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Load missing map parts from online map #5

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user123456000 opened this issue Apr 18, 2024 · 7 comments
Open

Load missing map parts from online map #5

user123456000 opened this issue Apr 18, 2024 · 7 comments
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@user123456000
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Although I understand that this is a very difficult task that is beyond the scope of this mod, but what about loading the missing map parts from an online map?

@thebuildcraft
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The idea is good... But as you already said: It would be very difficult. Xaero's World Map doesn't save the data as images. But the online maps just give images. I would need to convert every pixel into a block type. To do this, the code would need to compare an online-map-part with a local part of the xaero map to get some sort of dictionary to convert the pixel color into blocks.

If you know of any good way how to do it, I will consider it. (But only after I got the multiloader setup with architectury working...)
If you don't have a good idea how to do it, I will close the issue for now and will maybe look into it some day... no promise though

@thebuildcraft thebuildcraft self-assigned this Apr 18, 2024
@user123456000
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It would be possible to place an image from an online map under the mod map. Yes, the gap between the parts from the online map and the mod map would be striking, but even this would be a great achievement

@thebuildcraft
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That could work. But I dont know how hard this would be, because I would probably need to reverse-engineer the rendering code for xaeros map to place the images in the right place. (and xaeros map is not open source)
Maybe some day I will look into it.

@thebuildcraft thebuildcraft changed the title New feature... Load missing map parts from online map Apr 18, 2024
@sametcetinkaya1447
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hello i dont know how to make an idea so i am typing from here could u add the delete waypoints if i disable the mod i am being have to delete all manually

@thebuildcraft
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Thanks for letting me know... it must have broken it without realizing because it definitely worked at some point. You can create your own issue by clicking the green "New Issue" button here: https://github.com/thebuildcraft/RemotePlayerWaypointsForXaero/issues
I will fix it. But I don't know when the fix will be released. For now, you can keep the mod enabled and disable player and marker waypoints instead.

@SPLATPLAYS
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Any more updates on this?

@FoZy-STYLE
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If you know of any good way how to do it, I will consider it. (But only after I got the multiloader setup with architectury working...) If you don't have a good idea how to do it, I will close the issue for now and will maybe look into it some day... no promise though

You can compromise on the detail for faster checking.
I don't think that you should make it check and convert every single block.
I would make a color range map for each type of block and have the mod detect it from the grid in the image map. For example, if the pixel chosen inside of the voxel matches the range of stone (grayish), then the mod will register that as simply stone even if it was actually andesite or stone bricks or even gray wool since unless you zoom in its very hard to notice the difference and they all look virtually the same.
You could have for example quartz block for all white blocks in the map, stone for gray, red for mangrove or terracotta, orange for red sand, pale yellow for sand etc.

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