Search Archive

Progress: Blue Boxes and Contacts

By Stephanie · Aug 20, 2008in Hacks/Mods💬 270 posts👁️ 43,696 views
Page 7 of 11
Posted Aug 26, 2008 · 21:17 UTC#151

Geissen, i noticed that in the second part of the coding, there's a ; at the beginnning. in my data.zip, there's no semicolon. i tried doing this with the semicolon, and it gave me an error message at startup. i tried it also without the semicolon, and the boxes weren't removed.

 

 

are you doing something i'm not?

Posted Aug 26, 2008 · 21:19 UTC#152
Find this piece of code in the navigatemap_800_480.ui file:

;road name picture


 

And replace with

 ;road name picture


 

A bit lower in the file, replace this (credits to Stephanie):

;



 

by this:

;


 

Great contribution for your first post, I hope there are many more to come!

 

One quick question, because this isn't working for me; did you mean to comment the ui_NavigateMapRouteNavigation layer? My original file didn't have a semi-colon in front of that line, so I'm not sure if your instructions shouldn't have it in either place, or if that needs to be commented for this to work.

 

It would seem that you would want that function to work when a route is active, so I'm guessing that it should not be commented. It's not working for me though, as I still have the boxes when a route is not active.

 

Great work!

Posted Aug 26, 2008 · 21:20 UTC#153

hahaha at least it's not just me skicrave... and we posted at the same time... maybe we both yelled obscenities at the same time too.

Posted Aug 26, 2008 · 21:49 UTC#154

Ha ha, well at least I too feel better that I'm not the only one dealing with this.

 

Can anyone confirm that this worked for them to selectively display the boxes only when a route is active?

 

If no one can confirm it at least that would explain why it didn't work for Stephanie when she tried.

Posted Aug 26, 2008 · 22:09 UTC#155

Giessen - Could you attach that modified navigatemap_800_480.ui file to a post here? Provided you havn't made any other mods to it, it would be considered a "solution" to the box problem.

Posted Aug 26, 2008 · 22:20 UTC#156
Nice! Was that the daycar.bmp file that you changed?

Yep, daycar.bmp and nightcar.bmp are the graphics for 2D view. They (and all of the other graphics) do use Alpha channel transparency, so you need to be aware of that when making them.

 

I'll start another thread about this with concise instructions.

 

Can the car icon be displayed in 3D view?

Not without access to Pro Motion. In 2D mode a regular BMP is used, in 3D mode, to account for the ability to change the angle, daycar.spr and nightcar.spr are used. If anyone has Pro Motion I would love to see what we can come up with.

 

it probably needs a bunch of views so you can rotate it

 

Correct, see above.

 

Thanks for the tips, skicrave! For what it's worth those spr files are just a few lines of text:

BmpFlags=0
DefFlags=ALPHA_PIXEL
DefPhase=0
Stripes=85

 

That's the contents of daycar.spr - nothing special, not numerous views etc. I think all it's saying is that the file uses alpha, phase probably means it's pointing up, and 85 is the lines/pixel size.

 

Cheers!

Posted Aug 26, 2008 · 22:37 UTC#157

Yeah, I saw that, but I don't know enough about how Pro Motion creates files to truly understand what that means.

Posted Aug 26, 2008 · 22:51 UTC#158

Has anyone figured out the magic incantation to make things visible only when there is NO route active? I'm trying to make the three numerical boxes appear when routing (distance left, time left, etc), but replace those with speed/altitude when not routing.

Posted Aug 26, 2008 · 22:57 UTC#159
Has anyone figured out the magic incantation to make things visible only when there is NO route active? I'm trying to make the three numerical boxes appear when routing (distance left, time left, etc), but replace those with speed/altitude when not routing.

 

Just use the same visiblemodel, but put a ! infront of the variable. In other words:

visiblemodel="navigation.distance_to_manuver.valid"

means it is visible when you are navigating, but

visiblemodel="!navigation.distance_to_manuver.valid"

means it is visible when you are *not* navigating.

 

Cheers!

Posted Aug 26, 2008 · 23:04 UTC#160

That does appear to work for the content in the lower left corner, but I still haven't been able to get it to work for the main route guidance boxes at the top of the screen.

 

Were you able to get it working Stephanie?

Posted Aug 26, 2008 · 23:18 UTC#161
That does appear to work for the content in the lower left corner, but I still haven't been able to get it to work for the main route guidance boxes at the top of the screen.

 

Were you able to get it working Stephanie?

 

No I wasn't. I tried a few times before I gave up and just keep it with out the boxes entirely. I suspect the problem is that there are scripts that are taking control over the boxes, or otherwise messing with their visibility.

 

On the other hand - instead of messing with the boxes that it came with, you could try leaving those lines alone and just adding your own. The first word after the start of the element is the ID that is used by the scripts. So where you see stuff with xxx that means it's not affected by scripting. However if you change the id from whatever it is now to xxx you'll get script errors on the screen as the script can't find what it's looking for.

 

So here's a potential solution: Duplicate the lines, change the new one's id to xxx and it *should* work as expected. Leave the other one alone, but change the x coordinate, add 1000 to it, so if it's x=12 change it to x=1012 -- this moves the 'real' one off the screen so you never have to see it, while leaving 'yours' in the right position, and unfettered by scripts.

