EQ2Interface

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-   -   Unofficial maps in game (https://www.eq2interface.com/forums/showthread.php?t=777)

Quib 01-12-2005 08:12 PM

1 Attachment(s)
Didn't actually double check my zonerect, but here's the xml and my new, 100% Quib-made The Thieves' Way map.

Quib

Deathbane27 01-13-2005 05:18 AM

Quote:

Originally Posted by Voik
I've noticed that when one clicks in this map window the cursor is automatically sucked up into the waypoint text box...

Project developers and/or power users: Moving "QM_LocEntry" (the page containing the Locfinder elements) between the WC_Title and WC_Titlebar seems to resolve this issue. The Textbox doesn't absorb the cursor when clicking on other parts of the window and remains functional.

Eloa 01-13-2005 06:43 AM

Easy way to get icons from game into the maps:
Use the parser in post 280 of this thread.
In game, join a BS channel like mychannelformeonlynooneelse and when you find something to make an icon, do a
/tell channel# MOB Darkpaw mobsname, levels #-# agro,solo/group, etc.
/loc
When you're done use the parser and put in keep:
/you tell mychannelformeonlynooneelse/your location is/
and put in delete list:
*, parse it, and use tacomans loc prog to set everything up, very easy, and super accurate.

Eloa 01-13-2005 06:47 AM

taco man, Love the zonerect calc prog, 1 request, on the Location tab, when you tab from x, go to y, and highlight value in y so you can just type the Y coords, and when you hit enter from Y, automatically hit calculate button and automatically place the maplocation.text on the clipboard...itll speed the process a lot.

Eloa 01-13-2005 07:06 AM

The Ruins icons, nice and pretty thanks to taco man's location prog :)

Quote:

