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Firesong (8.2.5)
Updated:11/20/22 08:55 PM
Created:08/09/18 08:45 PM
Monthly downloads:418
Total downloads:76,412
Favorites:182
MD5:
PointsofColor  Popular! (More than 5000 hits)
Version: 2.52
by: Sharlikran, Jhenox
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**Required Libraries**
LibAddonMenu

Slash Command for Menu: /poc

This addon is a recoloring/retexturing by-hand of the Points of Interest (POI) icons shown on the maps.


I am able to focus quicker and easier on colors rather than shapes. The map can become very cluttered with many black-and-white shapes that make it difficult to find what you are looking for. I really think this add-on improves the look and feel of the maps and goes beyond just coloring. Please, give this addon a try and I don't think you'll be able to go back to the normal map.

This is a recoloring and retexturing of the game's texture so there is no performance impact and will continue to work as new areas are added or moved by ZOS. Only new textures will have to be addressed in the future (new craft types, etc). This does not paste new icons at specified coordinates on the map to replace or lay over the game's icons.

Thank you!
2.52 2022-11-20: A fun quick update to the Antiquities and Build Station icons

2.51 2022-07-31: Pre PTS Version

2.50 2022-06-19: Just a fun quick update to the Tribute icon. I'm not a graphic designer so don't judge.

2.49 2022-04-19: Fix for: operator < is not supported for string < number

2.48 2022-04-18: Update to saved variables so it doesn't reset each mod update

2.47 2022-04-18: Pre PTS Version

2.46 2021-11-15: Added fargrave portal by Heynrich1976

2.45 2021-05-17: Pre PTS Version

2.44 2021-05-17: API Bump

2.43 2021-01-12: Removed any more use of LibStub.

2.42 2020-11-02: Updated API for Markarth.

2.41 2020-08-24: Updated API for Stonethorn.

2.40 2020-05-08: Updated API for Greymoor.

2.39 2020-02-16:
1. Updated API for Harrowstorm.
2. Removed libstub from dependencies.

2.38 2019-09-14: API bump for Dragonhold.

2.37 2019-08-12: API bump for Scalebreaker.

2.36 2019-06-23: Tweaked the dragons a little more. Made the area under the chin transparent, brightened the teeth and horns a little, darkened in around eyes and mouth.

2.35 2019-06-22: Added dragon map markers including the dragon and dragon/damaged textures as well as the flashing combat and combat/damaged textures. I went with and arrow and sword in the neck to indicate damaged instead of the vanilla simple cracked lines.

2.34 2019-04-15: API bump for Elsweyr.

2.33 2019-03-02: Added some textures to the player housing icon. Instead of just plain red and white it has a bit of a tile texture, a wooden door texture, and off white color.

2.32 2019-03-02:
1. Added zone story quest icon.
2. Added option to use less color saturation icons. I reduced the color saturation of all 140+ icons by about 25%. This setting is found on the options menu. The game will need to be completely reloaded for the change to take effect.

2.20 2019-02-27:
1. Added the lorebook icon for the zone completion menu.

2.19 2019-02-27:
1. Added the skyshard icon for the zone completion menu. It was still using the delve (torch) icon I had been testing with.

2.18 2019-02-25:
1. Added the new zone completion icons that I already had available. I will still redo the three icons that I haven't done yet.

2.17 2019-02-20:
1. Made some of the functions local. I wasn't very careful with scope.
2. API bump for Wrathstone.

2.16 2018-10-25:
1. Made some small changes to the complete/incomplete dock (anchor) icon. Reduced the size of the "stock" so it wasn't as wide and large as the "flukes". Thank you, Google.
2. Darkened the eyes of the Undaunted enclave monster head icon to a darker red to contrast more with the mask.

2.15 2018-10-22: API bump for Murkmire.

2.14: 2018-10-20:
Redid the Undaunted enclave icon (the monster head).

2.12 & 2.13: 2018-09-24:
A couple tiny tweaks to dock anchors.

2.11: 2018-09-24:
1. Made the dock anchors a little smaller.
2. Changed the dock anchors texture.
3. Tweaked the ships slightly.
4. Darkened the unowned house icon to be the same as all other undiscovered/incomplete icons.

2.10: 2018-09-24: Anchors aweigh!
Added sailing ships! There are actually two types of locations that were using the anchor icon; points of interest (locations you discover like docks) and service points where you take a boat to another region/zone. I made sailing ships to replace the anchors used for the service points. Shipshape and Bristol fashion!

