Is it possible to change ingame Map colors?
Hi,
is there a way to change the way colors are displayed for the Tamriel map? I am using reshade and everything is awesome :banana: except the looks of the map. So I thought I could adjust some dds textures with photoshop and install it as a mod. Any ideas? Thank you :) ...everything is awesooome... |
You can use the RedirectTexture function to exchange a texture globally. Each map uses several tiles, so you would need to find the path and count for them and then redirect each one to use the files in your addon:
Lua Code:
You can find the map id with "/script d(GetCurrentMapId())" while looking at the map you wish to replace. The customTilePathTemplate should look like something like that: "MyAddon/path/to/map/maptile_%d.dds". Then you'd just store the edited tiles in the specified subfolder with names starting from maptile_1.dds. The hardest part is to get the map textures out of the game files. You can use esoextract for that. |
Thank you for the quick reply :)
I managed to extract all map files and used XnConvert to batch-edit the city Balmora map for testing. Now I got the .dds files in ReshadeMap\art\maps\vvardenfell\balmora_base_0.dds...balmora_base_24.dds. Then I renamed them to balmora_base_0_reshademap.dds...balmora_base_24_reshademap.dds in case it makes a difference? After setting up a .txt and .lua file according to Writing your first addon, I inserted your suggested code so it looks like the following for now: Lua Code:
Balmoras map Id=1290 It still does not work but I have no idea what I am doing wrong. ESO complains as well: user:/AddOns/ReshadeMap/ReshadeMap.lua:6: ) expected near '/' I guess there is no other method of exchanging the maps without having to get each map-Id? |
Your code contains some mistakes. It should look like this:
Lua Code:
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Thank you sirinsidiator
Your code worked well (except the tiles were not in order). Changing the looks of all maps somehow has to work with some kind of mass production method. Otherwise it would take years to put together. I found a list of all ESO textures which could be useful. Having a look at "OblivionStyleHUD" by Half-Dead, I saw that the RedirectTexture method might also work by writing down the name of textures. So hopefully an Excel script could put all of the map-paths in order. In short: do you guys have any idea if something like this could work? Lua Code:
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You are able to get the texture paths from your link and put them into an excel, then use excel formulas to build a lua table from it. It should look like this:
Lua Code:
And built another one with the replacement textures, or use the same folder structure in your addon's folder, inside a subfolder "textures" e.g.,so you can dynamically use it for a replacement from your addon folder. ReshadeMap/textures/art/maps/vvardenfell... With a loop over the table you can do the replacement then. Lua Code:
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It worked :D
Thank you so much. The code looks like this: Lua Code:
The following error message gets displayed: Quote:
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Does the function ReshadeMap.OnAddOnLoaded actually exist? That would appear to be the problem.
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Quote:
Is there anything else that I should add, so it doesn't cause any issues? Lua Code:
Edit: The ESO textures List is incomplete. Does anyone know a good tool I could use to copy the texture paths myself? Edit2: As soon as I add a second map, the added map does not show anymore. Sorry for asking so many questions. Do I have to split the "local mapTexturesOrig" function? |
Lua Code:
The addon loads the code from top to bottom as soon as the lua file is loaded so make sure it will be at event_add_on_liaded first or the maps might not be ingane loaded properly if you try to do it before. You can even try to load all at event_player_activated if the game tries to replace the Textures again after a zone change. |
A big thank you to all of you. It is fully working now. :)
The maps not being visible was due a missing / in the Excel formula. ...now I only need to manage to convince XnConvert to not double the .dds size... Edit: For anyone trying to do something similar: TexConv got used to compress .dds files. (use Max Compress and BT1_UNIFORM) To get the full filepath list I used DirPrintOK, exported a .txt and used Notepad++ to fix the list so it could get used in Excel (LibreCalc). The mod is now fully functional and including all available maps. Behavior: When you first open up a large map you notice it load (very quickly). There is no visible loading time when reopening a map. The maps got optimized for "Yet Another ReShade Preset" (which is great btw) after changing the following settings: [FakeHDR.fx] HDRPower=1.035000 radius1=0.906000 radius2=0.880000 [Colourfulness.fx] colourfulness=0.067000 lim_luma=0.702000 enable_dither=0 col_noise=1 backbuffer_bits=8.000000 [Tonemap.fx] fog color to FogColor=0.027451,0.027451,0.027451 Thanks again for all the help :) |
ReshadeMap can be found on NexusMods :)
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