The node has to be inside the location entity for it to effect everything else inside that entity as well as other location entities that have the same name.
So yeh you can place the node somewhere else if you want so long as its inside a named location.
I played around with it a bit more. Most mappers start their build from south being bottom up. well, i built mine from west to east so what i did was rotate the minimap_extents -90 degrees and that seemed to fix most of the problem but then it wouldn't cover extreme east and west points so i had to substantially increase my minimap_extents area way larger than the actual level. the only way i could get it to recognize my east-west increments was to increase north south also so i assume there is a minimum ratio it has to adhere to.
The problem i see now although everything lines up now is that it seems way to small inside the commanders map area view in game.
Here is a screen of what it looks like in relation to the actual level and how it looks in game in commander view.
<!--quoteo(post=1804497:date=Nov 4 2010, 10:49 AM:name=SgtBarlow)--><div class='quotetop'>QUOTE (SgtBarlow @ Nov 4 2010, 10:49 AM) <a href="index.php?act=findpost&pid=1804497"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The powernodes no longer use a radius circle.
You have to place down "<u>Location</u>" volumes, the powernode will effect all lights inside the same Location volume its in and any location volumes with the same name.<!--QuoteEnd--></div><!--QuoteEEnd-->
Um, I wasn't aware they ever used a radius. I've been using trigger entities the whole time.
<!--quoteo(post=1804790:date=Nov 6 2010, 10:28 PM:name=SgtBarlow)--><div class='quotetop'>QUOTE (SgtBarlow @ Nov 6 2010, 10:28 PM) <a href="index.php?act=findpost&pid=1804790"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->SN.Wolf, the extent should encase the level in all Axes, XYZ not just 2 of them in a top down perpective but side as well.<!--QuoteEnd--></div><!--QuoteEEnd--> It's in wire frame mode so it doesn't look like it but i exceed the boundaries by 200 on the side axis's and 100 on the top to bottom and the level fits well inside the box to get what i got, any less and i can't use commander mouse to drag to the ends of the level (furthest east/west points) it just stops short. It works fine now just a little smaller than i would like. Maybe by beta we will see a scale for commander map that will slide when moused over on on-click.
I'll wait it out, i am sure there will be some big maps out there that will need a zoomed in feature like this for sure.
Updated <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=111301&view=findpost&p=1803251" target="_blank">original post</a> with changes in build 160
Comments
So yeh you can place the node somewhere else if you want so long as its inside a named location.
I played around with it a bit more. Most mappers start their build from south being bottom up. well, i built mine from west to east so what i did was rotate the minimap_extents -90 degrees and that seemed to fix most of the problem but then it wouldn't cover extreme east and west points so i had to substantially increase my minimap_extents area way larger than the actual level. the only way i could get it to recognize my east-west increments was to increase north south also so i assume there is a minimum ratio it has to adhere to.
The problem i see now although everything lines up now is that it seems way to small inside the commanders map area view in game.
Here is a screen of what it looks like in relation to the actual level and how it looks in game in commander view.
<img src="http://www.super-nova-team.com/ns2/minimapfix.jpg" border="0" class="linked-image" />
You have to place down "<u>Location</u>" volumes, the powernode will effect all lights inside the same Location volume its in and any location volumes with the same name.<!--QuoteEnd--></div><!--QuoteEEnd-->
Um, I wasn't aware they ever used a radius. I've been using trigger entities the whole time.
It's in wire frame mode so it doesn't look like it but i exceed the boundaries by 200 on the side axis's and 100 on the top to bottom and the level fits well inside the box to get what i got, any less and i can't use commander mouse to drag to the ends of the level (furthest east/west points) it just stops short. It works fine now just a little smaller than i would like. Maybe by beta we will see a scale for commander map that will slide when moused over on on-click.
I'll wait it out, i am sure there will be some big maps out there that will need a zoomed in feature like this for sure.
egg_start, check
Shadows vs faces, check
New overviews, we have liftoff!
<b>Dances around for the new SparkE build160</b>
we're gonnah get one right <img src="http://members.home.nl/m.borgman/ns-forum/smileys/confused.gif" border="0" class="linked-image" />
Soooooooo, who's got the lerk nest models to put the eggs in....lol
Really though, egg placement will open up a whole new concept for hive room. Thanks for the update.
BTW: Any word on 45° tech point thing or resource entity rotations?