Ah I see what you mean, in this case that isn’t my issue, here’s my settings:
And here is the rendered map:
Ah I see what you mean, in this case that isn’t my issue, here’s my settings:
And here is the rendered map:
Then i don’t understand what your problem is. I haven’t been able to recreate the problem you have described which i’ve understood as your map is unprecise.
Could you send me your place file, so i can see the map for myself?
Also your render is too high of a resolution to upload to studio… Studio supports up to 1024x1024.
Have you changed the map size to the correct size? Use the equation to get the size in studs for X and then Z.
Following your tutorial and some comments in the thread, I got it working and I have to say, this is amazing. Thank you so much. 1 question though. Almost 900 warnings in the console. A lot of “global” definitions are unknown. Same for your test server when loading it into studio. How come so many unknown global errors? I know they are just warnings and the system works fine, just curious as I have slight OCD and am just learning this coding language.
Could you send me a picture of the output? Haven’t heard this before.
The output doesn’t show any issues. Like I said it works perfectly fine but looking at the script analysis tool with the most up to date version of Studio as of today has this output from your own test server with only your scripts running (the same warnings occur when following instructions to add to my game). This is just a couple page’s worth but as you can see goes on for 847 warnings.
Quick question. I got the minimap working great but I want it off by default. I have a button I made for players to click to enable to minimap but it doesn’t seem to be doing anything. I don’t see any errors in the output. Is the context wrong? Any advice? Thank you so much.
local minimap = require(plr:WaitForChild(“PlayerScripts”):WaitForChild(“Minimap”))
local on=false
script.Parent.MouseButton1Click:Connect(function()
script.Parent.Parent.Sound:Play()
if on == false then
minimap.Visible = true;
on=true
else
minimap.Visible = false;
on=false
end
end)
you have to do:
on = not on
Minimap:Toggle(on)
So after changing the map center manually, we managed to fix the positioning of the map being wrong. I guess it was something wrong on RoRender’s end. Either ways here I am adding tags and this issue occurs, the tags aren’t locked onto the minimap and are moving in an odd way when I approach them, how can I fix this? Fort Martin, Military Base - Roblox Studio (gyazo.com)
I’ve pushed a fix for your problem with the unprecise blips, but i’m still not able to recreate your problem with the map.
UPDATE
I’ve made the minimap selfupdating again. This time it works SO MUCH BETTER, and it’s not going break API usage.
How to download
The only thing you’re going to do is download the latest minimap put it into ServerScripts and replace the settings with your own settings.
How to test
The minimap will not show up in normal testing. To test go to “Test” → “Clients and servers” → “Start”
I’ve pushed a new update fixing the problem with error 403. This should fix all of your problems
It should not affect the scripts you’ve made utilising the API. And you can reuse your already existing settings.
My map is extremely blurry as it is 8132,12036.
Is there a way to fix it?
If you’ve rendered it at the highest possible resolution, then there isn’t more i can do. The highest possible resolution for Roblox is 1024x1024.
Just made a github repository for this. I hope it works
ReelPlum/Frederikhomes-Minimap: This is the repository for frederikhome’s minimap (github.com)
Hello, this isn’t bug related but just a question; what settings did you use for your ‘rounded’ map?
mapCornerRoundness & borderCornerRoundness.
Nevermind, had to adjust the size.
Is there a way to use the scale size instead of the offset size on the mapSize setting?
for example
[“mapSize”] = UDim2.new(.25,0,.25,0);
instead of
[“mapSize”] = UDim2.new(0,170,0,170);
using the offset size the map is too big on the mobile
I agree, I would of used this 100% but It just does scale as I want in my game. All my UIs are scaled to fit the users screen with proper scaling and UIAspectRatio and this doesn’t have either one of those.
I will look into this when I have got time.