[sldev] Fwd: Option to make minimap display map data?

Nexii Malthus nexiim at googlemail.com
Mon Jun 15 14:11:26 PDT 2009


God damn gmail. Forwarding to mailing list;
---------- Forwarded message ----------
From: Nexii Malthus <nexiim at googlemail.com>
Date: Mon, 15 Jun 2009 22:10:33 +0100
Subject: Re: [sldev] Option to make minimap display map data?
To: TigroSpottystripes at gmail.com

Indeed, we are just polling ideas of how to leverage existing data to
make the minimap more useful.

Depth has been a long standing issue to try express in the minimap, a
slight difference in brightness could help a LOT in creating more
definition and a sense of structure from the otherwise huge blocks of
grey which don't convey the needed information for understanding the
structure of the region.

A use-case example, it is very hard to relate to the minimap if your
in a city region for example where all terrain is covered by prims. If
we added a brightness differentation for say buildings and streets
which are naturally higher or lower prims, it would be FAR easier to
relate to the minimap and MUCH less confusing for the user than
watching avatar dots move in grey goo.

On 6/15/09, Tigro Spottystripes <tigrospottystripes at gmail.com> wrote:
> it's not really shading effect, just a representation of depth of flat
> rectangles
>
> IMO that is more important than, or at least as important as, different
> colored dots for friends and people in general
>
> Melinda Green escreveu:
>> We could even allow the user to rotate the mini-map in 3D to see
>> elevation data vertically. Then you could alt-zoom into it and we could
>> replace the avatar dots with impostor images, add a micro-mini-map, etc.
>> I'm kidding of course but just to make the point that the purpose of the
>> mini-map is provide a highly simplified, symbolic map in which too much
>> realism would be a bad thing. Adding shading effects would feel to me
>> like going too far in that direction.
>>
>> -Melinda
>>
>> Nexii Malthus wrote:
>>
>>> 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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