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Journeyman's Minimap - Code Plugin for Minimaps and Fog of War

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    #31
    I've just now finished on the nav mesh and I'm starting on multi-level map support. Expect multi-level map support to be submitted in two weeks.

    Edit: Nav mesh rendering will still be submitted upcoming week, May 9th to be exact.
    Last edited by Zhi Kang Shao; 05-05-2017, 06:16 PM.
    Journeyman's Minimap - Available on Marketplace - Forum topic - Video

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      #32
      Update 1 is live

      You should be able to pull down the first updated version of the plugin via the Epic launcher. Two features have been added:

      Navigation mesh can be included on generated background
      The MapBackground actor has a boolean option bRenderNavigationMesh that controls whether the navigation mesh should be rendered to the generated background. Since the nav mesh represents the walkable area, this should make it easier to paint over the generated background in Photoshop or another image editor.

      Click image for larger version

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      Easier to control zoom level
      Previously you could control the minimap's zoom level by setting the view extent. For example showing a 256x256 world area is twice as zoomed in as when showing a 512x512 area. However, I recognize that defining the zoom level as a scale might be easier to work with. You can now control the minimap's zoom level as a scale via the functions illustrated below. As of now, the minimap's range is defined by ViewExtent.XY * ZoomLevel. Note that a view extent of (256, 256) and zoom level of 2 gives the same result as a view extent of (512, 512) and a zoom level of 1. Just use whichever approach is more intuitive to you. An advantage of the zoom level is that you don't have to remember the initial view extent.

      Click image for larger version

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      Let me know what you think of this update and if any issues arise.

      I'm currently working on supporting multiple height levels.
      Journeyman's Minimap - Available on Marketplace - Forum topic - Video

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        #33
        That's great news that the nav mesh feature is live! Thanks for your great work. I will try it out soon
        Creative Director at Rebel Camp Games

        http://www.rebelcampgames.com
        http://www.forestsofaugusta.com
        http://www.emberheartgame.com

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          #34
          Originally posted by Stellarbe View Post
          Thanks for your great work. I will try it out soon
          No problem. Thanks for the feature suggestion.

          Here is an update on the multiple level support. I have background texture selection based on Z-coordinate working:
          **Image moved to update announcement**

          You can specify each level's height on the MapBackground actor. The actor's wireframe will preview the levels. For each level you can set a different render target. If you leave the BackgroundTexture field for a level empty, a background will be generated for that level, rendered downward from the level's ceiling.
          **Image moved to update announcement**

          I will continue on this feature, because with the introduction of multiple levels I also need to implement ways to control which icons are visible on a level. Fog should be updated to support multiple levels too.
          Attached Files
          Last edited by Zhi Kang Shao; 05-19-2017, 04:52 AM.
          Journeyman's Minimap - Available on Marketplace - Forum topic - Video

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            #35
            Update 2 is live

            In this update, backgrounds textures have gained new options.

            Multi-level backgrounds
            Robust and simple to use support for multi-level environments has been added. You can now configure multiple levels on a MapBackground actor, each with its own minimap texture or generated background. You define the height of each floor and will see the floor placement previewed in the front and side editor viewports. During gameplay, which floor is rendered is selected based on the Z-position of the MapViewComponent that defines the minimap's view. You can also set a different SceneComponent whose Z-position will be used by setting MapViewComponent->HeightProxy to any SceneComponent. The functions SetBackgroundTexture(), GetBackgroundTexture() have been updated to receive a LevelIndex parameter, so you can change any level's texture during gameplay. Here is a GIF of multi-level backgrounds in action:


            Priority backgrounds
            Do you have an outdoor environment with buildings, and when the player enters a building it should switch to the indoor background texture? This is now easy to do by placing multiple MapBackground actors and assigning different Priority values. When a MapViewComponent is inside multiple MapBackgrounds with different Priority, only the MapBackgrounds with highest priority are rendered. You can thus place one large MapBackground that define the outdoor background texture and place smaller MapBackgrounds with higher priority that define indoor background textures to make the indoor textures show up as soon as entered. Here are priority backgrounds in action:


            Multi-level backgrounds and priority backgrounds are combinable. When using both features, the MapBackground with highest priority is chosen and the correct floor of that MapBackground is rendered.

            Background Z-order
            The rendering order of background texture is now controllable via the MapBackground's ZOrder setting. A background with higher ZOrder is rendered on top. This is useful when you place multiple MapBackgrounds that should be visible at the same time, so you let them have the same Priority. Use this for example if you want to show an indoor background at the same time as the outdoor, but haven't combined them into a single texture beforehand. By giving the indoor background a higher ZOrder, it will be rendered on top of the outdoor.

            Icon interaction with multi-level and priority
            MapIconComponent has a new setting to control how they interact with background levels and priority. You can configure the icon to always render or only render when the MapViewComponent (usually on the player) and the MapIconComponent are on the same floor. If the MapIconComponent is inside a MapBackground with high Priority (in-doors) it can be configured to only show on the minimap when the player is also inside that MapBackground (or one of equal Priority).

            Show or hide backgrounds
            MapBackground actors now have functions SetBackgroundVisible(bool) to control a background texture's visibility on the minimap during gameplay. This is for you to implement any cases not handled by multi-level or priority backgrounds, for example hiding a room's background texture until it is explored and then showing it permanently.

            Tweaks and bug fixes
            - Fixed a broken in-editor documentation link (thanks Peter Ryan)
            - Fixed a crash that occurs when using a MapBackground that renders the nav mesh in a packaged game.
            - Removed the boolean option "Fill Background" from the Minimap. This setting is now interpreted from "Fill Color" alpha channel.
            - Fixed "missing includes" compile errors that occur since UE 4.15.2.

