Resource nodes floating names
Brought on by the Wisp Colour discussion.
After fiddling around with the shaders a bit, then poking my nose into the netlogs, I noticed that while I could alter the appearance of the wisps to a certain extent, I would not be so lucky with the residue. The residue objects all use the exact same model and texture - only the name gets sent by the server to differentiate them.
The next best thing I could do, however - or even better depending on your taste - was to slap a name tag on the residue. So I did. And it worked out just great! There's one caveat - all non-plant resource nodes will have a floating name on them, meaning stone, metal, gems, etc. Of course, this might also be seen as a benefit.
To install: Simply extract this RAR archive into your Horizons directory, overwriting when asked to do so.
For an example of how it will look:
http://tramsan.reclamation.dk/namedPoop/namedPoop.jpg
Ps, a request for any devs: Make the residue models and textures unique for each tier. You don't need to actually change anything in them (except pointing the new model to the new texture, that is) if you don't want to - we can do the rest. :)
Re: Resource nodes floating names
Best MOD I've ever seen. Thank you !
Edit : maybe uploading a ZIP file would be better, since not everyone can open .rar files. Still, great mod ;)
Re: Resource nodes floating names
Down with ZIP! Boo! :P
AFAIK, WinZip can read RARs, too. If someone can't extract the RAR, use WinRar - it's better than WinZip, anyway.
Re: Resource nodes floating names
I was able to find a free winrar 40 day test to download the file.
Re: Resource nodes floating names
This is a fantastic mod, think I'm going to really enjoy this especially in the gem fields as well as the essence.
Re: Resource nodes floating names
Ooh, that's snazzy...thanks! :)
Re: Resource nodes floating names
The name is probably the best way to go. This is because the residue nodes don't use separate shaders or models or tints.
Re: Resource nodes floating names
yes yes yes :) (I like the colour idea better, but this is a great alternative!)
Thanks tramsan :)
(I have pretty colours in my inventory for essence, orbs, spheres etc, coloured by tier too, so it helps me differentiate when I'm collecting for more than one item)..
Re: Resource nodes floating names
Quote:
Originally Posted by AmonGwareth
The name is probably the best way to go. This is because the residue nodes don't use separate shaders or models or tints.
<cough>
Quote:
Originally Posted by Tramsan
The residue objects all use the exact same model and texture
That had already been noticed ;)
As much as I'd love to see nodes and wisps of varying colour or glowiness, floaty names is still much more useful than playing clicky-clicky on the nodes - especially when one is a dragon and therefore blocks the view of the nodes with their rear.
Antonath
Re: Resource nodes floating names
Nice Mod!
But it leads me to another question:
Is there and text command or shortcut to toggle all those nicknames, guildnames, nodenames?
Just because I like o take screenshots like the world woul look like if you where really in... without text flying around though.
I toggle UI via shortcut but the names remain.
Thanks in advance!
Re: Resource nodes floating names
/setpref displayFloatingNames false
This oughta disable the floaty names for you. You can add it to a hotkey. To bring the names back on, you change "false" to "true"
Re: Resource nodes floating names
that can be changed in the options too if I remember well
Re: Resource nodes floating names
Thanks Tramsan!
I knew it is changegable in the options but that lasts to long if I like to take a photo.
That leads me to the next question:
Is there a text command to take a screenshot?
I know the F12 key, but i have a macro in mind:
toggle UI
/setpref displayFloatingNames false
"take screenshot"
/setpref displayFloatingNames true
toggle UI
Maybe with a wait between or the toggle UI via "execute Hotkey" command
Re: Resource nodes floating names
Have you tried just /screenshot, or looking in the actions menu?
Re: Resource nodes floating names
Great MOD! Thanks Transam. :)
Re: Resource nodes floating names
No I did not look, because I wwrote before...
But you are perfectly right Tramsan. Both possibilites exist and work.
So my macro works too and fine!
Thanks!
Re: Resource nodes floating names
Very nice tramsan! Now that you've got the nodes with names, maybe you can figure out how to label silos/tents/storehouses/etc similar to naming a plot so that it doesn't just appear locally. :) I've been trying for years.
Re: Resource nodes floating names
Quote:
Originally Posted by
Piira Laxdaela
Very nice tramsan! Now that you've got the nodes with names, maybe you can figure out how to label silos/tents/storehouses/etc similar to naming a plot so that it doesn't just appear locally. :) I've been trying for years.
Not possible. This needs server-side coding, and simply cannot be done with a mod.
Re: Resource nodes floating names
Ooh, I know, try to mod the server! o.O
I think this is a great idea, and even though I don't really think I'd need it (I don't know what's up with your rear, Antonath, but mine never gets in the way of my face!), I'll still download it for convenience sake. :) Keep up the good work!
I wish I could figure out how to mod... XD
Re: Resource nodes floating names
This mod is great o.o
The times I've been spending hunting down certain types of residue's.. Glad I can finally see what type they are without having to click em first now :)
This is also great for other resources. Easier to find the motherlodes and such :P
So yeah. Thanks :)