact realm of factions
« Reply #17 on: October 18, 2012, 12:43:56 AM »
My take on this, it's far from done but it's nearly 2 AM so I have to get up in 4 hours  :?

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Somebody

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Re: [Code]The World Map to show the exact realm of factions
« Reply #18 on: October 18, 2012, 01:16:17 AM »
Very nice, but the colour overlay doesn't seem to be deep enough. Do those icons replace the dots or are they simple on the underlaying mesh? Also, here's a link to the map poster out of interest.

Yifeng_konjac

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Re: [Code]The World Map to show the exact realm of factions
« Reply #19 on: October 18, 2012, 03:30:16 AM »
My take on this, it's far from done but it's nearly 2 AM so I have to get up in 4 hours  :?

(click to show/hide)

All of you are awesome

look my work by use rubik‘s map,so ugly.
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Please forgive my bad English...

Mekelan

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Re: [Code]The World Map to show the exact realm of factions
« Reply #20 on: October 18, 2012, 06:36:38 AM »
Very nice, but the colour overlay doesn't seem to be deep enough. Do those icons replace the dots or are they simple on the underlaying mesh? Also, here's a link to the map poster out of interest.

The city/castle/village icons replace the dots and are fully functioning with mouseovers, checkboxes etc. The color overlay is something I'm still fine-tuning as it's a balance between being clear enough to read properly, yet not so bright as to look wrong, or clash with the icons.

I did use the Map Poster as a guide on where to put Mountains, but indeed my map is not quite as elegant, code-wise, as the original, in that the paintover needs re-tuning if you change the terrain.

I don't see that as a real problem, as I am not changing the terrain for my mod, and even if I was, it was simply a matter of waiting until the new terrain was done, and modifying the paintover. It's an awesome piece of coding by rubik though, and the code I use for mine is still 98% his, just a few simple changes on my part.

More opaque overlays, step 1:
(click to show/hide)
More opaque overlays, step 2:
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More opaque overlays, step 3:
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I like step 2 best, for a balance between colors and overall look.
« Last Edit: October 18, 2012, 06:50:01 AM by Mekelan »
Boring and tedious processes are great for automatisation

Mekelan

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Re: [Code]The World Map to show the exact realm of factions
« Reply #21 on: October 18, 2012, 10:51:42 PM »
Well, this is the final result, or at least a level I'm satisfied enough with to move onto other parts of my mod. I went through a lot of iterations, even trying crosshatches instead of colors (I didn't much like the effect, it got too gritty, even though I feel the colored overlay somewhat detracts from the medieval feel).

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dunde

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Re: [Code]The World Map to show the exact realm of factions
« Reply #22 on: October 19, 2012, 01:05:39 PM »
A little suggestion. Borderlines will be nice for this amazing presentation.

Like these below?

(click to show/hide)

Yes. Just like that. One more thing. When a town has a village as it's neighbor and the village's bounded center is not the town, it will be better if the borderline between the two is closer to the village instead of right in the middle between. The same goes for  a town and a castle, or a castle and a village.

Twan

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Re: [Code]The World Map to show the exact realm of factions
« Reply #23 on: October 22, 2012, 02:58:44 PM »
An adaptation for original mount and blade (v1.011).

As there was no get_faction_color command it's first needed to create slots and store faction colors there.
As there was no overlay_set_display command, the only way I found to adapt the script is to redraw the map (restart the presentation) every time a setting change (don't know if there is a more efficient way, I'm not a specialist of presentations).
Finally, instead of mouse over to display names (which wasn't working well because map has to be redrawn for each state), my map display all names when names are selected (with different sizes according to how many center types are selected).
On the plus side, added distance limits to provinces sizes and some code to show mountains, and show which centers are looted/sieged.

(click to show/hide)

(click to show/hide)

(click to show/hide)


ps/edit : forgot that I used the script get_castle_short_name, added it (the list of castles short names need to be added to strings first of course)
pps : also forgot that I used constants for colors (I declared in constants that dark_gray = "0xFF808080" etc...), so for the code to work you need to either add these color values as constants or replace color names with appropriate hexadecimal values (ie : "0xFF0000A0" for blue, "0xFF800000" for dark_red, "0xFF804000" for dark_brown).
« Last Edit: October 22, 2012, 04:29:59 PM by Twan »

rubik

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Re: [Code]The World Map to show the exact realm of factions
« Reply #24 on: October 23, 2012, 01:44:38 PM »
Simply, you can use overlay_set_alpha instead of overlay_set_display. Just need to change the code slightly, no need to redraw the map.
Quote
            (troop_get_slot, ":cur_overlay", "trp_temp_array_a", ":slot_no"),
            (overlay_set_display,
":cur_overlay", ":value"),
Change to the following(3 places):
Quote
            (troop_get_slot, ":cur_overlay", "trp_temp_array_a", ":slot_no"),
            (store_mul,
":overlay_display", ":value", 0xFF),
            (overlay_set_alpha,
":cur_overlay", ":overlay_display"),


« Last Edit: October 23, 2012, 02:13:18 PM by rubik »

Twan

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Re: [Code]The World Map to show the exact realm of factions
« Reply #25 on: October 24, 2012, 08:26:44 AM »
Oh far better. Thanks.

thick1988

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Re: [Code]The World Map to show the exact realm of factions
« Reply #26 on: December 17, 2012, 07:09:08 PM »
Does this work only with the Native map?

Jezze

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Re: [Code]The World Map to show the exact realm of factions
« Reply #27 on: December 18, 2012, 08:48:03 AM »
Does this work only with the Native map?

Nah, you should be able to apply this to any world map.

Somebody

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Re: [Code]The World Map to show the exact realm of factions
« Reply #28 on: December 18, 2012, 04:58:12 PM »
As long as the map is roughly rectangular, giving enough room for the legend on the side and buttons on the bottom.

SonKidd

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Re: [Code]The World Map to show the exact realm of factions
« Reply #29 on: December 18, 2012, 08:13:26 PM »
I don't know how i missed this topic until now...

but this is just so nice :)).

Thank you rubik for the inspirations :D, and Mekelan, that's some extreme graphic improvements you made to it :P.
SonKidd's Multiplayer Troop Item Generator (v0.9b)
http://forums.taleworlds.com/index.php?topic=197856.0
Shaking Camera Script (Earthquake):
http://mbmodwiki.ollclan.eu/wiki/Shaking_Camera_Script
Script to guarantee all melee weapons:
http://mbmodwiki.ollclan.eu/wiki/Spawn_troops_with_all_melee_weapons