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configs/map-world.jsonc controls how the world looks under the map. The map shows the real world, so the same scene can be dark, foggy or half-hidden by cloud depending on the time and weather. These settings hold it steady and readable. Everything here applies only while the menu is open, and is undone when it closes. A view can change any of it for the map it draws. Silencing the game’s audio and blurring the map behind a panel are menu-wide and set in Menu.

Settings

Colour grade

With alwaysMidday on, element_map is a clear midday whatever the time and the weather are: time.hour only moves the sun and its shadows, and the weather no longer changes the light. With it off, the map keeps the rest of element_map, so it still looks the same with a graphics mod and from every altitude, and the brightness follows the clock. Another grade, such as default, follows the player’s game entirely, so a graphics mod changes how the map looks and its brightness varies with altitude.

Time and weather

The time and the weather are held only for the player looking at the map, and handed back when the menu closes: the clock where it stood when the menu opened, and the weather whatever a time and weather script set in the meantime. A script of that kind keeps working while the menu is open; its changes show once the menu closes. None of this is put on at once. While the camera flies up, the clock runs from the world’s time to time.hour by the shorter way round and the grade fades in; while it flies back down, the same happens in reverse. How long that takes is the camera’s own open.duration and close.duration, in Camera. The weather and the clouds are the exceptions. The game has no gradual change for a weather held this way, so rain stops the moment the map opens, and the clouds go at once and come back when the menu has closed. With time.lock off, the map shows whatever the time is. That changes the light only with alwaysMidday off or with another grade; with element_map and alwaysMidday on, the map is midday at any hour.

What is hidden

Clouds and fog come back when the menu closes, so a player who had them before opening it has them again after. hideWorld only affects this client: other players still see you and your vehicle while you are in the menu. Someone who gets into your vehicle comes into sight, and goes out of it again when they get out. A player who leaves any other vehicle stays hidden; they can show for a quarter of a second before the map hides them again. Everything comes back the moment the map starts closing, including a fade a server had set on a player.

Detail distance

The map is drawn from the streamed world, so how much of it is loaded decides how complete it looks. The value in use moves between lodScaleNear and lodScaleFar as altitude changes, and never exceeds lodScale.

Population budget

While the map is open the menu takes the ped and vehicle population budgets to 0, so memory goes to the world the camera is flying over. The game cannot be asked what they were, so the menu puts back the values set here when it closes. Change these only if another resource on your server calls SetPedPopulationBudget or SetVehiclePopulationBudget, and set them to the values it uses.

What closing gives back

Closing the menu leaves the game as it found it. A colour grade another resource had on the world comes back with its strength, and so does an extra grade. The expanded radar is left up if it was up. A ped or vehicle another resource had made translucent is translucent again. A resource that changes the grade while the menu is open keeps what it set: the menu only puts back a grade that is still its own. Two things cannot be read from the game and are reset instead: the streaming focus goes back to the player, and the population budgets go to the values above.

Example

Night held instead of midday, and lower detail for weaker machines:
Leaving the world exactly as it is in game:

Applying changes

Limits