UI class? Changing max/min zoom?

Heinous can you send me a PM on how to do this?

I know how to pan the camera but the snap back is annoying. I have an 'MMO' mouse with 10 side buttons for MMO's so mapping stuff should be easy.
I would like to know how to disable the camera snap too so please reply here in public. Thanks.
 
Heinous can you send me a PM on how to do this?

I know how to pan the camera but the snap back is annoying. I have an 'MMO' mouse with 10 side buttons for MMO's so mapping stuff should be easy.

The snap removal is courtesy of this guy's instructions . I'll attach my copy of WorplInput.lua, since that's all that's in it at the moment. Changes are commented.

I use XMouse Button Control to cord the left and right buttons to simulate <alt>. It should work fine with your MMO, unless you already use Logitech's software to assign buttons. I don't know whether Logitech has the corded button feature... it's a new thing in XMBC. I use a Logitech trackball and like XMBC much better than Setpoint (or whatever it's called). If you do want to use it and need help setting it up, let me know. The cording feature isn't entirely intuitive the first time you work with it.
 

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Thanks heinous. The instructions didn't work exactly for me; I had to do this:
Code:
function EndDragMap()
    UI.SpinMap( m_dragStartX - x, m_dragStartY - y );
    UI.SpinMap( 0.0, 0.0 );

Commenting out the last line only made all keyboard/mouse input unresponsive.
 
Thanks heinous. The instructions didn't work exactly for me; I had to do this:
Code:
function EndDragMap()
    UI.SpinMap( m_dragStartX - x, m_dragStartY - y );
    UI.SpinMap( 0.0, 0.0 );

Commenting out the last line only made all keyboard/mouse input unresponsive.

Hmm.. should work exactly the same in all cases. Try the file I attached for comparison... aside from the non snapping behavior, it contains no other edits.
 
This is great info, thanks! But most of the discussion is centered around the "normal" view. Has anyone figured out how to increase the max zoom in Strategy View?

I tend to play on that mode. I'm an old Civ1 through Civ3 fan, and felt the switch to 3D in Civ4 wasn't appropriate for a game like this. It introduced a lot of clutter into the map obfuscating the information you really want to know, and constrained the breadth of view so you can't see as much of the world at a time.

There are a whole lot of other people like me who feel the same and play the entire game in Strategic View. But I want to fit a bit more of that map in my screen at a time.

I found the "camera config crazy" console command gives me exactly the zoom level I want (8000) for the strategic view, but the trade-off is it introduces clipping artifacts in the worldview. For some reason it seems to zoom out a lot further in worldview mode than strategy mode. Check out these images, which are both at the same zoom level: http://imgur.com/a/AaHHh

Is there a way to independently adjust the max zooms for the two views, or tweak the relationship between them to be more reasonable and eliminate the clipping? I want to have my cake and eat it too, with a huge strategy map, and no clipping in the main map.

EDIT: I answered my own question. Increasing MaxHexesVisible in Camera.artdef gives you a bigger strategic map.

Also is there a way to make the resource icons scale up little less aggressively as you zoom out? You can see in the first screenshot they are way too big.
 
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I think I'm still using Eep's config from a few posts back (thanks Eep!), because it's "good enough for now". You can zoom out far enough to get a decent perspective and the rendering glitches are easy enough to avoid.

I haven't really bought in to strategy view yet. What I do, when I need a high level perspective, is zoom out (using said camera config) and use my hotkey mod to independently toggle appropriate icons (city banners, unit icons and resource icons). That cleans things up nicely. You can also activate various lenses with a hotkey, which is really useful when scouting for resources. I like the continent lens as a background for resources... it's consistent and provides good contrast to the icons.

I might try adding a macro hotkey or 2 to my mod... resource view; units view; etc... which contains multiple functions in one keystroke. I currently get this functionality from an external button manager.

Also is there a way to make the resource icons scale up little less aggressively as you zoom out? You can see in the first screenshot they are way too big.

They don't scale at all, do they? Pulling the camera back has the effect of drawing them closer together as you move further from the map. I think it only becomes a problem when the icons become relatively larger than the the tiles they represent. Without an actual scaling mechanism, that will always be the case (ala civ4's "world of really big icons" view). My current solution is "don't do that" :)

edit: Sorry if that doesn't exactly address your question on how to tweak strategy view. I think the end goal is the same though... to figure out what the hell is going on in your game.

Here are some example screenshots for different views...

Resources
civilizationvi-2016-11-19-15-45-37-bmp.459196


Units
civilizationvi-2016-11-19-15-46-24-bmp.459197
 

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They don't scale at all, do they? Pulling the camera back has the effect of drawing them closer together as you move further from the map.
On my machine and at my resolution, they increase in size as you zoom out, and get smaller as you zoom in.
 
I've made some improvements on the work done by Eep and 12@!n:

rkagerer submitted a new resource:

Farther Zoom - Zoom farther out and further in

Read more about this resource...


The information from 12@!n is fantastic, although there was a subtle misconception. The height and tilt curves are just that: curves. Imagine a graph where the time scale (x-axis) is the zoom level in percent (from 0 to 100), and the y-axis is the camera tilt (or height, fov, fog, etc.) applied at the corresponding zoom level. The stock game generally just defines 0% and (usually) 100% values, but you can add intermediate nodes to change how the camera reacts as you zoom. I did this to make the map stay oblique (flat, like a wall map) through distant zoom levels, then tilt more aggressively for a more immersive view as you get closer in.

So I don't think "Time" really controls the speed - at least, not directly. I think the apparent speed increase just came from the fact that you were going beyond the 0%-100% range, amplifying the effects of curve portion that remained within these bounds.

I've put some comments in my Camera.artdef file with more detail. I also incorporated the Strategy view stuff from above, and figured out some things related to fog.

Feel free to port this stuff to KinetiKam; I'm not sure how actively I'll be maintaining my mod. I'd love to see someone wrap it up in a "proper mod folder" that you just drop into your Mods directory, without tampering with the stock game's files (and maybe even add a nice shiny UI to adjust min/max/intermediate levels).

ps. I didn't play with the FOV stuff - but wonder if that along with the clipping parameters might be able to be adjusted to eliminate the clipping artifacts that can come up when you tilt too much or get too close to the ground.
 
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Sorry, I have not had time to tinker with anything, and probably won't for awhile. Between Skyrim SE, Planet Coaster and Watch Dogs II's PC release, I probably won't have a lot of time for Civilization. Kind of need to wait for mod tools to do what I'd like to try anyway, namely get the skybox texture to swap, and begin changing leaders.

That said, anyone who wants to modify KinetiKam or PhotoKinetik, go for it. Stuff wasn't that hard to do, and especially in KinetiKam, that was kind of a group effort.

Thanks!
 
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