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Home Page: https://objmap.zeldamods.org
License: GNU General Public License v3.0
Breath of the Wild object map
Home Page: https://objmap.zeldamods.org
License: GNU General Public License v3.0
Actors in Field Map Area 28 (Eventide Island) are never scaled by Ecosystem::LevelSensor. This notably affects treasure chests. This should be noted on the object map.
Related: #1
Some regions have items above and below the ground, the castle and the cavern in Hebra are examples. If we could tag these items it would be helpful in using the objmap.
The drawing tool’s clear all function would benefit from a confirmation dialog.
see https://discord.com/channels/269611402854006785/269611402854006785/902939500286722068
Currently the map marker is a static png file and it would be cool to be able to pick the color of the markers for routing purposes and stuff
I was able to extract the NonEmemySearchPlayer = true
and created a simple json file of these areas. I was unsure about the best place to incorporate this data, but it seems like the Filter side bar with the Visible map areas
section would be simplest, see below.
The areas are mostly Circles or Spheres which were implemented as a circle with 64 segments.
The other areas were Cylinders, Capsules, and Boxes.
The Cylinders and Capsules have the scale.x = scale.z
so they were assumed to be circles.
The Box was assumed to have a width of 2*scale.x
and a height of 2 * scale.z
; boxes are also rotated.
src/components/AppMap.ts:loadAreaMap()
was modified to specify a color for the polygons. Without this modification, the polygons are displayed as a rainbow of colors which suggests there is a difference between them.
Example:
Objects can be marked as completed, and would be grayed out in the ui. It could be stored as cookies.
Editing poly lines when there are a lot of lines (i.e. hundo route) is very laggy. Not an urgent issue but would be nice if can be fixed :)
Can repro with
1exv3.json
Some map unit actors in area 64 only spawn when it's "god time" i.e. when the Lord of the Mountain appears (AnimalMaster_Appearance is true).
This should be noted on the object map to avoid confusion.
There is a set of Korok IDs used in routing, it would be useful to include these on the map somehow.
Options:
objs
table as a new column or in the data
column
Map with Korok IDs
https://drive.google.com/file/d/1_yJsYytNQ7spQHKPpiXeoing2Voo8uuD/view
Basically the actor name or the actual in game name of chest should appear in the search screen (not just by clicking)
Basically if it's a iron chest it should say it (either but saying Treasure chest (iron) or extra info like we're the dynamic/static is)
Yes I know it shows when you click on it but i feel that is info that should be visible from the get go
Add Location (X,Y,Z) to search item Tooltip aong with the Name of the item. This should be toggle-able.
A feature request for something I will probably never use I'd love to implement, but I've never used typescript and I'm fairly certain I'd just break things.
You can already adjust zoom with the mouse wheel, but this only lets you take large "steps". A slider, whether it be in a side menu or always on screen, could allow for easier zooming for the user. Bonus points if you can type out the exact percentage you'd like to view the map at.
I would like to ask you to please make a version so that we can use your incredibly wonderful work in an offline way so that when we are traveling or isolated where we cannot connect we can use it
When I export a FeatureCollection containing a circle it gets exported as a Point type geometry, losing the radius data as such:
[...]
{
"type": "Feature",
"properties": {
"title": "Marker",
"text": "",
"pathLength": 0,
"length": 0
},
"geometry": {
"type": "Point",
"coordinates": [
-2656,
656.443418
]
},
"style": {}
},
{
"type": "Feature",
"properties": {
"title": "circle",
"text": "",
"pathLength": 0,
"length": 0
},
"geometry": {
"type": "Point",
"coordinates": [
-2856,
556.583095
]
},
"style": {
"color": "#3388ff"
}
}
[...]
ps.: this is some leaflet shenanigans and and there is an open issue about this (Leaflet/Leaflet.draw#390) but there are fixes that could be implemented.
Should the Unload radius for the Kuh Takkar Elevator be 1500m?
I am looking through the multiple data sources and cannot find a unload radii for the elevators. There is nothing I can find that indicates the Kuh Takkar should have a larger radius.
Ref:
https://discord.com/channels/269611402854006785/303990410500374528/922893354289725452
"It'd be cool if the add to map & hide object option" was available for individual objects
See https://discord.com/channels/269611402854006785/269611402854006785/901174813010309151
Toggling the Master Mode or One Hit Obliterator switch has no effect. The actors are always shown.
The color picker is quite laggy. I wonder if there's any unnecessary updates going on? Ideally we should update once when the color picking is done
I need to insert a segment into an existing line, and currently I have to use the edit line mode to insert points and drag them accordingly.
It would be nice to be able to delete a point in the middle of the line, that breaks the line into 2 lines
Add Areas Representation for Culling Areas
Ex. https://objmap.zeldamods.org/#/map/z8,4459.5,3688?id=MainField,J-8,291666718a
This worked a couple days ago but it appears when you attempt to uncheck a search, it doesn't uncheck and doesn't hide the corresponding results on the map
Hello creators of this mod, I have a question that regards the # ID's of this mod, whenever I search for anything using this application, I noticed that everything has an # ID. Is there a way to find the complete list of every # ID in this application somewhere in the coding? or otherwise by entering a command in the in-application search bar?
It would be really useful if when you draw a Marker on the map for a waypoint to be able to give them a custom name tag and/or even give them a descriptor tag about what the marker objective is.
[ Marker ]
|
|
\
[ Marker Name ]
|
|
\
[ Marker Description ]
(140 chars limit)
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