Simple Map Modifier
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simple Map Modifier
Only Tooltip & Name can change this program. :D English UI string on other language. p.s. How to use : extract executable & locate at exist eq2ui_mainhud_map.xml file. Default map and some of map file not view at this time. |
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Here, New version of Editor! :nana:
- Add point possible - Edit everything you seen - Map Loading possible - gamma correction with mapview p.s. It convert file UTF8 supported format by UIBuilder. EF BB BF <?xml ... ?> 0A ... |
looks interesting, the only probalem i can think of is that when you run the updater to get new/corrected pois it will overwrite any maps you changed.
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It's problem, I think.
But Most of user I met, they didn't update everytime or translate to their language. Another purpose is see map outside of eq2 client and check their map file. Resemble with eq2map folder structer, it works fine. It use relative path of files like below. executable stored ---- eq2map (map definition file) .......................| .......................|+-- images --- maps (map image file) pardon me, I have short tongue in English. :D |
What would be interesting would be to write an extension that allowed you to preview a POI in this program and submit it to the website to make it real.
Would you be willing to share the source code? |
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It's source code.
With delphi 5 standard. * missing component * - flatstyle : from sf.net - simpleXML : from jvcl.sf.net - rzTreeView : can change with normal treeview component - cUnicodecodes.pas : fundamental.sf.net p.s. I didn't understand first writing above post. It's nested & nested. :eek: Sorry, I can read simple writing only. :o |
i will try and resay first writing above post.
make option to show point in Map Modifier and then send it to website to add to maps http://maps.eq2interface.com/submitpoi.php hopefully this will be understandable. |
Thanks for understanding.
Is it mean toggle menu for map point option and post POI when add new point? Is map point all of map point or one point that currently drawing ? |
map point option to one point that is currently drawing -> add to website
but i just realized problem, you have to be logged into the site to submit point or it wont work. sorry this will not work to submit to website because of needing to be logged in :( |
It may actually be possible to allow the software to log you in, store the cookie, and respond accordingly.
I'm looking into it. However, I've never worked with Delphi before, so I have no idea if that language has HTTP communication abilities. |
It's possible, but I don't about it in detail.
I try to find way to do that. :) |
Ok found out how to do this, in PHP at least.
Basically, you do a POST operation, sending whatever info is required for login. That data has to be "URL Encoded", seperated by ampersands (&). You then fetch the reply to that which includes one (or more) "Set-Cookie:" directives with the cookie data. You parse that out (I use a Regex below) and store it, then initiate another Get or post operation including a "Cookie:" line in the header, along with the contents of the cookie data. Now, this won't work if there is one of those "enter the magic number" graphical login things, but you could deal with that by displaying it to the user. Also, you may only need to do that once, instead caching whatever data these forums use to store the "autologin" (Usually a user-id and a hashed password) - from then on, you can just post that data along with the posted POI and you're done. Note that this code is ugly ugly, in php, and worked for me logging into my own local instance of phpNuke. The code for this site would, of course, be different. PHP Code:
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Ok, I made it.
But MSIE needed. Code:
procedure summitdata(const URL, iname, itype, izone, iloc, nodesc, idesc, user : string); |
Source code.
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It's source code.
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kewl d00d
nomas, this is really cool man!
a few suggestions: 1. make a popup window when create new point. have window ask for values 2. change color of point based on type to match with in game 3. have a button to show ALL points 4. have a button to let you click and drag one point across the map 5. when LOC is entered, but no path...have it find path when path is entered, but no LOC...have it find LOC ^^you can do these two with a formula used in Taco Man's "ZoneRect + UIBuilder Map Location Calculator" 6. make a button to enable always apply...so you dont have to keep pushing apply |
Yes, I wll try to do.
But It will spend some time. And Loc <-> pathfindlocation algorithm is unclear. Above link has only .exe file. Can I get some source code of it? |
yea, i think i still have the source code on my computer, i have to look thought i lsot some of my programs i wrote when my hard drive died.
