How To Draw On Map Gw2
Hello anybody!
It'southward been a while again, real life is taking its toll, but things have been happening in the background. Yesterday a patch I've been waiting for a long while went live, and with information technology came some new additions to the Mumble link: namely information near the minimap! And then after 2 nights without sleep, I give y'all the new TacO build that now supports the minimap and the full map also.
Trails and markers on the minimap |
The minimap's location, panning and rotation is automatically tracked, and all the markers can exist displayed on at that place every bit well. I realize that this might consequence in sensory overload, so there are options to plow off trails and markers separately for each of the three display modes (in-game 3d, minimap and full map), and new marker category options for marker pack creators to ready a preference for a marker category to be displayed in-game, on the maps, or both. Hither follow the technical specs of the newly available marker data.
Markers and trails on the world map |
New marking category attributes:
- mapDisplaySize - integer value. The size of the marker at normal UI scale, at zoom level 1 on the miniMap, in Pixels. For trails this value can be used to tweak the width of the trail on the map. Default value: 20
- miniMapVisibility - boolean value, if i, the marker/trails belonging to this category volition show up on the minimap. Default value: 1.
- mapVisibility - boolean value, if one, the marker/trails belonging to this category will show upwardly on the principal map. Default value: ane.
- inGameVisibility- boolean value, if one, the mark/trails belonging to this category will testify upwards in-game, like the markers you're used to. Default value: 1.
- scaleOnMapWithZoom - boolean value, if 1, the markers/width of the trails belonging to this category volition calibration with the zoom level as you zoom in and out. Default value: 1.
- mapFadeoutScaleLevel - float value. Zooming out farther than this value will event in the marker/trail fading out over the course of ii zoom levels. Default value is 100, which effectively means no fading.
- keepOnMapEdge - boolean value, only affects markers, non trails. If one, markers belonging to this category will not disappear as they motility out of the minimap'southward rectangle, but volition be kept on the edge like the personal waypoint. Default value: 0.
Many, many thanks to Jonagar and dsnider of the ArenaNet team for making this possible.
You can download the new build here.
And now for the modify notes:
- Markers and trails volition now fade out while in the map view
- The minimap and world map can at present display markers and trails for the current map
- Added marking category attributes to control the 2D map displays
- 3D markers/trails that would be drawn over the minimap are now occluded correctly
- Added a Visibility carte that allows the customization of the visibility of markers and trails separately for the 3D in-game view, the minimap and the world map. Each option can exist set to default (meaning the marker pack will decide to display the marker or not) and tin can be forced to be turned on or off
- Trail mesh generation has been updated a bit to avoid some of the twists that can happen
- Added an pick to toggle the unit of the mark altitude brandish to be meters instead of inches
- Added an selection to toggle the forcedpiaware command line switch from within TacO. Changing this pick requires a restart of the overlay to have result
- Added Grothmar Valley map timer
This update brings some changes to the localization strings, non-English translations must be updated by their maintainers.
Source: http://www.gw2taco.com/2019/10/minimap-and-map-support.html
Posted by: baileylierearmeng.blogspot.com
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