2.9: 2018-09-23:
Completely redid dock/anchor icon. The default one was pretty poorly made. Hopefully this new one isn't too dark. I was going for cast iron so it's purposely dark but, please, let me know if this affects visibility.

2.8: 2018-09-23:
1. Redid the battlefield icon (crossed swords). Steel blades, gold cross bar and pommel, and leather grip textures.
2. Redid cemetery icons (coffins). Wood textures.
3. Redid mine icons (crossed pick axe and axe). Steel heads and wooden handle textures.
4. There were a handful of 32x32 icons. I've made these 64x64 since the game if/when these are used displays them as 64x64 anyway.
5. Corrected the mine icons. I accidentally named the 32x32 version as the 64x64 version so the game was loading the 32x32 and blowing it up so it looked especially bad.

2.7: 2018-09-22: Playing for Keeps!
1. Added rock wall textures to towers/keeps for normal and group versions.
2. Added rock wall textures to tower/keep ruins for normal and group versions.
3. API bump for Murkmire.
4. Tiny imperceptible tweaks to wayshrines.
Please, let me know if I broke something or made it worse! ;)

2.6: 2018-09-15
1. Improved the ayleid ruins icons. I was going for ivy/moss covered ruins.
2. Made some minor tweaks to the wayshrine icons. I shifted some of the runes slightly to curve a little with the shape of icon.
3. Removed an errant pixel on the dolmen/geyser icons. There was a blue pixel outside the outline.

2.5: 2018-09-15
Improved the dwemer ruins, respec shrines, and vendor scales with brass/gold textures. I left the dwemer ruins a little bit darker and brightened up the shrines and scales to look more golden. Added color to the ropes on the scales and transparency between the ropes.

2.4: 2018-09-03
Changed the stable horse icon to more of a chestnut instead of a palomino to help with visibility. Gave the eye a tiny (almost invisible) amount of color. Darkened the edge between the mane and the coat.

2.3: 2018-09-03
1. Some tweaks to the inn icon. Centered the bands better, darkened lines, increased the band size at the base, made inside of handles transparent.
2. Improved/redid the bank icon.
As always, please let me know if there are problems or if something else needs help sooner than others. I keep coming up with ideas, doing them, then being unhappy with what it looks like in game. I'm my own worst critic. ;)

2.2: 2018-08-25
Some small tweaks to the inn icon. Darkened the lines a bit around the wooden tankard body and brightened the foam a bit.

2.1: 2018-08-25
A small update with a makeover for the inn service pin using ideas from fgoron2000. Thank you!
I was going for a 'right proper' wooden tankard. I used a cherry wood texture for the body then toned it down to a brown. The bands, base, and handle were silver but I toned it to a pewter. The beer foam I sampled from, well, beer foam.

2.0: 2018-08-22
1. Added in the beginnings of an options menu. This is intended to be a starting point for adding additional features. Use '/poc' as a shortcut to get to it.
2. Enable/disable the glow background on wayshrines and dungeons. Default: off.
3. View/browse through all of the current icons. I was intending this to be where individual PoC icons could be disabled if people preferred the default icons. That functionality hasn't been added but, for critiquing or curiosity, you can view all of the icons.
4. I set the tooltip for the images to be the filenames so when/if you see things that need work then you can refer to it by name.
There are a lot of icons I still want to improve. Thank you for using PoC!

1.9: 2018-08-16
1. Removed the glow effect around a number of icons; delves, dungeons, group delves, group instances, houses, public dungeons, trials, wayshrines, etc. This was barely noticeable but, in my opinion, made the PoC icons seem more smudged around the edges. I think they look a lot sharper now.
2. Sharpened up the runes on wayshrines so they appear more like runes and not just some weird texture.
As always, feedback and ideas are welcome.

1.8: 2018-08-14
1. Painted fence/outlaw's refuge service icon to uniform gray steel color.
2. Painted Thieve's Guild icon to steel color on blood (red) background.
3. Painted trasmutation icon. I sampled the in-game colors for stamina, health, and magicka.
4. Painted happy little trees. The grove icons, hopefully, look better.
5. Painted the enchanting icon. I sampled from a screenshot of a soul gem in the game.
I'll post some examples in the Comments.

