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Just wondering if I'm missing a map.
I'm getting the (original) symbols for Castleview Hamlet but the map itself has become very small so the symbols don't match the map anymore. Do I need to download the map from here? edit: also, browsing through older pages, maybe it's time for a small package with all maps (and files required) sofar? So people can test it a little? edit2: added a screenie to clarify edit3: added 2nd screeny so show what happens when I open Map window. |
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Here is Wailing caves! yaaaay. Based off of diztorded's coords.
I layered this on top of the old map to position it, so it will match up just right (or at least as close as the old map). So you should only need to replace the DDS. Fillem, you got a bad xml somewhere, use the one attached |
I have yet to get in there and test resizeability (not a feature I had planned on, so a few elements would need tweaking to be graphically pleasing). Do the icon positions, loc arrow, maps and fog all scale properly with the map when you stretch it?
If everything seems to be working, I'll add the code into my xml and get all the loose ends tied up. Quib |
ya i can make it so the default map/icons resize just fine, with 1:1 ratio or no ratio, or a button that toggles ratio hehe
i think getting our custom maps will take a bit more work since i have to add those values to each one (default are much easier w/ find and replace) |
ah nevermind.
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man i wish i could help more with the map thing but between studying for all my finals at high school, and learning to drive(just got my permit and bought myself a used 240sx) it keeps me so busy that i havent even logged on to eq2 for a week and a half.
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Aha, I figured it out...its been a while but im trying to buy a house and pack and everything so im not on as much as I'd like to be, when I am I'm working on the quest mod, but this is what I came up with.
For each step of the quest that requires going to a specific location I can make that section of text into a button, a button with no borders, just text.I can make an animated dot that is visible=false. When you click on the button it moves the animated dot to the location you need to visit and makes it visible=true for a few seconds and also input the loc coords into the locfinder or whatever it is that you call it at the top of the window. Now that I have that problem solved I have to find some way to make a page scrollable....which is impossible as of now right? well at least a scroll bar is impossible, I can have two scroll bar buttons but code them in a way that they change the location of a subpage on a small mainpage and that will then 'scroll' the subpage in the page. Hmmmm...I can come up with a lot of stuff in theory...lets see how well I put them into code.... |
Also can someone post up some actual zone names referred to by qey_village06 and such? I'm at work and cant get the info and dont know the maps well enough.
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Hi i downloaded map have main hud in my ui folder have maps and icon folders in my images folder with maps in map folder and icon file in icon folder i log in and shows the map window right but no icons and doesnt show your maps i do something wrong?
Thanks for any help Lady1 |
It "sounds" like you did everything right... but if it's not working then you must've messed up somewhere. It's sorta hard to tell you what to do when you seem to have followed directions.
We're REALLY close to release. I'm starting work on standardizing the formatting in the xml, adding the resizing code, adding buttons to the Select Map tab, and tying up any other loose ends. If someone could set up some location icons for The Graveyard and flesh out The Caves icons a little, I'd appreciate it. Eloa, I'll see if I can sort out the zone names for the sub-city zones and add 1Location=""s for them in the XML. Quib |
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heres internal zone names i got in my notepad :)
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When I try and make the map resizable, I get the same results that Fillem shows in their attached images... I'll revisit it again after I standardize the xml, but if it's gonna be difficult, it may not make it in the first release.
Quib |
Hi Quib nm i downloaded a different mainhud on one of the posts and now all works thanks for reply,and to you and the others very nice work :cool:
Lady1 |
sorry about the messed up resizeable xml...
Turns out i uploaded the wrong version before and cant find the right one, so i had to redo it, unless quib wants to hehe bah the thing messed up. copy and paste doesnt work too well with eq2uibuilder. Ill do it after work i guess |
here is default map resizeable plus this map mod. About to go test it myself.
ick back to the drawing board |
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very impressed with this!!! :nana: |
ok heres where im stuck. I got default maps to resize, with our stuff in there.
But for SOME reason, the custom maps show up white, and the icons show up just fine. I have no idea why. The maps in the Select map show up fine, too. I have not coded this to resize yet. also the icons on custom maps dont resize, havent added properties yet. wierd that this works so well without our mod in there, hehe mebbe the icons need done in order to make the map appear, who knows ok that has no icons resizeable since i copy-pasted icons page from our mod heh EDIT: nevermind, somehow i lost the 01 on tradeskill01 for the mapstyle, so i assumed the rest were white too. Back to work! |
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here we go! all maps resize properly except those in select map tab.
All default icons resize, havent done our icons yet. This one is an update if you want resizeablity. for now click the minimize button twice to set back to default. Ill prolly add 1/2,X2, etc hotkeys for map window size |
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The loc arrow and fog don't work properly when the map is resized correct?
I don't see much point in this map window being resizable if it's best function (the loc arrow) becomes inaccurate... however, Eloa's custom map window would benefit from resizability immensely I suspect. Don't misunderstand, I've learned a whole lot from what you've done here, but I just don't see it as being a viable option when it inflates the file size so much, and adds bugs. I'm finishing up my standardization of the xml format in the map window, double checking zonerects, touching up some graphics (minimize and restore buttons have a "unique" look now), and fixing any disparities (map had to be moved one pixel right, some Locations and PackLocations didn't match). After that I'm fleshing out the Select Map tab. I ran your Wailing Caves maps through photoshop. Tell me if you like them or if you'd rather I stick with your originals. Quib |
I am in no way affiliated in making this mod but just wanted to add my 2 cents.