Edit: i found the forumla i worked out for this, here it is. Code:
(LOC_0x + LOC_x) LOC_0x = the first x number in the zonerect Map_0x = 0 (i can explain if you want but just know that this is always 0) IconW = Icons width MAP_1x = the width of the map (its 436) Map_1y = 506 LOC_1x = the second x number in the zonerect wdpp_x = (LOC_1x - LOC_0x) / MAP_1x Repeat this forumula for y as well so you have both the x and y coordiantes. |
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First, I did this :
1. make a popup window when create new point. have window ask for values (Added popup box) 2. change color of point based on type to match with in game (Change Color except 'ZONE'. Is ZONE-Color-Value Black?) 3. have a button to show ALL points (See All points default) :) |
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Update
====== - some bug fix. IconStyle combo box value is now set with stored value at selection. 1. make a popup window when create new point. have window ask for values (added popup) 2. change color of point based on type to match with in game (same point color for all except 'ZONE'.) 3. have a button to show ALL points (View all points) 6. make a button to enable always apply...so you dont have to keep pushing apply (Remove Apply button. always update modified values) |
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New Binary :)
changes ====== - bug fix : Not focus on treeview item after LOC value change. - added : Point Drag & Drop possible. (shift mouse click & drag) to do ==== - LOC <--> Pathfindlocation function |
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Updated ! :)
- Default map is now loaded successfully. At implemenation LOC <--> Path calc, some problem is found. Some of maps haven't 'zonerect' definition. :( Too many updating in one day. :o |
we had to calculate the zonerect for all the zones so i could position the icons properly on the maps when one is submitted on the website. here is the list of all the zones and thier zonerect.
Zone zonerect A Pirates Hidden Stash -920,1021,-816,1139 Antonica East 765,-1220,2955,1330 Antonica West -585,-1135,1635,1445 Blackburrow Level 1 -98,-165,116,80 Blackburrow Level 2 -80,-85,138,142 Blackburrow Level 3 -120,-124,99,128 Blood Skull Valley -408,603,122,1102 Cauldron Cove and Hollow -1042, -672, -847, -446 Cavern of Tangled Weeds 47, -1169, 144, -1057 Cazic Thule Inside -117, -180, 117, 91 Cazic Thule North -93,-259.02,96,-40.38 Cazic Thule South -106,-75.95,106.16,166.51 Chamber of Immortalilty -234,88,-166,164 Chamber of Rulgax -214, 89, -4, 339 Commonlands East -260,-1090,1645,1120 Commonlands West -1620,-1090,290,1120 Condemned Catacombs -46,-261,239,68 Cove of Decay 77,1012,373,1398 Crows Resting Place -28,-17,27,15 Darkblade Den -28, -32, 29, 35 Deathfist Citadel Basement -55, -54, 51, 69 Deathfist Citadel Ground -55, -54, 51, 69 Deathfist Citadel Sewer - Jail -57, -58, 52, 68 Deathfist Citadel Top -55, -54, 51, 69 Dire Hollow - Grim Tidings -95,-4,10,112 Edgewater Drains I -220,-165,22,120 Edgewater Drains II -220,-165,22,120 Edgewater Drains III -264,-150,-18,131 Everfrost -877,-1853,884,218 Fallen Gate -216,-351,194,152 Feerrott (East) 721,-309,2151,1315 Feerrott (West) -299,-309,1104,1314 Firemyst Gully 1003,392,1324,763 Forbidden Sepulcher -110, -908, 173, -584 Freeport: Beggars Court -142,-140,110,152 Freeport: Big Bend -125,-115,110,160 Freeport: East Freeport -100,-360,520,370 Freeport: Longshadow Alley -95,-130,110,115 Freeport: North Freeport -160,-420,295,105 Freeport: Scale Yard -145,-80,60,152 Freeport: South Freeport -110,-40,360,560 Freeport: Stonestair Byway -85,-175,140,102 Freeport: Sunken