1.7: 2018-08-13
1. Painted wayshrines. I went with a darker stone color. The light blue on the edges are light blue runes. The center has a wayshrine fire. I took a screenshot of the fire, cut it out, shrunk it down, and put it on. The runes, though they are completely imperceptible, are Dwemeri and spell W-A-Y-S down the left side then H-R-I-N-E down the right hand side. I was going to use Ayleid but I couldn't find a rune for W. I tried white marble textures and gold domes but, if just the dome was gold it looked like a sunny-side-up egg. If I did the dome and the top of the wayshrine then it looked like a sombrero. If you see some strange person staring at walls and wayshrines it might be me.
2. Painted dolmens. I stood under an open dolmen, took a bunch of screenshots, cut it out, shrunk it, then worked it into the game icon.
3. Painted the Areas of Interest icon. Blue iris with eye-white. Thank you, fgoron2000.
4. Yes, i'm crazy.

1.6: 2018-08-12
1. All incomplete/undiscovered icons have been toned down to a standard gray color.
2. Using a basic palette of colors for material types to keep the colors from being overwhelming; blood, bone, brass, fighter's guild red, fire, fire secondary, gold, horse coat, horse mane, house side, incomplete/undiscovered, light wood, mage's guild blue, plus icon, red roof, sky blue (gems), stone/steel, stucco, water, wood.
3. Dwemer ruins now colored as brass.
4. Stone structures (caves, towers, crypts, gates) now have a standard gray color.
5. Steel items (swords, sewer grates, tools, etc) now have a standard gray color. This is the same as stone.
6. Colored some service POIs.
7. I kept the trophy vault icons in Imperial City a single color but unique from each other for visibility.

Some remaining structures I don't know what to do with are wayshrines, points of interest (the eye icon), dolmens, and ayleid ruins. For now these are just a unique color for visibility.

Some service pins still need attention.

1.5: 2018-08-12
Colored more POIs.

1.4: 2018-08-11
Colored more POIs.

1.3: 2018-08-11
Added more multicolor POIs; delves, raid dungeons, crafting locations, blacksmiths, etc. This is still an ongoing process.

1.2: 2018-08-11
1. Colored the housing icon. This was the first texture that I used multiple colors on. It looks good, imo.
2. Fixed the mine texture. ZOS uses a misspelled texture (compete instead of complete) so I needed to use the misspelled name.
3. Updated the mine texture to use multiple colors.

1.1: 2018-08-10 Colored the service Points of Interest. I still need to color player housing.

1.0: 2018-08-09 Initial release.
Optional Files (0)


Archived Files (49)
File Name
Version
Size
Uploader
Date
2.51
756kB
Sharlikran
07/31/22 11:49 AM
2.50
756kB
Sharlikran
06/19/22 11:08 AM
2.49
755kB
Sharlikran
04/19/22 07:54 PM
2.48
755kB
Sharlikran
04/18/22 07:42 PM
2.47
755kB
Sharlikran
04/18/22 10:43 AM
2.46
755kB
Sharlikran
11/15/21 09:30 PM
2.45
752kB
Sharlikran
10/05/21 09:38 PM
2.44
752kB
Sharlikran
05/17/21 10:23 PM
2.43
752kB
Jhenox
01/12/21 06:40 PM
2.42
752kB
Jhenox
11/02/20 12:11 PM
2.41
752kB
Jhenox
08/24/20 09:55 AM
2.40
752kB
Jhenox
05/08/20 11:07 AM
2.39
752kB
Jhenox
02/16/20 07:12 PM
2.38
752kB
Jhenox
09/14/19 01:27 PM
2.37
752kB
Jhenox
08/12/19 08:40 PM
2.36
752kB
Jhenox
06/23/19 12:34 PM
2.35
749kB
Jhenox
06/22/19 06:18 PM
2.34
672kB
Jhenox
04/15/19 07:07 PM
2.33
672kB
Jhenox
03/17/19 09:49 PM
2.32
670kB
Jhenox
03/02/19 04:29 PM
2.31
667kB
Jhenox
03/02/19 01:19 PM
2.20
328kB
Jhenox
02/27/19 07:48 PM
2.19
323kB
Jhenox
02/27/19 05:17 PM
2.18
320kB
Jhenox
02/25/19 09:13 PM
2.17
320kB
Jhenox
02/20/19 07:19 PM
2.16
366kB
Jhenox
10/25/18 07:56 PM
2.15
366kB
Jhenox
10/22/18 06:31 PM
2.14
366kB
Jhenox
10/20/18 12:00 PM
2.13
363kB
Jhenox
09/24/18 08:53 PM
2.10
364kB
Jhenox
09/24/18 06:22 PM
2.9
365kB
Jhenox
09/23/18 05:38 PM
2.8
362kB
Jhenox
09/23/18 03:20 PM
2.7
348kB
Jhenox
09/22/18 07:50 PM
2.6
346kB
Jhenox
09/15/18 09:36 PM
2.5
342kB
Jhenox
09/15/18 11:46 AM
2.4
333kB
Jhenox
09/03/18 03:45 PM
2.3
333kB
Jhenox
09/03/18 03:24 PM
2.2
333kB
Jhenox
08/25/18 05:17 PM
2.0
330kB
Jhenox
08/22/18 07:58 PM
1.9
282kB
Jhenox
08/16/18 08:38 PM
1.8
282kB
Jhenox
08/14/18 08:20 PM
1.7
279kB
Jhenox
08/13/18 08:15 PM
1.6
277kB
Jhenox
08/12/18 02:39 PM
1.5
278kB
Jhenox
08/12/18 12:59 AM
1.4
276kB
Jhenox
08/11/18 05:16 PM
1.3
275kB
Jhenox
08/11/18 01:22 PM
1.2
274kB
Jhenox
08/11/18 09:58 AM
1.1
268kB
Jhenox
08/10/18 07:17 PM
1.0
204kB
Jhenox
08/09/18 08:45 PM