Maybe it's because I'm playing at 1280 x 1024 but I for one would have no need at all for resizing the map. Testing the last version (I think) it works wonderfully and had at no time wanted to resize it... Please, keep up the good work and if I can help in any way let me know... |
Wailing Caves revisited
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I finally was able to get a key to that boss room. I appologize for the delay. Here is the complete logfile with the room added. Instead of redoing the whole thing, I was thinking you could just delete the lines prior to 1-21-05. Which would leave just the room. The exit for this room is a one way hallway leading out from the north then goes through an invisible wall.
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Can we take authors off the maps and such? In no other mod does anyone give themselves credit for the mod except maybe if you look at the mod before it gets dynamic data loaded into it.
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i dont think im going to add that bossroom, cuz i would have to change the dds and the zonerect, then try to line the map up just right and all that crap. Its just too much for one little boss room:) for me at least, if someone else wants to do it i can give the source map in adobe format
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Personally if they wanted to make the title of every window and every button label tonyis3l33t, Eloa, and Quib, I'm all for it! (Pardon me if I left anyone out, you guys r0x0rz) While my partially-facetious comment may sound excessive, the "branding" on the maps has been far from gratuitous. Heat up the branding iron gals and fellas, you deserve it! |
As a side note, could you imagine if UI mods were salable in game?
You guys would make a killing! You've gotten better at Mod Building (152)! |
I agree with Tony here, a name in the corner of the map is really not a big deal. Just so long as there weren't text labels posted everywhere, I could deal with it, and I'm really picky about such things.
I'll have an xml for you guys to look at soon; there won't be much visibly different, but I'll want you to take note of file size (the smaller the xml, the faster it's parsed meaning faster load time and possibly less RAM used [by like a few kilobytes]). The minimize button will look different and I want feedback on it. It's faked button graphics, and I want to know if it's good or if I should make real buttonstyles. Quib |
has anyone done those last two icon maps? if not ill do em i suppose
also, what other maps need done besides... Nek Castle Stormhold 2-20 or however many lvls crypt of betrayal icon maps for nek and TS, and enchanted lands if i EVER get there :) |
Nope, they're still "up for grabs" Tony. I haven't actually done any more than just zone-line icons before, so I wouldn't know where to begin on what I should have for all the different location icons.
Hehe, you edited your post. Nek castle isn't high priority, Stormhold 2 and 3 maps would be nice, and icons for Stormhold 3. Icon maps for Nektulos and TS would be really awesome. Quib |
if you want WC in that color ill do it real quick. should look better if done from the source:)
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It's color plus a "Texturizer" filter of texture: Sandstone, scaling: 100%, relief: 1, light direction: Bottom.
The standard color I use is: R 188, G 183, B 162 The texture is almost more important than the color. Quib |
Maps, credits, and stuff
I personally like seeing the names of the people responsible for that map. :nana: Having their name on the map is fine but to include everyone, I would think a credits page would be best. One that loads a XML file that we update with each release or something maybe.
I agree Tony, adding that room would be a hassle seeing how most people never even go in there but I thought I should post it just in case. I tested it without it being mapped and I being in the room and all that happens is that the arror goes off the beaten path. No biggie. I am part way through doing the /loc of special places and things in Wailing Caves. Just waiting on a spawn so that I can get the exact name. |
I've been keeping pretty comprehensive Acknowledgements in the readme file and wanted to avoid bloating the xml with a credits section (the more xml, the worse EQ2 runs). If anyone demanded a credits page in-game I'd add it, but I'm really hoping the window can be kept efficient.
Quib |
here ya go, WC in that brown color
use whichever version ya want hehe. i can always use my own i suppose :) woops, forgot diztorded in that one, re-uploading there we go. Im going to bed, its late here ;) EDIT: see later post, had spelling error |
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Check this xml out... uhm... everybody? I'd like feedback on the new look for the minimize/restore button mostly, and am wanting to know if any bugs remain. The cursor doesn't seem to get sucked into the loc finder much anymore thanks to Deathbane27, but if someone can figure out a situation in which that still happens, I'd like to know about it.
Stuff left to do before release: Create Loc Icons for The Graveyard Expand Loc Icons for The Caves Stuff that'd be nice to do, but isn't essential for release: Map Stormhold floors 2 and 3 Create Loc Icons for Stormhold floor 3 Expand Loc Icons for Crow's Resting Place Map and do Loc Icons for Firemyst Gully Expand Loc Icons for Ruins of Varsoon Map and do Loc Icons for Fallen Gate Create Loc Icons for Wailing Caves (Diztorded is getting data for this) Create Loc Icon overlays for Nektulos Forest and Thundering Steppes Quib |
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I'd prefer to see a button on the select map page that listed map credits than see the names on the actual maps, but thats just my opinion. :) I should be able to map stormhold 2, but tony seems to have greater resources when it comes to maping that stuff so I was thinking I'd let him do it. |
I've been in Firemyst Gully a half dozen times, I'm not too worried about it and planned to map it myself. Anyone know how to get access to the hidden vale in Antonica?
Also, if anyone wanted to map homes/apartments for fun, it'd be neat. Quib |
Even though the ICONS show it to be a zone on antonica Hidden Vale is not a zone.
Shattered Vale is. Access quest from Eldaar Grove from a guy across the water near the waterfall. Or you go here when you do Warrior -> Guardian class quest. Or when you do the Guild Level 5 raid. |
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