World Map Remove Black Background

I was wondering how to remove the “black background” that comes up while the maximized/large world map is open. I used to use ElvUI but switched to GW2 UI, one thing i miss though is the map that ElvUI has.

I used MoveAnything to resize the large world map to be slightly smaller (to be something similar to the map in ElvUI), but it is black all around the outside of the map by default.

How do I go about removing this?

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/run WorldMapFrame.BlackoutFrame.Blackout:SetAlpha(0)

If you want to be able to interact with things around the map while it is open,

/run WorldMapFrame.BlackoutFrame:SetScript("OnShow", function(self) self:Hide() end)

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Awesome, that worked.

I have one more question, I noticed that when i change the scale of the big map, it also changes the scale of the quest log/smaller map. Is there a way to change just the size of the big map without affecting the smaller?

Thank you!

I’m not sure what you mean by “quest log/smaller map”. There is the WorldMapFrame with or without the quest log.

Fizzie, there is a zoomed and an unzoomed version of the map. One of them contains the show/hide questlog icon. Which one is which I have no idea.

They’re the same map, if it’s adjusting the scale between minimized (normal size) and maximized then something like:

/run WorldMapFrame:HookScript("OnSizeChanged", function(self) if self.isMaximized then self:SetScale(.5) else self:SetScale(1) end end)

This is normal size when minimized and 50% size when maximized. Adjust the scaling as required.

This is with no map addons.

Sorry for the late reply, was spending time with family.

This is exactly what I was looking for Fizzle, thank you so much for the help!

Fizzie the code for that is a hot mess (the Blizzard code) and much of it us needlessly buried in locals that make clean map functionality impossible with just a resize.

Unless they’ve rewritten that bit since 8.0 - who knows.

I struggled with that for weeks before giving up on it.

The map itself will redraw just fine, but attempting to interact with it, the mapping between where the cursor is and where whatever it is you’re attempting to click on is disconnected and doesn’t synch up well.

And yes, those are really “one” map, but Blizzard distinguishes between the two generated maps that are reusing many of the same frame elements by calling them the maximized and minimized maps and functionally they might as well be two distinct sets of frames.

https://imgur.com/a/9G4X1qi

I figure if the map scale is already being altered in one state then interaction is not a huge priority … until it is.
If the scale is returned to 1 in one of those states at least it will work 50% of the time, err… ;).

Personally I have the normalised map snap to a position 50% off the left side of the screen if it’s left edge is dragged anywhere off left or snap topleft if dragged back in.

Ah crap you are right, just noticed this when i logged in today and tried to click on a zone on the map. I kinda wish blizzard would just have the two maps separated and allow us to just resize them. (Then again I wish they would do a lot to the UI since its so damn old and outdated, mods are great but still would be nice)

Do you guys have any good suggestions on a map addon then? I tried mapster which is decent, but the full screen (Maximized) map cant be resized

I beat my head on this for about three months before giving up.

The problem is that you can’t hook the necessary functions correctly to fix the problems you run into by resizing the outer frame because for some unfathomable reason a whole raft of functions and variables associated with the maps are all local - buried down inside other functions - and not accessible via gateway functions.

As I mentioned, it’s a hot mess.

I’d suspect it was some sort of anti-botting measure if the code itself weren’t so poorly written.

Likely some half-wit at Blizzard knocked this together and as there appears to be zero code review there and it nominally worked, it got through.

What is the actual problem you are trying to solve?

Not sure if it can be fixed.

Seems like when we resized the ‘Maximized World Map’, that it causes problems with the mouse interactions. So where the mouse cursor appears on the map, and where it is actually clicking on seems to be incorrect.

Like for example: if you zoom out and look at the zones of a continent, if you try to click on a certain zone, it seems to be miss aligned between where your mouse cursor is over and where it is actually clicking.

And what is the actual problem you are trying to solve with this unfixable solution?

ie. I like small maps and this one is too big or, the map is xxx when I’m trying to do yyy and I would realy like it to zzz instead of just hiding it or …

I’m trying to make the Maximized map smaller and without its black borders that it has by default. Seems though that after using the following scripts posted above, the map does resize to what I want, but the mouse accuracy on the map is incorrect. Let me explain further:

This is how the Maximized Map looks in game without any modifications

https://imgur.com/BabeLGH.png

After using the scripts above, it becomes like this (which is how I want it to look):

https://imgur.com/lX2hnlB.png

And as you can see, it also retains the size of the Minimized version which is how I also want.

https://imgur.com/QtCSIII.png

Now, the only problem is that the mouse seems to have a problem interacting correctly with the map. In the following screenshots, you will see that I have marked a big red dot, that is my current location of the mouse cursor. As you can see though in the screen shots, where my mouse is, is not lined up where the game thinks im trying to click on the map (you can see by how the area to the left of it is highlighted)

https://imgur.com/stwoDmJ.png

In this picture above, you will see that my mouse is clearly over Tiragarde Sound, yet the games thinks It is over Drustvar (as can been seen by the highlight effect). Left clicking will take me into Drustvar instead of Tiragarde Sound

https://imgur.com/gb6E80U.png

Same can be seen here in the picture above, my mouse is beside Pandaria, yet the game believes it is over top of the continent.

So ideally, i would like the Maximized map to be as shown in the screenshot, but at the same time I would like the mouse to actually function correctly when interacting with the map.

Whilst I normally am perfectly happy watching someone beat their head bloody against a wall right next to the spot where I did, let me reiterate something.

This can’t be done.

function WorldMapMixin:SetupMinimizeMaximizeButton()
	self.minimizedWidth = 702;
	self.minimizedHeight = 534;
	self.questLogWidth = 290;

	local function OnMaximize()
		self:HandleUserActionMaximizeSelf();
	end

	self.BorderFrame.MaximizeMinimizeFrame:SetOnMaximizedCallback(OnMaximize);

	local function OnMinimize()
		self:HandleUserActionMinimizeSelf();
	end

	self.BorderFrame.MaximizeMinimizeFrame:SetOnMinimizedCallback(OnMinimize);
end

For some idiotic reason, Blizzard has hardcoded the width and height values inside the functions that manage elements of the map frame.

You can redraw the frame itself and PARTS of it will scale with that, but other parts expect the map to be exactly the original sizes and as far as I’ve been able to determine, Blizzard has provided no mechanism for altering those hard-coded values (other than perhaps buying controlling interest in the company, firing the fool who wrote this nonsense, and having it written correctly).


That, by the way, is just ONE stupid I found along these lines. There are many.

Feel free to dig around in FrameXML in virtually everything map-related on your own to confirm that - I’ll be ecstatic if you can find a way to scale the maps whilst retaining full map functionalty, but I truly don’t think it can be done without serious alterations to FrameXML itself.

/run WorldMapFrame.minimizedWidth = 352 WorldMapFrame.minimizedHeight = 272

You might have to click the max./min button for it to kick in but the code can be placed in a .lua file. It would also need some playing with elements like the Emissary Tracker.

Ooooo. I’m gonna so give that shot in a bit. I hope it works. But I think I tried that. It seems like that setup routine gets called in the process of normal map operation and resets the values. It’ll work the first time it’s opened, but after that, if you swap from min to max or the other way around it resets to default values.

“Setup” here is code for how Blizzard is reusing the frame names between the minimized and maximized map frames, not what it would ordinarily mean, if I recall correctly.

Hook the setup function to reset the sizes. It probably only gets re-called if you adjust display size.

I’ll give it a shot, Fizzie, but I literally spent 3 months chasing down this rabbit hole last year and at every turn I ran into things that forced default values in place.