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Unread 04/18/22, 08:32 PM  
Sharlikran
 
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Forum posts: 627
File comments: 2004
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If you see an error with PointsofColor that looks something like this.

Code:
stack traceback:
/EsoUI/Libraries/Utility/ZO_SavedVars.lua:284: in function 'CreateExposedInterface'
<Locals> rawSavedTable = [table:1]{}, version = 3, defaults = [table:2]{show_poi_glow_textures = F, use_less_saturation_textures = F}, profile = \"Default\", displayName = \"@Sharlikran\", playerName = \"$AccountWide\", current = [table:3]{use_less_saturation_textures = F, show_poi_glow_textures = F, version = \"2.47\"}, container = [table:4]{}, containerKey = \"$AccountWide\" </Locals>
/EsoUI/Libraries/Utility/ZO_SavedVars.lua:181: in function 'GetNewSavedVars'
<Locals> savedVariableTable = [table:1], version = 3, defaults = [table:2], profile = \"Default\", displayName = \"@Sharlikran\", finalKey = \"$AccountWide\" </Locals>
(tail call): ?
user:/AddOns/LibSavedVars/LibSavedVars.lua:423: in function 'ZO_SavedVars:NewAccountWide'
<Locals> self = [table:5]{}, savedVariableTable = \"PointsofColor_SavedVariables\", version = 3, defaults = [table:2] </Locals>
user:/AddOns/PointsofColor/PointsofColor.lua:223: in function 'OnAddOnLoaded'
<Locals> eventCode = 65536, addOnName = \"PointsofColor\", RedirectTextures = user:/AddOns/PointsofColor/PointsofColor.lua:213 </Locals>"
Exit the game to resolve this.

Either manually delete your SavedVariables file PointsofColor.lua or you can use Minion to uninstall PointsofColor and use the checkbox to delete the saved variables file. Then when you reinstall PointsofColor with Minion the game should create a new file and everything will work as intended.

EDIT: 04-19-22: A fix has been added so that ZO_SavedVars won't error when it encounters the old ADDON_VERSION stored as a string for the SavedVariables.
Last edited by Sharlikran : 04/19/22 at 07:58 PM.
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Unread 08/11/18, 09:31 PM  
SteveCampsOut
 
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Are the colors user select-able or have you set them all yourself?
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Unread 08/12/18, 01:01 AM  
Jhenox
 
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Originally Posted by SteveCampsOut
Are the colors user select-able or have you set them all yourself?
Hello. These textures are all colored by hand so there's no in-game means of changing the color. If there is anything you'd like to see changed or have any ideas, please let me know. Thank you.
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Unread 08/12/18, 01:32 AM  
fgoron2000

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I like this very much, and I've missed the color icon mods from previous ES games. A couple observations/suggestions. First, I think that the multi-color discovered/completed icons are much more beneficial than the single color ones, for instance your boss or house icons vs. the wayshrine or mundus icons. Also, for the undiscovered/uncompleted icons, when the icon is black, but outlined in the same color that the discovered/completed version will eventually be, it defeats the purpose just a bit, because it makes the undiscovered and discovered versions of the icon less distinct from each other. I'd suggest that the undiscovered color outline be changed to either white or light grey, or even selectable. That gives the icon more of an impression of being undiscovered. It would also be nice to have some user-control of the icon color motifs themselves, although that might be more difficult especially when they're multi-color. Perhaps provide the user with color selection for any that are going to be a single color, and a few pre-set selections for the user to choose from, for each multi-color icon. However, you would need to use two different approaches for that, and that might not work out. Perhaps just providing a few pre-sets for each of the discovered icons whether single or multi-color would be the easiest to implement.

