Quote:
Originally Posted by { Angelius }
i did that TinyMap one and i did korvacs one both doesent work at the dis city/twin city map bridges (well the TinyMap did a little bit better at TC bridge LOL) turns/corners never works
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You're thinking of this backwards...
There's no need to add dynamic maps to a dmap collection because the data is already loaded in.
Dynamic maps are COPIES of existing maps. What you need to be doing is write your MAP (not dmap) system so that it has a basemap id which it uses for all its validity checks.
I've never had any issues with korvs dmap system when it comes to bridges but I do remember some people saying there were some issues with fine corners as well as the whole birth village thing.
Basically.. find a DMAP system that works and then write your MAP system in such a way that it accepts map id and basemap id.
Personally my map system essentially is just this...
Collection of ILocatableObjects which lets us query based on rectangular space to pull screen items, search based on uid (regardless of object type), insert, remove and then run validity checks for point and translation type movements (IE: point is valid... as well as a distance/height check for an actual from>to translation). We then have a dynamic id and base id which is setup when you create an instance of a map.
For dynamic maps in this case I just set for example.... owner uid as the map id and there's no issue with dmap checking cause it's still using the base map (arena map for example)