minimap tiling menu

User Tag List

Results 1 to 1 of 1
  1. #1
    CrimeTime's Avatar Active Member
    Reputation
    20
    Join Date
    Dec 2007
    Posts
    83
    Thanks G/R
    16/4
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    minimap tiling

    Hey guys,

    I'm currently working on tiling the minimap on a radar in c#, the loading of the tiles works pretty good at the moment, but there's a problem with algining the minimap with the players position.

    Here a snapshot from the minimap of wow:
    http://www.pictureupload.de/original...39_minimap.png

    and here from the radar:
    http://www.pictureupload.de/original...3125_radar.png

    Like displayed on the screenshots, you can see that the position of the minimap isn't right in the radar.

    I'm using the code from jbraumann's radar source to draw/load the minimap tiles into the radar.

    This is the code of the function what algin the minimap with the players location:
    Code:
            private static Bitmap DrawMinimapOverlay(Bitmap img, Bitmap RadBit)
            {
    
                Graphics G = Graphics.FromImage(RadBit);
    
                int cellBindpointX = (int)((((Math.Abs(ObjectMgr.LocalPlayer.X) % TILE_SCALE_FACTOR) / TILE_SCALE_FACTOR) * ZoomFactor) * 1);
                int cellBindpointY = (int)((((Math.Abs(ObjectMgr.LocalPlayer.Y) % TILE_SCALE_FACTOR) / TILE_SCALE_FACTOR) * ZoomFactor) * 1);
    
                if (ObjectMgr.LocalPlayer.X <= 0 && ObjectMgr.LocalPlayer.Y <= 0)
                {
                    G.DrawImage(img, ((int)((RadarWidth) / 2) - cellBindpointX) - 1 * ZoomFactor, ((int)((RadarHeight) / 2) - cellBindpointY) - 1 * ZoomFactor);
                }
                else if (ObjectMgr.LocalPlayer.X >= 0 && ObjectMgr.LocalPlayer.Y <= 0)
                {
                    G.DrawImage(img, ((int)((RadarWidth) / 2) + (cellBindpointX - ZoomFactor)) - 1 * ZoomFactor, ((int)((RadarHeight) / 2) - cellBindpointY) - 1 * ZoomFactor);
                }
                else if (ObjectMgr.LocalPlayer.X <= 0 && ObjectMgr.LocalPlayer.Y >= 0)
                {
                    G.DrawImage(img, ((int)((RadarWidth) / 2) - cellBindpointX) - 1 * ZoomFactor, ((int)((RadarHeight) / 2) + (cellBindpointY - ZoomFactor)) - 1 * ZoomFactor);
                }
                else if (ObjectMgr.LocalPlayer.X >= 0 && ObjectMgr.LocalPlayer.Y >= 0)
                {
                    G.DrawImage(img, ((int)((RadarWidth) / 2) + (cellBindpointX - ZoomFactor)) - 1 * ZoomFactor, ((int)((RadarHeight) / 2) + (cellBindpointY - ZoomFactor)) - 1 * ZoomFactor);
                }
    
                return img;
            }
    The underlined if clause is used everytime, but the algin of the drawing of it has a high wrongness.
    Thats why I used the code in bold to make the screenshots above.

    sorry for my broken english, its not my home country language.

    minimap tiling

Similar Threads

  1. Minimap texture tileing problem
    By alek900 in forum WoW Memory Editing
    Replies: 3
    Last Post: 02-11-2009, 02:51 PM
  2. Swaping floor tiles, where to begin?
    By merfed in forum WoW ME Questions and Requests
    Replies: 4
    Last Post: 09-24-2007, 04:54 AM
  3. Emerald dream TILING
    By Sn00p in forum World of Warcraft Exploration
    Replies: 17
    Last Post: 08-27-2007, 01:19 AM
  4. Stormwind Minimap Glitch?
    By doomsynn in forum World of Warcraft Exploration
    Replies: 16
    Last Post: 06-27-2007, 01:09 AM
  5. Minimap -> Mini TV Addon
    By naix in forum World of Warcraft General
    Replies: 4
    Last Post: 03-05-2007, 01:08 PM
All times are GMT -5. The time now is 02:05 PM. Powered by vBulletin® Version 4.2.3
Copyright © 2025 vBulletin Solutions, Inc. All rights reserved. User Alert System provided by Advanced User Tagging (Pro) - vBulletin Mods & Addons Copyright © 2025 DragonByte Technologies Ltd.
Google Authenticator verification provided by Two-Factor Authentication (Free) - vBulletin Mods & Addons Copyright © 2025 DragonByte Technologies Ltd.
Digital Point modules: Sphinx-based search