One more suggestion. Can you provide a screenshot of all the icons themselves, both undiscovered and discovered, because folks will often not have all the types of icons displayed on their in-game maps.

I think this is a great start, and it's going to be a very popular mod once folks "discover" it (no pun intended...well, maybe just a little bit).
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Unread 08/12/18, 02:25 AM  
cag_dk
 
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Originally Posted by fgoron2000
Also, for the undiscovered/uncompleted icons, when the icon is black, but outlined in the same color that the discovered/completed version will eventually be, it defeats the purpose just a bit, because it makes the undiscovered and discovered versions of the icon less distinct from each other. I'd suggest that the undiscovered color outline be changed to either white or light grey
Why over-do it??
Here, keep the undiscovered (all)black. The danger of (too) many colors is just as bad as all icons in white/black
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Unread 08/12/18, 04:43 AM  
and

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Originally Posted by cag_dk
Originally Posted by fgoron2000
Also, for the undiscovered/uncompleted icons, when the icon is black, but outlined in the same color that the discovered/completed version will eventually be, it defeats the purpose just a bit, because it makes the undiscovered and discovered versions of the icon less distinct from each other. I'd suggest that the undiscovered color outline be changed to either white or light grey
Why over-do it??
Here, keep the undiscovered (all)black. The danger of (too) many colors is just as bad as all icons in white/black
Yep, I think the default is perfect, there is no need to overdo it.

You are doing a great job, but using too many colours just makes the final result less readable and not so clean.

I understand this is a matter of taste, I am just providing my personal view

Thanks!!!
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Unread 08/12/18, 11:59 AM  
Jhenox
 
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Thank you all for the feedback. I was thinking that as well. I will change the the incomplete/undiscovered versions to a gray version and see how that looks.

I ran out of ideas on how to paint some of the icons like wayshrines, etc more than just making them a unique color for visibility.

I started taking some of the icons that were easy to identify a material and painting bone (skulls on the raid dungeons), stone/steel, fire, rooftops (I made these red), stucco (estates and towns), wood, etc. Mundus stones I made a charcoal color with a bright blue gem to resemble what they look like in the game. The fighters and mages guild colors I actually sampled from the in-game banners for each (screenshot, then brightened them, then grabbed the most prominent color). I did the same for the stable (horse head) icon. I sampled that from my trusty steed, Fishystick (palomino horse).

I'll get a new version with the gray incomplete/undiscovered up pretty quickly.
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Unread 08/12/18, 12:55 PM  
and

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Originally Posted by Jhenox
Thank you all for the feedback. I was thinking that as well. I will change the the incomplete/undiscovered versions to a gray version and see how that looks.

I ran out of ideas on how to paint some of the icons like wayshrines, etc more than just making them a unique color for visibility.

I started taking some of the icons that were easy to identify a material and painting bone (skulls on the raid dungeons), stone/steel, fire, rooftops (I made these red), stucco (estates and towns), wood, etc. Mundus stones I made a charcoal color with a bright blue gem to resemble what they look like in the game. The fighters and mages guild colors I actually sampled from the in-game banners for each (screenshot, then brightened them, then grabbed the most prominent color). I did the same for the stable (horse head) icon. I sampled that from my trusty steed, Fishystick (palomino horse).

I'll get a new version with the gray incomplete/undiscovered up pretty quickly.
You have really done an amazing job, really. I am more for a minimalistic approach, so that the colours used would jump out even more, but that's me.
I did appreciate the elegant finishing touches (red roofs being my favourite )
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Unread 08/12/18, 02:43 PM  
Jhenox
 
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A number of new changes added. Some items like wayshrines, etc could still be toned down.