 

Thanks for the info about the daycar.bmp! I just finished changing my car icon... :D Yeah, I'm a geek -- now instead of driving a red arrow, I'm driving a BSG Raptor!

post-21587-12872755148419_thumb.jpg

Posted Aug 26, 2008 · 23:27 UTC#162

Nice! I wondered what kind of different icons we would see! :)

 

I'll try duplicating the calls for those boxes now to see if that fixes the problem.

 

Oh, BTW, do you remember off the top of your head what the zoom scale bar is called in navigatemap_800_480.ui? I'd like to ditch that as it's completely worthless, but I haven't found where it is yet.

Posted Aug 26, 2008 · 23:34 UTC#163

Upon closer inspection I'm pretty sure this isn't going to work. That function that is being called must be what applies the background image, because the bmp attribute is empty in these. Without that functionality, it won't know which image to apply.

 

I'm thinking we'll need to make up some images to use as the background, and call those directly in that sprite statement.

 

I'm still going to give it a try though, so I'll report back on what I find.

Posted Aug 26, 2008 · 23:43 UTC#164

The blue box that is behind the next turn arrow is:

746_32K_OM-003_32b.bmp

The blue box that is behind the second next turn arrow is:

746_32K_OM-005_32b.bmp

The blue bar that goes behind the next street name is:

746_32K_OM-005_32b.bmp

 

If you see green instead of blue, the files are:

746_32K_OM-002_32b.bmp

746_32K_OM-004_32b.bmp

746_32K_OM-006_32b.bmp

 

These are all in data.zip\ui_pioneer\800_480

 

The zoombar is not in navigate_800_480.ui at all - it's in navigate.ui and start.ui (I think). Look for "map.ZOOMCONTROL_SHOW 1" and change the 1 to a 0. There is a lot of reduncancy, I forget how many instances there are in how many files, but to be sure I zapped 'em all.

Posted Aug 27, 2008 · 00:20 UTC#165

Thanks for the info about the daycar.bmp! I just finished changing my car icon... :D Yeah, I'm a geek -- now instead of driving a red arrow, I'm driving a BSG Raptor!

 

lol... BSG rocks. I can't wait for the last few episodes.

Posted Aug 27, 2008 · 00:56 UTC#166
Upon closer inspection I'm pretty sure this isn't going to work. That function that is being called must be what applies the background image, because the bmp attribute is empty in these. Without that functionality, it won't know which image to apply.

 

I'm thinking we'll need to make up some images to use as the background, and call those directly in that sprite statement.

 

I'm still going to give it a try though, so I'll report back on what I find.

 

Good call, I'll keep poking around.

Posted Aug 27, 2008 · 00:58 UTC#167

SUCCESS!!!!!!

 

Using Stephanie's idea above, and a little tweaking, we can now remove the boxes when a route is not programmed, without removing them all of the time.

 

Here are two pictures showing the difference. There are still a few more kinks to iron out, and some alignment issues to fix, but that should only take a little while.

 

active_route.jpg

 

no_active_route.jpg

 

What would be best, a virgin navigatemap_800_480.ui with the changes already made, or just some instructions on how to apply the fix? It's fairly complicated (around 20 lines of code to add/remove), so the former may be the best.

 

Good job everyone!

Posted Aug 27, 2008 · 01:04 UTC#168
SUCCESS!!!!!!

 

-snip-

 

What would be best, a virgin navigatemap_800_480.ui with the changes already made, or just some instructions on how to apply the fix? It's fairly complicated (around 20 lines of code to add/remove), so the former may be the best.

 

Good job everyone!

 

Fantastic work!

 

I tend to agree - a 'clean' navigatemap_800_480.ui that has your changes applied, would probably be best way to present it to people.

Posted Aug 27, 2008 · 01:40 UTC#169

Okay, I'm all finished up with this, so I'll move all of the changes over to a fresh copy and then post it up.

Posted Aug 27, 2008 · 01:41 UTC#170

Is that going to include the "delete route" button as well?

Posted Aug 27, 2008 · 02:01 UTC#171

skicrave can you just post the box mods?

Posted Aug 27, 2008 · 02:10 UTC#172

and how to get rid of the box in the lower left corner?

Posted Aug 27, 2008 · 02:15 UTC#173

Nice work, skicrave, but where's the clock?? I can't roll without the time...

Posted Aug 27, 2008 · 02:18 UTC#174
Is that going to include the "delete route" button as well?

 

The idea is to have HOW TO's for every mod, each in their own thread. Someone will make a thread for that.

Posted Aug 27, 2008 · 02:36 UTC#175

I have a blue box update as well.

 

I tried the obvious approach that seems to have only worked for giessen, but not for all of the regulars on this thread.

 

Well, it didn't work for me either, but I didn't have time to do more playing as I had to hit the road. So, I left it in there.

 

While on the road, I played around a bit with the system, and discovered that when I canceled a route, guess what? The blue boxes disappeared! So, the initial drawing of the boxes must be coming from somewhere else. But then once navigating, then canceling, they go away.

 

When I get a little more time with the car (tomorrow), I'll play a little more. I do like this straightforward approach a little better than the more complicated approach that skicrave and stephanie have been thinking most recently, if I can get it to fully work.

Page 7 of 11