Map facility to allow builders to add "Fog of War" (FOW) to their maps or make maps unavailable altogether without using placeable objects. Builders can also make slight code adjustments to add their own maps instead of using the exisiting map.
A replacement minimap.xml is available for those who want the original size mini-map. Simply replace the current minimap.xml file in the hak with this one.
UPDATE v1.02: Removed and tidied some of the debug code and feedback. Added a few checks for invalid areas. Corrected a few typos in the PDF manual.
Earlier v1.01c: Fixes a bug when used in "Passive" mapping mode. NB: This fix also requires a line of code to be added to the Area OnExit. (v1.01c: PDF Updated.) NB: Both the areamap.xml & minimap.xml files *were changed* inside the hak with this version compared to the original separate versions, so be sure to use the new hak instead of the old version.
BUILDER INFORMATION
=================
1) The update rate is currently set at 0.5 seconds, which is fast enough for most areas of medium to large in size. If, however, you intend to use FoW on even very small areas, then you will need to decrease the time between updates so there is no lag in the FoW being updated. Builders may want to experiment with this value to determine the best results to performance. Personally, I do NOT recommend using FoW maps on such small areas and advise using the "No FoW Waypoint" that disables it for an area in such cases.
2) Strict Interior/Exterior observing: The code also makes adjustments depending on whether the area is an exterior or interior and checks this with the GetIsAreaInterior function. If you have set this differently to the tiles expected, then results will be out.
3) If the FOWMAPINCOMBAT variable is left in its default state of 0, then mapping must be restarted by opening the map after combat. This includes "Passive Mode" mapping. To avoid this for Passive Mode, be sure to set FOWMAPINCOMBAT to 1, but recognise that this may affect performance if a combat is CPU intensive.
Active & Passive Mapping System (v1.02). This file contains:-
1) The demo module from which the scripts can be exported.
2) The hak which contains 11 images and 2 altered XML scripts.
3) A PDF manual with details about the utility and its functions.
Hi batmanis64, I just checked your areamap.xml (from Betrayal at Krondor) and you are using an older version, which suggests you may have a number of other older files/code in use. You do need to download and use the latest version and replace the older xml files with the newer ones. Let me know how you get along. (I will also post this in your own Vault entry.) Lance. _________________________ World of Althéa Blog: Link
Posted by Lance at 2011-03-1317:14:53
Hi batmanis64, Thanks for using the system and voting ... :) Let's get you all sorted out ... :) The FoW Mapping System works with a few variables that make the mapping "active" or "passive" according to how you have it set up, especially with respect to combat as well. First, I need to know what version you have set up? Be sure you have the latest version and note point 3 in the information above, in that the FOWMAPINCOMBAT variable must be set to 1 even if you are using Passive Mode mapping. Also, make sure you have the OnExit script on all areas as well. If these bits of advise don't fix your problem, then contact me directly on the email address provided in the manual that comes with the download and I will help you to make sure you have it set up correctly. Is you rmod available for donload. I could download and check it directly for you. Lance. _________________________ World of Althéa Blog: Link
Posted by batmanis64 at on02/05/11
Hi Lance, here's a comment from someone playing my module with your fog of war system: "The fog of war is nice but the mapping seems to take a vacation after the first fight unless you save and reload." Thoughts as to why this is?
Posted by Lance at 2011-02-1214:33:40
Hi All, Many thanks for your continued support and votes. @Shaughn: Not having to rely on doors anymore! My own thoughts exactly. Lance. _________________________ World of Althéa Blog: Link
Posted by shaughn at on02/12/11
This is a great system and it offers a lot of flexibility between the passive/active, feat recognition, map unavailable and waypoints to clear the fog. This will add a whole new dimension to exploring those dark dungeons. No longer will builders have to rely on a bunch of doors to block access to the full map. Thank you for this Lance.
Posted by Dethia at on02/12/11
Great work and thanks for adding the passive mapping function that allows mapping old-school style and non hardcore RP style ;P
Posted by MokahTGS at on02/10/11
Ok, gotta say this is one of the coolest additions to NWN2 in a long time. I'm going to add this to Jabberwocky (and probably everything else I do), and really think it will add to the exploration of the OM areas and dungeons. I LOVE the fact that you now have passive and active as a builder choice as well as scripting hooks mapping based on player feats. Cartography feats! Yay! Again, another stellar addition to the game! _________________________ Mokah - The Grumpy Strumpet || Dear Strumpet Letters || Jabberwocky Development Blog || Vertex I - The State of the Union ||
Posted by Alaster at on02/09/11
Finally someone to make this one! Thanks!!!
Posted by hilltop2012 at on02/06/11
Amazing!
Posted by batmanis64 at on02/05/11
Joy! Baldur's Gate remake team, are you seeing this?
10 - A Masterpiece, Genuinely Groundbreaking 9 - Outstanding, a Must Have 8 - Excellent, Recommended to Anyone 7 - Very Good, Deserves a Look 6 - Good, Qualified Recommendation 5 - Fair, Solid yet Unremarkable 4 - Some Merit, Requires Improvements 3 - Poor Execution, Potential Unrealized 2 - Very Little Appeal 1 - Not Recommended to Anyone