[BTS] Making resource map overlay bubbles smaller

Bibor

Doomsday Machine
Joined
Jun 6, 2004
Messages
3,143
Location
Zagreb, Croatia
Hi everyone!

I play on a 1440p screen, and the resource overlay bubbles are huge Is there a way to mod them to be smaller?

screenshot:
Spoiler :

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For Globe view, there's F_PLOTINDICATOR_SCALE in Beyond the Sword\Assets\XML\Misc\Civ4DetailManager.xml. I've decreased the last of the six values from 1.0 to 0.75. I've experimented with the other values and the DetailManager file in general, but to no avail. Didn't find anything on the forums either. I don't think it's possible to shrink the bubbles in Normal (non-Globe) view, neither through XML, Python nor the DLL. (I'd be happy to be proven wrong.)
 
For Globe view, there's F_PLOTINDICATOR_SCALE in Beyond the Sword\Assets\XML\Misc\Civ4DetailManager.xml. I've decreased the last of the six values from 1.0 to 0.75. I've experimented with the other values and the DetailManager file in general, but to no avail. Didn't find anything on the forums either. I don't think it's possible to shrink the bubbles in Normal (non-Globe) view, neither through XML, Python nor the DLL. (I'd be happy to be proven wrong.)
Someone *may* be able to create a new UI button that puts up smaller bubbles, but someone would have to code it. :dunno:
 
Someone *may* be able to create a new UI button that puts up smaller bubbles, but someone would have to code it. :dunno:
Coding it might be problematic because this part of the drawing code is inside the EXE, not the DLL. There is an image file somewhere with all all the sprites where the drawing code will pick one, kind of like GameFont. However I think it scales while drawing, meaning using lower resolution won't fix the problem.
(I'd be happy to be proven wrong.)
Don't worry. We would all like to prove you wrong whenever you say "not possible", but this time I fear I might have to side with you :sad:
 
There is an image file somewhere with all all the sprites where the drawing code will pick one, kind of like GameFont. However I think it scales while drawing, meaning using lower resolution won't fix the problem.
What could work though: Insert the icons at an appropriate size as billboards into copies of the nif files (3D models) and then use CvBonusInfo::setArtDefineTag inside the DLL to switch between the normal resource graphics and those with icons when the resource layer is toggled. Probably not quite practical – just pondering what's possible.
 
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