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PTP V2 Multi Level Maps - The Good, The Bad and the Buggy...

PostPosted: Sun Oct 27, 2013 6:35 pm
by Destiny
Firstly the Good.. I think the new Floor Plan is a huge step up from PTP 1.8... I realise there has been a heap of effort gone into it.. In many ways its great.. But...

The Buggy.. If I change my mind.. as I often do.... I needed to add a new Pano into my Tour, Oops!.. Crash!..
I thought I would add a new Room to my Tour so I need to add another hotspot into the Map. Oops!.. Crash!..
If I decided to change my mind about the Groupings.. Oops! Crash!...

The title text on the Map cannot be resized via the UI.. Its probably related to the Pano Title which still cannot be resized without hand coding..

The Bad.. The drop down menu bar is just HORRIBLE.!!.. I need to find the code to change that.. I cannot find a graphic in the folder to do it..

Also, I would rather have the option to add a compass graphic than that basic arrow pointing North.. or even a much better arrow graphic would be better..

http://www.destinyvirtualtours.com/PTPV ... rPlan.html

Appart from that, it seems to working very well.. I have other ideas but they can wait..

Destiny..

Re: PTP V2 Multi Level Maps - The Good, The Bad and the Bugg

PostPosted: Sun Oct 27, 2013 8:30 pm
by jschrader
The software was written by men for men.
Men don't change their minds.

From Bavaria with love.

SCNR ;-)

Re: PTP V2 Multi Level Maps - The Good, The Bad and the Bugg

PostPosted: Mon Oct 28, 2013 1:31 am
by Destiny
Well, I worked out some of the menu colours but fail to see how the light colour works which I am assuming makes up the gradient effect.. But even set to the same, it does not work so perhaps not..

The rest of the menu is looking much better with a change of colours. This makes all the difference to the look of the menu but this needs to be handled in the UI rather than hand coding.. Its no longer looking so ugly.. ;) In fact, it looks really nice and modern now, apart from the top menu with gradient effect on mouse over.. I would rather have this effect more subtle than that..

<option name="background_color" value="333333" type="string" />
<option name="background_lighter_color" value="333333" type="string" />

So, how is the mouse over gradient handled....

The buggy bit.. On mouse over the hotspots, the description text is far too slow.. Users might not even know that there is description text since its so slow to react..

Destiny..

Re: PTP V2 Multi Level Maps - The Good, The Bad and the Bugg

PostPosted: Mon Oct 28, 2013 4:21 am
by Destiny
Well it appears that this line of code is the boarder colour of the boxes.. Why it should be called "background_lighter..." is a mystery..

<option name="background_lighter_color" value="000000" type="string" />

Still nothing to indicate how the gradiant is created.. :rolleyes:

Destiny...

Re: PTP V2 Multi Level Maps - The Good, The Bad and the Bugg

PostPosted: Tue Oct 29, 2013 4:27 pm
by benji33
It's hardcoded into the FloorPlan JS file which apply CSS on the fly.

Re: PTP V2 Multi Level Maps - The Good, The Bad and the Bugg

PostPosted: Tue Oct 29, 2013 9:22 pm
by Destiny
Will this change in B3... or can I edit the JS..

Destiny..

Re: PTP V2 Multi Level Maps - The Good, The Bad and the Bugg

PostPosted: Mon Nov 04, 2013 1:39 pm
by benji33
No change on Beta3. Css used is included into KolorFloorPlan.min.js and KolorFloorPlan.css files.