City -166,-155,127,172 Freeport: Temple Street -130,-55,105,215 Freeport: The Graveyard -151,-160,139,171 Freeport: The Ruins -75,-89,215,243 Freeport: The Sprawl -120,-170,210,240 Freeport: West Freeport -360,-220,80,290 Gobblerocks Hideout -20,-200,290,164 Grozmags Trial -17, -20, 18, 21 Lavastorm -425,-730,944,841 Lost Village of Kugup 17, 81, 170, 263 Miraguls Menagerie 22,-421,188,-227 Nektropos Castle Level 1 -89,-100,91,115 Nektropos Castle Level 2 -89,-100,91,115 Nektropos Castle Level 3 Nektulos Forest -1117,-2680,1780,710 Oakmyst Forest -1135,-560,-690,-50 Obelisk of Lost Souls cave -174, 114, 131, 469 Obelisk of Lost Souls level 1 -60, 143, 215, 461 Permafrost Basement -158, -481, 132, -146 Permafrost Level 1 -334, -519, 313, 230 Permafrost Level 2 -275, -787, 388, -27 Permafrost Level 3 -241, -572, 243, -7 Qeynos Tradeskill Area -21,-43,37,33 Qeynos: 1 Room Apartment -1,-13,11,13 Qeynos: 2 Room Apartment -24,-25,22,13 Qeynos: Castleview Hamlet -816,-237,-658,-55 Qeynos: Graystone Yard -1020,-295,-787,-25 Qeynos: Nettleville Hovel -715,243,-558,425 Qeynos: North Qeynos -770,-500,-40,340 Qeynos: Qeynos Harbor -1030,-260,-585,270 Qeynos: South Qeynos -805,-105,-320,455 Qeynos: Starcrest Commune -840,209,-685,391 Qeynos: The Baubbleshire -1032,-626,-767,-305 Qeynos: The Elddar Grove -915,-650,-475,-134 Qeynos: The Willow Wood -960,-835,-705,-520 Rivervale (East) 340,-450,900,321 Rivervale (West) -108,-388,500,321 Ruins of Varsoon (Center) -142,-165,113,140 Ruins of Varsoon (East) 60,-165,321,140 Ruins of Varsoon (West) -311,-165,-53,140 Runnyeye Citadel -246,-257,145,198 Sepulcher of Jhanda -21, -46, 40, 26 Serpents Lair -27, -32, 27, 32 Soluseks Eye Level 1 -155,-252,351,336 Soluseks Eye Level 2 -182,-180,249,315 Soluseks Eye Level 3 128,-165,384,140 Soluseks Eye Level 4 -160,-205,316,255 Soluseks Eye Level 5 -142,-330,298,207 Splitpaw Crawler Nest -60,-249,100,-49 Splitpaw Delving into Darkness -62, -266, 149, -22 Splitpaw Den -48,-321,96,-154 Splitpaw Upper Tunnels -111, -265, 150, 33 Stormhold Level 1 -132,-231,173,126 Stormhold Level 2 -132,-231,173,126 Stormhold Level 3 -132,-231,173,126 Stormhold Level 4 -177,-163,-16,73 Sullon Mines -416,-246,-226,4 Tallon Hording Halls -296,-190,-232,-111 The Caves Level 1 -73,-150,48,22 The Caves Level 2 -73,-150,48,22 The Caves of Wonder 338, -660, 424, -559 The Crypt of Betrayal -194,-235,48,46 The Deathly Scarab Hive -10,-34,49,35 The Down Below -46,-261,239,68 The Enchanted Lands East -126,-1278,1144,205 The Enchanted Lands West -751,-1279,520,209 The Eternal Gorge -907.62,480.53,-679.91,701.42 The Forest Ruins -1221,-960,-866,-540 The Isle of Refuge -330,-293,190,310 The Peat Bog -844,358,-553,698 The Serpent Sewer -20,-200,290,164 The Thieves Way -42,-34,202,248 The Tomb of Valor -7,-71,52,-29 The Vault of the Fallen -126, -191, -16, -61 The Wailing Caves (East) 9,-223,280,25 The Wailing Caves (West) -70,-230,90,10 Thundering Steppes -1530,-1170,810,1720 Tombs of Night I -141,-153,133,166 Tombs of Night II -140, -154, 136, 167 Tombs of Night III -143,-434,130,150 Underrot Caverns Moldy Crypt -263, -240, 25, 100 Unearthing -18,-8,101,111 Vermins Snye -276,-273,34,84 Zek -781,-979,605,644 |
My head hurts now, thanks taco:P lol
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great ! :)
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I have headarche in converting aberration.
1. pathfindX := -(MapZonerect.Left + x * (MapZoneRect.Right - MapZoneRect.Left + 1) / MapWidth); 2. pathfindX := (Mapzonerect.Left + x) * MapWidth / (MapZoneRect.Right - MapZoneRect.Left + 1); Is this formula incorrect? |
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