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Thread: Resource nodes floating names

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  1. #1

    Default 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:



    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.
    You're looking at now. Everything that happens now is happening now.

    Incessantly prodding Gezsera while getting rid of hibernation hangover.

  2. #2
    Member Zexoin's Avatar
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    Default 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

  3. #3

    Default 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.
    You're looking at now. Everything that happens now is happening now.

    Incessantly prodding Gezsera while getting rid of hibernation hangover.

  4. #4

    Default Re: Resource nodes floating names

    I was able to find a free winrar 40 day test to download the file.
    Bring me my Broadsword, and clear understanding.

  5. #5

    Default 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.

  6. #6

    Default Re: Resource nodes floating names

    Ooh, that's snazzy...thanks!

  7. #7

    Default 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.
    "Alea iacta est" -- Julius Caesar

    Toot shouted, voice shrill, "In the name of the Pizza Lord! Charge!" (Jim Butcher's Dresden Files)

    "Everybody is a genius. But if you judge a fish by its ability to climb a tree, it will spends it whole life believing that it is stupid." -- Albert Einstein

  8. #8

    Default 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.

  9. #9

    Default Re: Resource nodes floating names

    Quote Originally Posted by Piira Laxdaela View Post
    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.
    You're looking at now. Everything that happens now is happening now.

    Incessantly prodding Gezsera while getting rid of hibernation hangover.

  10. #10

    Default 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

  11. #11

    Default 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

  12. #12

    Default Re: Resource nodes floating names

    Great mod!! Wish I would have had it a couple weeks ago when my biped leveled enchanter from 25-55 on Wisp Isle


  13. #13

    Default Re: Resource nodes floating names

    Quote Originally Posted by Favoran View Post
    Ooh, I know, try to mod the server! o.O
    *snicker* That would qualify for the itle of "best hacker in the world"- Being able to mod games without the devs themselves noticing

  14. #14

    Default Re: Resource nodes floating names

    Quote Originally Posted by Shian View Post
    *snicker* That would qualify for the itle of "best hacker in the world"- Being able to mod games without the devs themselves noticing
    Shhh, let's not talk about it, they're less likely to notice if we don't post our intentions all over the internet.

  15. #15

    Default Re: Resource nodes floating names

    Thought I'd add an extra note, to my previous post, just in case you quickly scanned this thread and overlooked this fact in one of the posts:

    You can enable/disable 'floating text' above objects, but be aware this will disable the floating names above all objects, not just the resource floating names of this mod. ie monsters, resources, your own floating name, other players' floating name, etc, etc.

    It is not possible to disable/enable the floating text above only the resources (enabled with this mod).

    You can disable all floating names by typing " /setpref displayFloatingNames false" (without the " quotes) in the chat bar.
    You can enable all floating names by typing " /setpref displayFloatingNames true" (without the " quotes) in the chat bar.
    Restarting the game is not necessary when using these commands. However, you do need to restart the game the first time you add this mod while online (if you install while playing game that is).

    Likewise, you can create a hotkey. Add 'Text Command' under 'Action Type'. Then type the above " /slash statements" in the 'Action Details' text box.

    To Uninstall the mod, delete below files from /resources_override/resources/entities folder (if you have no other files in the 'entities' folder, then you can just delete the entire 'entities' folder).

    • object_resource_collide.ent
    • object_resource_nocollide.ent
    • plant_resource_collide.ent
    • plant_resource_nocollide.ent
    Death points are temporary, Glory is forever!
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  16. #16

    Default Re: Resource nodes floating names

    I've forwarded this to the devs for consideration in the next client update.

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