[sldev] Option to make minimap display map data?

Nexii Malthus nexiim at googlemail.com
Mon Jun 15 13:26:03 PDT 2009


And to the question of additional useful data, I think it would be
great to be able to differentiate higher or lower prims from the
minimap. I think what could be done is incrementally darken or lighten
the minimap objects based on height slightly, I think I am going to
try this in my custom client.

On 6/15/09, Nexii Malthus <nexiim at googlemail.com> wrote:
> Why on earth can't it be a combination? (ie local region data on top
> AND world map texture under it)
>
> Also it is ridicolously easy to add a "culling" for megaprims in the
> llnetmap.cpp file, I did this as a feature to my Vertical Life client
> such that it negates the impact of megaprims and revives the
> usefulness of the minimap. (One of my top favourite features in my
> client, it is great to be able to do these simple but very important
> things that make life easier).
>
> On 6/15/09, Feilen <feilen1000 at gmail.com> wrote:
>> On 2009-06-15, at 3:20, Argent Stonecutter wrote:
>>
>>     On the other hand when you're doing a large build it's useful to see
>> all the blue and purkle prims, even the ones at odd elevations...
>> perhaps
>> best would be to have a settable vertical range limit on the
>> mini-map/radar.
>>
>>
>>
>> That's why I thought it would be best as an option, if possible added to
>> the View toolbar, to where unless you're building you can view the
>> detailed map of the sim, which is much more useful except in the event
>> of building.
>>
>>
>


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