Sorry to be a pest, but any news about customizing the borders? I’m gonna need that in a couple of weeks and would love to use this tool…
We plan to start porting the editor from the 2D edition to the Globe next week. Do you know we publish regular updates between releases at our support forum, right? You will see the first beta with the editor functionality over there, before final release to the Asset Store in October.
Great! That makes my day. And now I’ve registered on your forum so I can watch for news.
One other question: Is it easy/possible to show just a single country’s border? Or even better, to show all the borders, but somehow highlight (color or thicker line) one country’s border?
Well, you can highlight, color or texture the surface of any country or province.
I’ll add the ability to restrict which countries or provinces borders will be drawn.
Also different line styles will be added soon.
Fantastic, thank you!
V3.2 Available on the Asset Store guys!
New features:
- New markers and line drawing and animation support
- New “Scenic” style with custom shader (relief + cloud effects)
Improvements:
- Pinch in/out support for mobile
- Improved resolution of high-def frontiers while reducing data file size
- Single city catalogue with improved size
- Significant performance improvement in detecting country hover
- More efficient highlghting system
- New option in inspector: labels elevation
Fixes:
- Corrected frontiers distortion
- Population of cities fixed and approximated to the metro area
Hi guys!
We’ll release a beta tomorrow Monday including the new Map Editor component and many improvements, like thicker lines with custom shader, even faster performance and more.
Here’s the change log:
Changelog
New features:
- Map Editor: new extra component for editing countries, provinces and cities.
Improvements:
- New APIs for setting/getting normalized zoom factor (SetZoomLevel/GetZoomLevel)
- New APIs in the Calculator component (prettyCurrentLatLon, toLatCardinal, toLonCardinal, from/toSphereLocation)
- New API variant for adding circle markers (AddMarker)
- New API for getting cities from a specified country - GetCities(country)
- New APIs for getting/setting cities information to a packed string - map.editor.GetCityGeoData/map.ReadCitiesPackedString
- Option for changing city icon size
- Can assign custom font to individual country labels
- Even faster country/province hovering detection
- Better polygon outline (thicker line and best positioning thanks to new custom shader for outline)
- Country outline is shown when show provinces mode is activated
- Improved low-res map generator including Douglas-Peucker implementation + automatic detection of self-crossing polygons
Fixes:
- Removed requirement of SM3 for the Scenic shader
Hi there.
Finally V4 is now available featuring the new Map Editor component.
Check out the new demo video:
Wow! Very impressive, and far more capable than I’d hoped!
Thank you @gecko .
I take the opportunity to announce the availability of a new Lite edition, which comes with a reduced feature set at a very competitive price! (only $30):
Globe Edition Lite
Cheers!
V4.1 now available! Thanks everyone for supporting us!
New features:
- Option to show inland frontiers (now available in both low and high-res modes)
- Improved Scenic shaders including a new 8K + Scenic style (atmosphere falloff + scattering effect)
Improvements:
- New option to invert zoom direction when using mouse wheel (invertZoomDirection property)
- New option to automatically hide cursor on the globe if mouse if not over it (cursorAlwaysVisible)
- New API to obtain the country reference under any sphere position (GetCountryUnderSpherePosition)
- New option to mask grid so it only appears over oceans
- Improved Earth glow
Check out these new videos with latest features:
Wow the visuals improved a lot, great job!
Hi! We’re happy to announce the general availability of V4.2 including the following new features and improvements:
New features:
- Number of cities increased from 1249 to 7144 !!
Improvements:
- Improved performance when cities are visible on the map
- Improved straightening of globe at current position (right click or new improved API: StraightenGlobe)
- Added dragConstantSpeed to prevent rotation acceleration
- Added keepStraight to maintain the globe always straight
- Added zoom max/min distance
- Country is now highlighted as well when provinces are shown
- API: new overload for GetCityIndex to fetch the index of the nearest city around a location (lat/lon or sphere position).
- API: new events: OnCityEnter, OnCityExit, OnCountryEnter, OnCountryExit, OnProvinceEnter, OnProvinceExit
I want to show country labels on some countries, but not on others. Is there a way to do that? (I’m stuck on 4.0 because changes in 4.1 broke our game setup.)
We can add that option in next version, but as you say, you can’t/don’t want to upgrade for now.
One workaround would be to edit function DrawMapLabels() in WPMInternal.cs file.
Around line 1219 (in current release) a for statement starts, iterating for all countries and preparing the related label. You could add a conditional just after that line, and make it “continue” for the countries you don’t want its label to be shown.
For instance,
for (int countryIndex=0; countryIndex<countries.Length; countryIndex++) {
Country country = countries [countryIndex];
if (country.name.Equals("")) continue;
Thanks for that explanation. Another question: We would really like to have realtime lighting in the game, but the map material apparently is hard-coded to use your unlit shaders. Is there a way to use realtime lighting on the globe? Also, we’ve put some small architectural models on the globe, but have to assign one of your unlit shaders to them or the country fill colors overlap them. Is there a way to use the standard shader on them as well?
-
You can use your own materials/shaders for the globe.
-
It could be done, just mind the highlight shader renders like a transparent object, so in order to use the standard shader you should mark it as transparent as well and possible pay attention to the render queue as well. It all boils down to compare both shaders and make one render before the other.
I assigned a new material to the Globe, but it switches to the default material at runtime.
You’re right - you need to modify the provided materials with your own. For example, you could change EarthCustom material with your own shader and textures, and the asset will just pick it up when you choose the style “Custom”.
P. S.: If you don’t mind, if you have any other “support” question, please visit our support forum, kronnect.com. It’s just that this thread is for announcements and general questions regarding the asset. For support and feature request we have setup a dedicated forum there. Thanks.