1.6: 2018-08-12
1. All incomplete/undiscovered icons have been toned down to a standard gray color.
2. Using a basic palette of colors for material types to keep the colors from being overwhelming; blood, bone, brass, fighter's guild red, fire, fire secondary, gold, horse coat, horse mane, house side, incomplete/undiscovered, light wood, mage's guild blue, plus icon, red roof, sky blue (gems), stone/steel, stucco, water, wood.
3. Dwemer ruins now colored as brass.
4. Stone structures (caves, towers, crypts, gates) now have a standard gray color.
5. Steel items (swords, sewer grates, tools, etc) now have a standard gray color. This is the same as stone.
6. Colored some service POIs.
7. I kept the trophy vault icons in Imperial City a single color but unique from each other for visibility.

Some remaining structures I don't know what to do with are wayshrines, points of interest (the eye icon), dolmens, and ayleid ruins. For now these are just a unique color for visibility.

Some service pins still need attention.
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Unread 08/12/18, 03:49 PM  
cag_dk
 
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Originally Posted by Jhenox
A number of new changes added....
This looks absolutely awesome now!!

Subtle but still diverse
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Unread 08/12/18, 04:09 PM  
MurkyMais

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Great work!! I enjoy your mod, maps never looked so good!
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Unread 08/12/18, 04:10 PM  
BigM
 
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Very well done sir.
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Unread 08/12/18, 04:52 PM  
SteveCampsOut
 
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Originally Posted by Jhenox
Originally Posted by SteveCampsOut
Are the colors user select-able or have you set them all yourself?
Hello. These textures are all colored by hand so there's no in-game means of changing the color. If there is anything you'd like to see changed or have any ideas, please let me know. Thank you.
You might consider looking at Harven's Custom Map pins to see what I mean about allowing users to use a color picker. It should be just as doable for existing pins.

http://www.esoui.com/downloads/info357-HarvensCustomMapPinsMarkers.html
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Unread 08/12/18, 05:44 PM  
fgoron2000

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Originally Posted by Jhenox
A number of new changes added. Some items like wayshrines, etc could still be toned down.

1.6: 2018-08-12
1. All incomplete/undiscovered icons have been toned down to a standard gray color.
2. Using a basic palette of colors for material types to keep the colors from being overwhelming; blood, bone, brass, fighter's guild red, fire, fire secondary, gold, horse coat, horse mane, house side, incomplete/undiscovered, light wood, mage's guild blue, plus icon, red roof, sky blue (gems), stone/steel, stucco, water, wood.
3. Dwemer ruins now colored as brass.
4. Stone structures (caves, towers, crypts, gates) now have a standard gray color.
5. Steel items (swords, sewer grates, tools, etc) now have a standard gray color. This is the same as stone.
6. Colored some service POIs.
7. I kept the trophy vault icons in Imperial City a single color but unique from each other for visibility.

Some remaining structures I don't know what to do with are wayshrines, points of interest (the eye icon), dolmens, and ayleid ruins. For now these are just a unique color for visibility.

Some service pins still need attention.

already notable improvements, you've done great stuff...as you're uncertain about the wayshrines and POI's, may I suggestthe following - I've always liked the style of the Alik'r wayshrines, and the icon resembles them quite a bit. You could make the tower white, the top a goldish/bronzish, and the base gray? For the POI, since it's intended to be an eye, I'd say make the outer part white, and the center pupil blue...

I'm not sure if you considered any gradient colorings, or if it's even possible, but if so, then perhaps since the dolmens are basically stone structures, with the chain structure being an aetherial circular port with a light purple haze and white daedric symbols on the dolmen, you might make the icon gray in the center and then shade out to a light purple then white at the tips?...just a thought

Thanks once again for this addon...
Last edited by fgoron2000 : 08/12/18 at 05:55 PM.
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Unread 08/13/18, 08:17 PM  
Jhenox
 
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1.7: 2018-08-13
1. Painted wayshrines. I went with a darker stone color. The light blue on the edges are light blue runes. The center has a wayshrine fire. I took a screenshot of the fire, cut it out, shrunk it down, and put it on. The runes, though they are completely imperceptible, are Dwemeri and spell W-A-Y-S down the left side then H-R-I-N-E down the right hand side. I tried white marble textures and gold domes but, if just the dome was gold it looked like a sunny-side-up egg. If I did the dome and the top of the wayshrine then it looked like a sombrero. If you see some strange person staring at walls and wayshrines it might be me.
2. Painted dolmens. I stood under an open dolmen, took a bunch of screenshots, cut it out, shrunk it, then worked it into the game icon.
3. Painted the Areas of Interest icon. Blue iris with eye-white. Thank you, fgoron2000.

Last edited by Jhenox : 08/13/18 at 08:26 PM.
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