Do minimap icons support transparency? You could put a default icon (which should be team-colored) below your custom one by placing or attaching an invisible unit.
Interesting. Gonna try it. May work for units. But even now I see inconviniences: icons will be inscribed into a black masking square, and it will almost double the amount of units, which may affect perfomance.
But also, I need to have instruments to paint a large areas of minimap in team colors. There is a good example in RuneCraft, guys used dummy units, but they only have 2 teams, blue and red. I would even create these icons for every color (how much of them, 20? is there a table of rgb codes for them?), but the areas I'd like to paint, are changing during the game. Also, my map is scalable, depending on amount of players, so I need to have 5-10 sizes of each icons, which gives 100-200 minimap icons + calculations, when to use which one. Would be ideal to have an action like "paint a circle region in color of player n". Or to have a configurable minimap painting actor. But looks like there is no such a thing.
If your minimap is static (besides the scaling), you could paint it by using dialog images, maybe.
This looks even more interesting. Won't it be affected by different monitor aspects? If i create minimap-screen coordinates correspondence for normal monitor, won't it be ruined for widened monitor?
Also, can we scale dialog images with their images? For example, I have a circle of R=5 within 10x10 image element, and then I resize the element to 20x20. Will i have a circle of R=10, or it will look like 4 of R=5 circles?
This looks even more interesting. Won't it be affected by different monitor aspects? If i create minimap-screen coordinates correspondence for normal monitor, won't it be ruined for widened monitor?
Try it out, probably yes. However, there is a library to get the player's resolution; maybe you could adjust accordingly.
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Also, can we scale dialog images with their images? For example, I have a circle of R=5 within 10x10 image element, and then I resize the element to 20x20. Will i have a circle of R=10, or it will look like 4 of R=5 circles?
Both should be possible, there is a Tiled parameter for dialog images.
I don't think resolution is gonna affect such dialogs as long as you anchor them at the bottom left. Dialog sizes are "parts of screen" and not actual resolution as far as I know, and the reason aspect ratios mess up is because they have different amounts of parts. In theory, a dialog anchored in the corner should always keep the same distance from the corner, no matter what the resolution, and the minimap doesn't change in size afaik, so the images should in theory always stay on the right spots no matter the resolution. It's worth a try I think :p
Yeah, I think the same. Looks like both minimap and dialog coordinates are not being scaled on different aspect ratios, so bottom left corner anchor will work.
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I'd like to use custom minimap icons, but it looks crazy to make a copy for every possible player color. So, subj.
Do minimap icons support transparency? You could put a default icon (which should be team-colored) below your custom one by placing or attaching an invisible unit.
Interesting. Gonna try it. May work for units. But even now I see inconviniences: icons will be inscribed into a black masking square, and it will almost double the amount of units, which may affect perfomance.
But also, I need to have instruments to paint a large areas of minimap in team colors. There is a good example in RuneCraft, guys used dummy units, but they only have 2 teams, blue and red. I would even create these icons for every color (how much of them, 20? is there a table of rgb codes for them?), but the areas I'd like to paint, are changing during the game. Also, my map is scalable, depending on amount of players, so I need to have 5-10 sizes of each icons, which gives 100-200 minimap icons + calculations, when to use which one. Would be ideal to have an action like "paint a circle region in color of player n". Or to have a configurable minimap painting actor. But looks like there is no such a thing.
If your minimap is static (besides the scaling), you could paint it by using dialog images, maybe.
The team color values can be found in the data editor, gameplay data tab, I believe.
This looks even more interesting. Won't it be affected by different monitor aspects? If i create minimap-screen coordinates correspondence for normal monitor, won't it be ruined for widened monitor?
Also, can we scale dialog images with their images? For example, I have a circle of R=5 within 10x10 image element, and then I resize the element to 20x20. Will i have a circle of R=10, or it will look like 4 of R=5 circles?
Try it out, probably yes. However, there is a library to get the player's resolution; maybe you could adjust accordingly.
Both should be possible, there is a Tiled parameter for dialog images.
Alright, ty for answers, gonna try alll this.
@Zolden: Go
I don't think resolution is gonna affect such dialogs as long as you anchor them at the bottom left. Dialog sizes are "parts of screen" and not actual resolution as far as I know, and the reason aspect ratios mess up is because they have different amounts of parts. In theory, a dialog anchored in the corner should always keep the same distance from the corner, no matter what the resolution, and the minimap doesn't change in size afaik, so the images should in theory always stay on the right spots no matter the resolution. It's worth a try I think :p
@TheAlmaity: Go
Yeah, I think the same. Looks like both minimap and dialog coordinates are not being scaled on different aspect ratios, so bottom left corner anchor will work.