The blips never scale with the minimap zoom level, regardless of if you replace them using Blipstick. However, they always scale with minimap scale. (The scale of the actual minimap frame itself.)
One possible workaround might be to set the size of the MinimapCluster frame to 128x128 and then change its scale to 1.5. It seems like all the child frames/textures/fontstrings of MinimapCluster have absolute sizes, too, so they would probably have to be iterated over and resized themselves.
Edit: Nevermind, that workaround won't work that way. I've tried a couple variations and the best I can do is reduce the size of the Minimap within the cluster itself. This has the undesired effect of showing less of the minimap (clipping it).
Actually, it will work almost exactly the way I described it. I guess I just didn't try hard enough. Chinchilla has incorporated an elegant solution to this by scaling the Minimap children inversely from the Minimap itself.
Actually, it will work almost exactly the way I described it. I guess I just didn't try hard enough. Chinchilla has incorporated an elegant solution to this by scaling the Minimap children inversely from the Minimap itself.
The "scaling" of the blips is achieved by first scaling the minimap, then scaling all its child frames inversely, then using :SetPoint(...) to stretch the map out.
I'm not sure exactly why it works. However, it has a few undesirable side effects, such as new child frames of the minimap (correctly) inheriting the current scale and not being scaled inversely. Positioning and anchoring seem to be affected by this, too.
Hrm. That seems pretty complicated and heavy, given one would like to scale all new child frames too.
The solution itself is rather simple and elegant. It's just propogating the inverse changes to everything else that is heavy.
It works great if no new child frames are created on the minimap after it's initially scaled. However, that's almost never the case, and things can end up being unexpected sizes in unexpected places. (I think it would take a lot of work to handle every possible case. Maybe more work than it's worth.)
Is it possible to move the picture icon when you mount up on a Traveler's Tundra Mammoth? Because I have the minimap on my bottom left screen so it doesn't show.
I love this mod but 2 suggestions. 1) Detachable minimap buttons (see minimapbuttonframe). 2) Useable with buttonfacade. Id love to get a minimap that can do it all and these seem to be the 2 options missing: moving the buttons anywhere in the UI and skinning them. Also i think the movers option needs to be updated. Quest/Acheivements and the vehicleman (similar to the armorman but used to booting passengers off multipassenger mounts) are currently stationary and do not have a moveable frame when movers is unlocked
I had problems with the frame strata as well because I use eepanels2 (never got time to switch to kg) and I wrote this into my small addon that I use for stuff like this and it works.
It is likely those addons themselves have a minimap button setting to show/hide. That is to say, their settings need to match the one in SexyMap. If Spamsentry is trying to show its button, while SexyMap is trying to hide it, then the last addon to show/hide it wins.
I have this problem as well, however, it's not one of the addon minimap buttons that is having this problem.
Instead, it's a base minimap button - the new mail notification button.
I've been trying this addon recently and am experiencing 2 issues so far with it.
1. Fader: I have this disabled, yet minimap fading will be on when I log in, even though the setting is still set to disabled. Toggling the setting to enabled and back off again will resolve it.
2. I've turned off minimap button handling, and use MBF to gather my buttons. I notice that even though SexyMap shouldn't be doing anything with the buttons at this point, as I'm moving around they will periodically clump up around the center of the map for a second, then MBF will grab them again... SexyMap or MBF issue, I don't know?
I've been trying this addon recently and am experiencing 2 issues so far with it.
1. Fader: I have this disabled, yet minimap fading will be on when I log in, even though the setting is still set to disabled. Toggling the setting to enabled and back off again will resolve it.
I had that problem, I just changed the slider to 100% (same area where you toggle on or off) so it wouldn't change, that part its kinda beta, so I guess they'll fix it later
Since the latest patch (3.1.2) my minimap blips have become humongous. Any way to fix this? It's getting a bit on my nerves. ;x
You describe them as humongous. In patch 3.1(.0), Blizzard implemented functionality to scale blips with the minimap, but with an inappropriately small base scale to start out with. Patch 3.1.2 has mostly reverted this behavior to pre-3.1 functionality. Are your blips "more humongous" than they were prior to patch 3.1?
They should be scaled permanently based on your monitor's configured vertical resolution. (The ratio is either 1/48th or 1/64th; I can't remember which.) However, a few players have noted odd interactions with the UI Scale setting. Try changing your UI Scale and see if that changes anything.
Please post a link to a (full resolution) screenshot with the more humongous blips, along with the following 2 lines from your config.wtf file:
SET uiScaling "x.x"
SET useUiScaling "y"
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Actually, it will work almost exactly the way I described it. I guess I just didn't try hard enough. Chinchilla has incorporated an elegant solution to this by scaling the Minimap children inversely from the Minimap itself.
HUD blips are HUGE!
So ? How should SexyMap HUD be fixed ?
The "scaling" of the blips is achieved by first scaling the minimap, then scaling all its child frames inversely, then using :SetPoint(...) to stretch the map out.
I'm not sure exactly why it works. However, it has a few undesirable side effects, such as new child frames of the minimap (correctly) inheriting the current scale and not being scaled inversely. Positioning and anchoring seem to be affected by this, too.
The solution itself is rather simple and elegant. It's just propogating the inverse changes to everything else that is heavy.
It works great if no new child frames are created on the minimap after it's initially scaled. However, that's almost never the case, and things can end up being unexpected sizes in unexpected places. (I think it would take a lot of work to handle every possible case. Maybe more work than it's worth.)
Amazing...
There is still a small issue with direction indicators though : http://www.wowace.com/projects/sexymap/tickets/34-reversed-rotation-of-hud-map-directions/
Minimap:SetFrameStrata("LOW")
(The eePanels use the BACKGROUND strata)
I have this problem as well, however, it's not one of the addon minimap buttons that is having this problem.
Instead, it's a base minimap button - the new mail notification button.
1. Fader: I have this disabled, yet minimap fading will be on when I log in, even though the setting is still set to disabled. Toggling the setting to enabled and back off again will resolve it.
2. I've turned off minimap button handling, and use MBF to gather my buttons. I notice that even though SexyMap shouldn't be doing anything with the buttons at this point, as I'm moving around they will periodically clump up around the center of the map for a second, then MBF will grab them again... SexyMap or MBF issue, I don't know?
I had that problem, I just changed the slider to 100% (same area where you toggle on or off) so it wouldn't change, that part its kinda beta, so I guess they'll fix it later
You describe them as humongous. In patch 3.1(.0), Blizzard implemented functionality to scale blips with the minimap, but with an inappropriately small base scale to start out with. Patch 3.1.2 has mostly reverted this behavior to pre-3.1 functionality. Are your blips "more humongous" than they were prior to patch 3.1?
They should be scaled permanently based on your monitor's configured vertical resolution. (The ratio is either 1/48th or 1/64th; I can't remember which.) However, a few players have noted odd interactions with the UI Scale setting. Try changing your UI Scale and see if that changes anything.
Yes, they are. Mine are, at least.
Yes, they are.
My UI scale is at set at the lowest possible, and turning it up doesn't change the blips for me at all, only other parts of my UI. :\
SET uiScaling "x.x"
SET useUiScaling "y"