[solved] Asteroids/pebbles too hard to see

I think HWRM looks great from a stylistic perspective, but the nearly invisible asteroids and pebbles make it hard to make out the shape of the map and where resource pockets are. Especially in sensors manager. What do I need to change to make them more visible?

I am making lots of changes to the resource files, but can see no difference when I load a map. Have the asteroid locations or paths changed in the Update?

For instance, here is my asteroid2.resource:

NewResourceType = StartAsteroidConfig()
NewResourceType.displayedName="2506"
NewResourceType.sobDescription="2507"
NewResourceType.TOIcon="InvertedTriangle"
NewResourceType.TOScale=1
NewResourceType.TODistanceFade0=11000
NewResourceType.TODistanceDisappear0=9000
NewResourceType.TODistanceFade1=5500
NewResourceType.TODistanceDisappear1=5000
NewResourceType.TODistanceFade2=12000
NewResourceType.TODistanceDisappear2=200000
NewResourceType.TOGroupScale=1
NewResourceType.TOGroupMergeSize=0.01
NewResourceType.maxhealth=100000
NewResourceType.regentime=0
NewResourceType.nlips=0.000025
NewResourceType.nlipsRange=150000
NewResourceType.nlipsFar=0.0000025
NewResourceType.nlipsFarRange=150000
NewResourceType.SMRepresentation="Mesh"
NewResourceType.meshRenderLimit=30000
NewResourceType.dotRenderLimit=30000
--NewResourceType.SMRepresentation="HardDot"
--NewResourceType.meshRenderLimit=15000
--NewResourceType.dotRenderLimit=30000
NewResourceType.visibleInSecondary=1
NewResourceType.minLOD=0.25
NewResourceType.upLOD=1500
NewResourceType.downLOD=1515
--NewResourceType.upLOD=800
--NewResourceType.downLOD=815
NewResourceType.minimumZoomFactor=0.68
NewResourceType.preciseSelectionLimit=1200
NewResourceType.selectionSizeMin=0
NewResourceType.selectionSizeMax=0
NewResourceType.selectionPriority=50
NewResourceType.relativeMoveFactor=4
NewResourceType.useEngagementRanges=0
NewResourceType.pixelSize=16
--NewResourceType.pixelSize=4
NewResourceType.pixelColour={1.0, 0.349, 0.199, 1.0}
NewResourceType.pixelColourDepleted={0.5, 0.4, 0.3, 1.0}
NewResourceType.resourceValue=100
NewResourceType.blobRadius=500
NewResourceType.maxVelocity=0
NewResourceType.maxAngularVelocity=0.05
NewResourceType.linearFriction=0.5
NewResourceType.angularFriction=0.5
NewResourceType.mass=13.2
NewResourceType.Ixx=100
NewResourceType.Iyy=100
NewResourceType.Izz=100
NewResourceType.DockFamily="Resource"
NewResourceType.AvoidanceFamily="SmallRock"
NewResourceType.AttackFamily="Resource"
NewResourceType.ArmourFamily="ResourceArmour"
NewResourceType.CollisionFamily="Big"

But it looks no different in sensors manager as far as I can tell.

I think asteroid locations did change in the HW1 deathmatch maps at least, actually. But as usual there is real knowledge I can shed on the situation…

You’re right. They did change for HW1RM, and I forgot that I had started (but not completed) to switch to the new names. I fixed my error.

If you have good results, please post the tweaks and pictures of the results. I’ve had some trouble with sensors manager clarity on some maps myself.

1 Like

You can look in my ‘Mikali’s Multiplayer Maps Collection’ mod. I just uploaded it and it has my latest changes.

Except for this:

NewResourceType.pixelColour={0.8, 0.8, 0.8, 1.0}

which I just changed to this:

NewResourceType.pixelColour={0.6, 0.6, 0.6, 1.0}

since the former values were too bright.

Also notice how these values are different for each asteroid:

NewResourceType.pixelSize=10

I made the pixel size decrease by 2 pixels for each progressively smaller asteroid.

Screenshot:

1 Like

That looks really good. Having clear Asteroids makes the sensor map much more comprehensible.

I think the the UI effect contributes to make asteroids much more difficult to see than before, even in the screenshot you took they are very difficult to see.

I can’t think of a different color to use than white.

Wait, was the intent here to make the harvestable asteroids more visible, or the space terrain asteroid effects on the tactical map more visible?

The what effects?

The little dust clouds that are mostly there for scenery, he means.