Extra Map Tiles v2 - Add extra textured tiles on the pause menu map (and minimap) - New and revamped version

tried with the given textures and with my own, b3256 and client is release

Assuming you mean build 3258 (as b3256 doesn’t exist), I tested on a clean server, only a fresh download of this resource and vMenu enabled, and works perfectly fine???

Build number is in the top-right corner - 3258 with server artifacts version 17000, client set to “Release”; the minimap is normal, example blue tiles show up as expected… so I don’t know what could be causing the issue?

i have to express my deepest thanks to @L1CKS for helping me get my maps working when no other person would, he was fast and even taught me some things i didnt know. I just wanna say thank you, i even tried to pay him for his help but he wouldnt take it, he literally did it out the kindness of his heart and i thank you so much.

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Would be very happy to see this released as free and open source for the community, it could help a lot of creators, myself included. Of course, that’s totally up to you. Great work by the way :clap: I’ll probably try making something similar but open source with a free license.

It is already free of charge.
But may I ask why exactly would it need to be fully open source?

Yeah true, it’s free to download :+1: I just meant open source in the sense of being able to study and build on it. Some devs (like me) learn faster by looking directly into the code, and it could also help others expand on your idea. But of course I understand if you’d rather keep it closed, that’s totally fair.

Yes, I understand. My only problem is that people literally take others’ code/files and claim them as their own, even charge amounts of money without even asking the original author anything… that’s it. And the moderators of this platform never do anything about it.

It’s also very hard to install for people who aren’t experienced in installing resources. I usually offer my minimaps with a drag & drop.

With escrow, it’ll be 2 files they’ll need to add. AND they’d need to get the escrow access from the tebex page. And somehow people already get confused on installing it now…

(I understand you went through and made and free, and I thank you so much for that, and I hate to ask you this; but I can’t use this for my minimaps yet since it’d be much harder to install for newer people / server owners)


I really don’t know how people get so confused with a drag & drop…

I’m sorry but there is nothing that is “very hard” with the installation, nor with the tebex checkout which is a 3 click process. If you can’t even do this properly, you have no business running a server in my opinion. It’s not my fault that the majority of server owners don’t know the most basic things and expect everything to be as simple as a drag and drop.

This guy managed to get it working but didn’t stream the correct minimap files; how would the resource being open source have influenced this in any way? Even with a drag and drop he would have had the old minimap textures streaming from another resource and still be clueless and say “iT dOeSn’T lOaD” when in fact, his poor configuration is to blame. Also think about how many people have installed it successfully vs how many haven’t, why would I have to accommodate a few people that can’t even read a few bullet points with instructions?

People will never be satisfied, whatever you do. I halved the price… twice, nobody would buy it even then (it was 3 EUR); once I made it free, people started saying “make it open source”… so again, this is the compromise people will have to make: free but escrowed

I’m sorry, but I’m not trying to argue with you in any way. I’m not sure if it came off to you as that, but my intentions aren’t anything bad.

The image I provided was an example of somebody not being able to install a simple drag & drop minimap, even when the original message said to remove any previous maps. I never meant your resource is “too hard to install,” I simply see so many people who don’t understand how to even install a simple drag & drop, so I wouldn’t really expect them to know how to work with even one more instruction.

And we aren’t just going to continue pressuring you to keep doing different things, but when I originally said free, I thought it would be open source, since that was the biggest reason for me asking for it to be free.

You don’t have to make it open sourced, that’s up to you.

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Hello L1CKS! This may be a stupid question, but how can I remove the green and blue map textures put on the map in the example without adding any extra map textures on top. I just was using this script to make it so I can move my minimap camera down further to encompass the cayo island. would appreciate some assistance, thanks!!!

In my opinion, you shouldn’t be using this whole resource if that’s your only goal. To extend the bounds of the pause menu cursor, you just have to add a blip in the bottom right corner of the map, it’s literally three lines of code. I don’t know to tell you the exact coordinates but you can find those easily, then just do:

local dummy_blip = AddBlipForCoord(x, y, 1.0)
SetBlipDisplay(dummy_blip, 4)
SetBlipAlpha(dummy_blip, 0)
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Thank you so much, you are totally right I even thought it was a lot of effort just to be able to move my cursor more, but totally forgot that blips extend the area. I appreciate the reminder haha, thank you so much. your resource is absolutely amazing tho<3 Thanks again!

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would it be possible to bring back support for offets with decimal values? for example : “x_offset = 0.5”. This use to be supported in v1 but doesnt seem to work in v2, and maybe also bringing back support to place tiles with coords

Hi everyone, as I got multiple requests, I updated the resource’s LUA and Scaleform and added export functions to interact with the tiles from other resources.

Naming convention of the exported functions changed from version 1 of the script, as well as the parameters, so read carefully and change your scripts accordingly.

The resource is now also fully open-source and available on Github here. Feel free to contribute in any way you see fit.

Exports

The resource exposes the following functions that can be called from other scripts to dynamically hide or show tiles at runtime:

  • show_tiles(tiles_list): draws all tiles with IDs specified in the parameter. Expects a list. Example call in LUA to draw tiles 1, 2 and 3:

exports['extra-map-tiles-v2']:show_tiles({1,2,3})

  • hide_tiles(tiles_list): hides all tiles with IDs specified in the parameter. Expects a list. Example call in LUA to hide tiles 1, 2, 3, 4, 5 and 6 (all tiles - note that there is no way to explicitly show or hide all tiles besides calling the functions with a list containing all tile IDs):

exports['extra-map-tiles-v2']:hide_tiles({1,2,3,4,5,6})

  • is_tile_visible(tile_id): returns true if the tile is visible and false if it is hidden. Example call in LUA to check if tile 3 is visible:

exports['extra-map-tiles-v2']:is_tile_visible(3)

  • refresh_minimap(): reloads the minimap scaleform if for some reason the minimap and/or main map are blank. Usually this function shouldn’t need to be called. Example in LUA:

exports['extra-map-tiles-v2']:refresh_minimap()

Sorry for the late reply. Decimal values work, just tested it, (but may not be very precise due to how floating point arithmetic is done, and could leave gaps between tiles):

[3] = {x_offset = -0.5, y_offset = -1, txd = "extra_tiles_green_1", txn = "tile_3", visible = true},
[4] = {x_offset = 0, y_offset = -1, txd = "extra_tiles_green_1", txn = "tile_4", visible = false},
[5] = {x_offset = -1, y_offset = 0, txd = "extra_tiles_green_2", txn = "tile_5"},
[6] = {x_offset = -1, y_offset = 1, txd = "extra_tiles_green_2", txn = "tile_6"},

As for placing tiles at coords… that’s a little bit more complicated, but maybe I’ll look into it…

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No worries and thank you for replying. I’ll have to try again cause for some reason back when i originally commented I tried using the same values from my v1 config ( i only copied the actual value number, i did noticed the difference in the variable name) the script wouldn’t work but if i used whole numbers it worked. I only really ask for these features cause for some maps it can cut down on the amount of tiles that need to be made. Great work man!

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Hey, I was wondering if layering an extra tile on a main tile would be seamless? Like adding an extra road using ExtraMapTiles, would you be able to see the small black outline like you did w/ v1?

Asking because I might make my Roxwood minimap fully use ExtraMapTiles V2, although I’m not sure if connecting it to the main island would be seamless or not

I actually don’t remember the small black outline you’re referring to in v1. As far as I remember, v1 actually had a small gap between tiles. But anyway, I haven’t encountered any kind of black outline with v2. The easiest way to find out is to test it yourself:)

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Do you plan to support rotation from V1? (and maybe scaling at runtime?)