Author Topic: Underrail 3d map  (Read 29915 times)

Dizzy

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Re: Underrail 3d map
« Reply #30 on: March 23, 2016, 04:32:21 pm »
Keep it up with the great progress you are making!

Looking better and better!

xammurapi

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Re: Underrail 3d map
« Reply #31 on: March 27, 2016, 12:27:17 pm »
Doesn't work for me. I will wait until you make it standalone.
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The browser could not allocate enough memory for the WebGL content. If you are the developer of this content, try allocating less memory to your WebGL build in the WebGL player settings.
I saw this problem once on a computer with four gigabytes of RAM and Firefox. Before the app was running, too many tabs were open in the browser. Thus, after closing tabs, the application could start normally.

When compiling the applications, 256 MB is selected by default for it to work, I found that, although it is not enough to load ALL the pictures of ALL locations (which requires considerable time and patience :-), that will be enough for normal use. Hmm. I can not say anything definite yet, I need more information. Perhaps there is some way to control memory, I will try to examine this question.
Underrail 3d map http://underrail.com/forums/index.php?topic=1918.0
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xammurapi

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Re: Underrail 3d map
« Reply #32 on: March 27, 2016, 01:20:51 pm »
One little thing: The areas you marked as "Lower Caves" (lux zones) are mostly on the same vertical level as Lower Underrail (lu). Only lux-c# zones appear to be below Lower Underrail: there's a vertical connection between lu-c9 and lux-c6 near Hecate Research Outpost, but all other connections between lu and lux are on the same plane.

The lux zones are simply identified as Caves in-game, but lux probably stands for Lower Underrail extension. I called them Lower Underrail caves on the wiki to avoid mix-ups with the Caves (cv) layer where Junkyard and Camp Hathor are.
To be honest, I completely misunderstood the idea. The Lower Caves are not implemented yet in my map. And what is the "vertical level"?
« Last Edit: March 27, 2016, 09:06:48 pm by xammurapi »
Underrail 3d map http://underrail.com/forums/index.php?topic=1918.0
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xammurapi

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Re: Underrail 3d map
« Reply #33 on: July 22, 2016, 11:22:28 pm »
Underral 3D map v0.067

Webgl build http://vaultcrawl.ru/umap3d/
currently Firefox is the most stable browser to work with the application.

Windows build (outdated) http://vaultcrawl.ru/umap3dpatch/patcher/build.7z
Just download, unzip and run Launcher.exe. The launcher will download the application umap3d.exe and in the future will update it to the latest version. Keep in mind  that this is a standalone, but not offline version. Internet connection is still required.

List of changes:
  • Standalone windows build
  • Map expanded:
    • Lower Underrail Caves
    • Dark metro tunnels

Fixes:
  • Some map fixes
« Last Edit: January 09, 2017, 07:56:03 am by xammurapi »
Underrail 3d map http://underrail.com/forums/index.php?topic=1918.0
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xammurapi

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Re: Underrail 3d map
« Reply #34 on: July 23, 2016, 11:27:15 pm »
Gave it bit of a test and uploaded one of the missing screenshots (lux-a6x, next to hephaestus) to wiki. How often does it check for new screenshots?
in fact, I still have not changed the code so MediaWiki API is still not used to download the files, so that the refresh rate - the manual mode. Well , I already did it.
Quote
And by the way, Oculus screenshots didn't load. They're on the wiki and should match zone filenames as we discussed. Also, if you want to display Oculus exterior as well, you can point the outside zone to lux-wa.png instead of lux-wa_1.png.
fixed.
Underrail 3d map http://underrail.com/forums/index.php?topic=1918.0
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xammurapi

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Re: Underrail 3d map
« Reply #35 on: August 07, 2016, 11:21:18 am »
Underral 3D map v0.074

Webgl build http://vaultcrawl.ru/umap3d/

Windows build (outdated) http://vaultcrawl.ru/umap3dpatch/patcher/build.7z


List of changes:
  • The new system of selection and targeting.
  • Home location is selected by default and highlighted in blue.
  • The camera focused on home location by default.
  • List of locations opened by default.
  • Donate button
  • Map expanded:
    • Free drones bas
    • Silent Island
    • Forsaken Island
    • Deep Caverns!

Fixes:
  • Some map fixes


« Last Edit: December 17, 2016, 11:00:39 am by xammurapi »
Underrail 3d map http://underrail.com/forums/index.php?topic=1918.0
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xammurapi

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Re: Underrail 3d map
« Reply #36 on: August 08, 2016, 06:16:07 am »
See if you can match the Hanging Rat elevator with its other end in Deep Caverns (dc-tw).
Yes, I also thought that it was the same Elevator shaft. However, they are very far from each other, they cannot be connected without the intermediate connection locations, which, in turn, does not exist.


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PS. The "LowerCaves" are above Caves and probably above Underpassages as well. Look at the GMS exits to see how they are laid out.
why in this case they are called the "Lower caves"? ;) In this sense, my view of the topology is more logical, isn't it?
I always imagined the dungeon so that with increasing depth the origin of the cavities becomes more natural than artificial.
In any case, I think the arrangement of the layers is not so important. Because moving between them is not wasting time and no other game resource. What is important is the location of the blocks relative to the transitions in other blocks at the same level, it's important for navigation.
« Last Edit: August 08, 2016, 06:57:49 am by xammurapi »
Underrail 3d map http://underrail.com/forums/index.php?topic=1918.0
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xammurapi

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Re: Underrail 3d map
« Reply #37 on: August 09, 2016, 08:34:54 am »
why in this case they are called the "Lower caves"?
Because that's the name *you* gave them. :P Both are simply "Caves" in-game.
You're absolutely right, I had deluded himself into. I remembered how it was. I just added the names from the Wiki, the following was Lower_Underrail_caves, it won't fit in the box menu item and it looked almost like Lower_Underrail, so I shortened the name, leaving the first word, the way it differed from the Сaves. So I came up with this name, though not consciously.  :o
Underrail 3d map http://underrail.com/forums/index.php?topic=1918.0
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xammurapi

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Re: Underrail 3d map
« Reply #38 on: November 26, 2016, 06:38:54 pm »
Windows standalone build was updated to version 0.076 https://bitbucket.org/march80/umap3d/downloads/umap3d_win.7z
just download and un7zip it.

All screenshots of locations baked in to the app so that the map can now work without an internet connection, and screenshots are displayed almost instantly. The new version comes without the updater because I ran out of quotas for disk usage on the hosting, and the new version takes up about 300 megabytes.

Also fixed some map errors: the Institute had an extra location, deep mushroom forest, and block warehouses in deep caves could incorrectly show some screenshots.
Underrail 3d map http://underrail.com/forums/index.php?topic=1918.0
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