Good to hear there's additional behavioural aspects that can be derived and visualized from the collected data. Studying, say, players' flying habits would be an obvious example of that usefulness that immediately pops to mind.
Wormbo wrote:[...]For the vectorial representation of damage I played a bit with SVG images, actually. Of course I could also try drawing these to raster images.[...]
I'm curious, was the aim of that to reduce assets' size for the executable, or just to mitigate aliasing artifacts? Oh, and speaking of the visualizing executable, a troubling thought entered my mind the other day that I'd welcome any reassurance you can offer on: here's hoping it won't require any specialized environment or framework to be installed - your JREs, .NETs, etc. - in order to run, whenever the program is ready for public testing.
Regarding viewing angles and the most representative manner of portraying a map's geometry for heatmap overlaying purposes, I'm starting to wonder whether the whole perspective angle approach might be a fundamentally flawed idea since, even from a very distant top-down position (presumably the most helpful angle for the majority of cases), points near the periphery would likely still be visualized on the outer walls instead of more properly on the floor. However, since, I believe, both the game as well as UEd are inherently unable to render an orthographic projection of a map's geometry beyond wireframe mode (i.e., textured, dynamically lit and in realtime preview with all the emitters active), this may be the best choice we're left with. Of course an isometric angle can also be of help when aiming to distinguish between numerous levels/layers in visualized data and the last pic you embedded seems like such a case, but it, too, is not without its caveats, as the trace lines drawn over higher/impassable geometry easily reveal. All in all, it's a matter of picking one imperfect choice over another, unless there actually
is a way to force the game to do fully rendered orthographic projection. Btw, that thick white border around the map's rendered geometry in the pic seems odd. Gives me the funny suspicion that you painted the map's skybox white for contrast purposes and then used a black paintbrush to get the final result in image post processing

.
Lastly, while helping this useful tool's development along by doing a single, non-Friday/weekend day trial run on the server is certainly within reason - which is why Cat set it up and it's now live on CEONSS, folks! join in and become a statistic! - when it comes to greater periods of testing (a week or more) that are the next logical step, I feel the whitelist status loss is an issue we can't rightly ignore if we're to continue acting with the server's (and the community's) best interest in mind, and that it's something we should work together to resolve. I dunno if the proposed suggestion in one of my previous posts is a sensible enough starting point or just flat out preposterous, but it's a topic I think we'll have to tackle sooner or later. What I mean is, any thoughts on this are welcome.
Wormbo wrote:[...]Thanks for giving it a try here.

Thanks for the hard work putting it together

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