            Left: Overview of MapBackground settings as of this update. Right: Configuring a multi-level MapBackground.
            Click image for larger version

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            Attached Files
            Last edited by Zhi Kang Shao; 05-19-2017, 05:07 AM.
            Journeyman's Minimap - Available on Marketplace - Forum topic - Video

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              #36
              This is starting to look pretty powerful. You should probably add a link to this thread on your marketplace page.
              Our Ghosts of War - The World's First World War 2 Survival Game
              Twitter: @ourghostsofwar

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                #37
                Originally posted by Zhi Kang Shao View Post
                Update 2 is live

                In this update, backgrounds textures have gained new options.

                Multi-level backgrounds
                Robust and simple to use support for multi-level environments has been added. You can now configure multiple levels on a MapBackground actor, each with its own minimap texture or generated background. You define the height of each floor and will see the floor placement previewed in the front and side editor viewports. During gameplay, which floor is rendered is selected based on the Z-position of the MapViewComponent that defines the minimap's view. You can also set a different SceneComponent whose Z-position will be used by setting MapViewComponent->HeightProxy to any SceneComponent. The functions SetBackgroundTexture(), GetBackgroundTexture() have been updated to receive a LevelIndex parameter, so you can change any level's texture during gameplay. Here is a GIF of multi-level backgrounds in action:


                Priority backgrounds
                Do you have an outdoor environment with buildings, and when the player enters a building it should switch to the indoor background texture? This is now easy to do by placing multiple MapBackground actors and assigning different Priority values. When a MapViewComponent is inside multiple MapBackgrounds with different Priority, only the MapBackgrounds with highest priority are rendered. You can thus place one large MapBackground that define the outdoor background texture and place smaller MapBackgrounds with higher priority that define indoor background textures to make the indoor textures show up as soon as entered. Here are priority backgrounds in action:


                Multi-level backgrounds and priority backgrounds are combinable. When using both features, the MapBackground with highest priority is chosen and the correct floor of that MapBackground is rendered.

                Background Z-order
                The rendering order of background texture is now controllable via the MapBackground's ZOrder setting. A background with higher ZOrder is rendered on top. This is useful when you place multiple MapBackgrounds that should be visible at the same time, so you let them have the same Priority. Use this for example if you want to show an indoor background at the same time as the outdoor, but haven't combined them into a single texture beforehand. By giving the indoor background a higher ZOrder, it will be rendered on top of the outdoor.

                Icon interaction with multi-level and priority
                MapIconComponent has a new setting to control how they interact with background levels and priority. You can configure the icon to always render or only render when the MapViewComponent (usually on the player) and the MapIconComponent are on the same floor. If the MapIconComponent is inside a MapBackground with high Priority (in-doors) it can be configured to only show on the minimap when the player is also inside that MapBackground (or one of equal Priority).

                Show or hide backgrounds
                MapBackground actors now have functions SetBackgroundVisible(bool) to control a background texture's visibility on the minimap during gameplay. This is for you to implement any cases not handled by multi-level or priority backgrounds, for example hiding a room's background texture until it is explored and then showing it permanently.

                Tweaks and bug fixes
                - Fixed a broken in-editor documentation link (thanks Peter Ryan)
                - Fixed a crash that occurs when using a MapBackground that renders the nav mesh in a packaged game.
                - Removed the boolean option "Fill Background" from the Minimap. This setting is now interpreted from "Fill Color" alpha channel.
                - Fixed "missing includes" compile errors that occur since UE 4.15.2.

                Left: Overview of MapBackground settings as of this update. Right: Configuring a multi-level MapBackground.
                [ATTACH=CONFIG]141658[/ATTACH] [ATTACH=CONFIG]141659[/ATTACH]
                Have you updated your documentation with this?
                Our Ghosts of War - The World's First World War 2 Survival Game
                Twitter: @ourghostsofwar

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                  #38
                  Originally posted by PixelPerfectPolygons View Post
                  This is starting to look pretty powerful. You should probably add a link to this thread on your marketplace page.
                  I didn't realize I hadn't put a link to this thread! I'll update it now, thanks.

                  Originally posted by PixelPerfectPolygons View Post
                  Have you updated your documentation with this?
                  Not yet, I'll do that this weekend.
                  Journeyman's Minimap - Available on Marketplace - Forum topic - Video

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                    #39
                    Will you update to 4.16?

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                      #40
                      I am unable to migrate my project to 4.15, ETA on 4.16?

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                        #41
                        Originally posted by Woodyx2016 View Post
                        Will you update to 4.16?
                        Originally posted by DP Studio View Post
                        I am unable to migrate my project to 4.15, ETA on 4.16?
                        I'll work on this now. Expect this within a day!
                        Journeyman's Minimap - Available on Marketplace - Forum topic - Video

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                          #42
                          Unfortunately, while testing in 4.16 I noticed that one of the materials included in the plugin is giving a different output than in 4.15. I will have to fix this. Apologies for the delay. My aim is to get the plugin updated by Friday at the latest.
                          Journeyman's Minimap - Available on Marketplace - Forum topic - Video

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                            #43
                            Originally posted by Zhi Kang Shao View Post
                            Unfortunately, while testing in 4.16 I noticed that one of the materials included in the plugin is giving a different output than in 4.15. I will have to fix this. Apologies for the delay. My aim is to get the plugin updated by Friday at the latest.
                            God speed

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                              #44
                              Thank You for the speedy update to 4.16 <3

                              Comment


                                #45
                                You're welcome!

                                I am now working on updating the example project and documentation to include the recent updates.
                                Journeyman's Minimap - Available on Marketplace - Forum topic - Video

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