<Page 1location="The Ruins" Name="fprt_adv04_ruins" ScrollExtent="436,506" Size="436,506" visible="false">
<Icon IconStyle="NPC" IconType="map" LocalTooltip="Guard Griz
-
Merchant Pitrova" Location="340,260" Name="NPCpitrovagriz" OnHoverIn="Parent.Parent.Parent.Parent.QM_LocEntry.QM_LocText.LocalText=pathfind location Parent.Parent.Parent.Parent.QM_LocEntry.QM_LocPath.pathfindlocation=pathfindloca tion" pathfindlocation="-157.10, -1.02, 84.28" ScrollExtent="10,10" Size="10,10" Tooltip="Guard Griz
-
Merchant Pitrova" TreatAsButton="true"/>
<Icon IconStyle="NPC" IconType="map" LocalTooltip="Guard Valinus" Location="347,253" Name="NPCvalinus" OnHoverIn="Parent.Parent.Parent.Parent.QM_LocEntry.QM_LocText.LocalText=pathfind location Parent.Parent.Parent.Parent.QM_LocEntry.QM_LocPath.pathfindlocation=pathfindloca tion" pathfindlocation="-161.51, -1.01, 80.08" ScrollExtent="10,10" Size="10,10" Tooltip="Guard Valinus" TreatAsButton="true"/>
<Icon IconStyle="MOB" IconType="map" LocalTooltip="Lonetusk Prophets
-
Lonetusk Warriors
-
Lonetusk Guards
-
Lonetusk Sentries" Location="323,187" Name="MOBlonetuskencampment5" OnHoverIn="Parent.Parent.Parent.Parent.QM_LocEntry.QM_LocText.LocalText=pathfind location Parent.Parent.Parent.Parent.QM_LocEntry.QM_LocPath.pathfindlocation=pathfindloca tion" pathfindlocation="-93.07, -2.73, 35.36" ScrollExtent="10,10" Size="10,10" Tooltip="Lonetusk Prophets
-
Lonetusk Warriors
-
Lonetusk Guards
-
Lonetusk Sentries" TreatAsButton="true"/>
<Icon IconStyle="MOB" IconType="map" LocalTooltip="Lonetusk Prophets
-
Lonetusk Warriors
-
Lonetusk Guards
-
Lonetusk Sentries" Location="307,147" Name="MOBlonetuskencampment4" OnHoverIn="Parent.Parent.Parent.Parent.QM_LocEntry.QM_LocText.LocalText=pathfind location Parent.Parent.Parent.Parent.QM_LocEntry.QM_LocPath.pathfindlocation=pathfindloca tion" pathfindlocation="-93.07, -2.73, 35.36" ScrollExtent="10,10" Size="10,10" Tooltip="Lonetusk Prophets
-
Lonetusk Warriors
-
Lonetusk Guards
-
Lonetusk Sentries" TreatAsButton="true"/>
<Icon IconStyle="MOB" IconType="map" LocalTooltip="Lonetusk Prophets
-
Lonetusk Warriors
-
Lonetusk Guards
-
Lonetusk Sentries" Location="279,187" Name="MOBlonetuskencampment3" OnHoverIn="Parent.Parent.Parent.Parent.QM_LocEntry.QM_LocText.LocalText=pathfind location Parent.Parent.Parent.Parent.QM_LocEntry.QM_LocPath.pathfindlocation=pathfindloca tion" pathfindlocation="-93.07, -2.73, 35.36" ScrollExtent="10,10" Size="10,10" Tooltip="Lonetusk Prophets
-
Lonetusk Warriors
-
Lonetusk Guards
-
Lonetusk Sentries" TreatAsButton="true"/>
<Icon IconStyle="MOB" IconType="map" LocalTooltip="Lonetusk Prophets
-
Lonetusk Warriors
-
Lonetusk Guards
-
Lonetusk Sentries" Location="258,138" Name="MOBlonetuskencampment2" OnHoverIn="Parent.Parent.Parent.Parent.QM_LocEntry.QM_LocText.LocalText=pathfind location Parent.Parent.Parent.Parent.QM_LocEntry.QM_LocPath.pathfindlocation=pathfindloca tion" pathfindlocation="-93.07, -2.73, 35.36" ScrollExtent="10,10" Size="10,10" Tooltip="Lonetusk Prophets
-
Lonetusk Warriors
-
Lonetusk Guards
-
Lonetusk Sentries" TreatAsButton="true"/>
<Icon IconStyle="MOB" IconType="map" LocalTooltip="Lonetusk Prophets
-
Lonetusk Warriors
-
Lonetusk Guards
-
Lonetusk Sentries" Location="245,185" Name="MOBlonetuskencampment1" OnHoverIn="Parent.Parent.Parent.Parent.QM_LocEntry.QM_LocText.LocalText=pathfind location Parent.Parent.Parent.Parent.QM_LocEntry.QM_LocPath.pathfindlocation=pathfindloca tion" pathfindlocation="-93.07, -2.73, 35.36" ScrollExtent="10,10" Size="10,10" Tooltip="Lonetusk Prophets
-
Lonetusk Warriors
-
Lonetusk Guards
-
Lonetusk Sentries" TreatAsButton="true"/>
<Icon IconStyle="NAME" IconType="map" LocalTooltip="Chieftan Rekrin
Level 11^^
Grouped with 4 Level 11 orcs
Slight Roamer" Location="178,191" Name="NAMEchieftanrekrin" OnHoverIn="Parent.Parent.Parent.Parent.QM_LocEntry.QM_LocText.LocalText=pathfind location Parent.Parent.Parent.Parent.QM_LocEntry.QM_LocPath.pathfindlocation=pathfindloca tion" pathfindlocation="-48.25, -2.53, 38.78" ScrollExtent="10,10" Size="10,10" Tooltip="Chieftan Rekrin
Level 11^^
Grouped with 4 Level 11 orcs
Slight Roamer" TreatAsButton="true"/>
<Icon IconStyle="MOB" IconType="map" LocalTooltip="Brokentusk Sentries
-
Brokentusk Guards
-
Brokentusk Prophets
-
Brokentusk Pounders" Location="68,366" Name="MOBbrokentuskencampment4" OnHoverIn="Parent.Parent.Parent.Parent.QM_LocEntry.QM_LocText.LocalText=pathfind location Parent.Parent.Parent.Parent.QM_LocEntry.QM_LocPath.pathfindlocation=pathfindloca tion" pathfindlocation="-13.96, -4.38, 157.45" ScrollExtent="10,10" Size="10,10" Tooltip="Brokentusk Sentries
-
Brokentusk Guards
-
Brokentusk Prophets
-
Brokentusk Pounders" TreatAsButton="true"/>
<Icon IconStyle="MOB" IconType="map" LocalTooltip="Brokentusk Sentries
-
Brokentusk Guards
-
Brokentusk Prophets
-
Brokentusk Pounders" Location="87,386" Name="MOBbrokentuskencampment3" OnHoverIn="Parent.Parent.Parent.Parent.QM_LocEntry.QM_LocText.LocalText=pathfind location Parent.Parent.Parent.Parent.QM_LocEntry.QM_LocPath.pathfindlocation=pathfindloca tion" pathfindlocation="-13.96, -4.38, 157.45" ScrollExtent="10,10" Size="10,10" Tooltip="Brokentusk Sentries
-
Brokentusk Guards
-
Brokentusk Prophets
-
Brokentusk Pounders" TreatAsButton="true"/>
<Icon IconStyle="MOB" IconType="map" LocalTooltip="Brokentusk Sentries
-
Brokentusk Guards
-
Brokentusk Prophets
-
Brokentusk Pounders" Location="115,402" Name="MOBbrokentuskencampment2" OnHoverIn="Parent.Parent.Parent.Parent.QM_LocEntry.QM_LocText.LocalText=pathfind location Parent.Parent.Parent.Parent.QM_LocEntry.QM_LocPath.pathfindlocation=pathfindloca tion" pathfindlocation="-13.96, -4.38, 157.45" ScrollExtent="10,10" Size="10,10" Tooltip="Brokentusk Sentries
-
Brokentusk Guards
-
Brokentusk Prophets
-
Brokentusk Pounders" TreatAsButton="true"/>
<Icon IconStyle="MOB" IconType="map" LocalTooltip="Brokentusk Sentries
-
Brokentusk Guards
-
Brokentusk Prophets
-
Brokentusk Pounders" Location="129,372" Name="MOBbrokentuskencampment1" OnHoverIn="Parent.Parent.Parent.Parent.QM_LocEntry.QM_LocText.LocalText=pathfind location Parent.Parent.Parent.Parent.QM_LocEntry.QM_LocPath.pathfindlocation=pathfindloca tion" pathfindlocation="-13.96, -4.38, 157.45" ScrollExtent="10,10" Size="10,10" Tooltip="Brokentusk Sentries
-
Brokentusk Guards
-
Brokentusk Prophets
-
Brokentusk Pounders" TreatAsButton="true"/>
<Icon IconStyle="MOB" IconType="map" LocalTooltip="Brokentusk Pawns
-
an old bucket
taggable" Location="193,371" Name="MOBbrokentuskpawns" OnHoverIn="Parent.Parent.Parent.Parent.QM_LocEntry.QM_LocText.LocalText=pathfind location Parent.Parent.Parent.Parent.QM_LocEntry.QM_LocPath.pathfindlocation=pathfindloca tion" pathfindlocation="-58.06, -2.67, 157.51" ScrollExtent="10,10" Size="10,10" Tooltip="Brokentusk Pawns
-
an old bucket
taggable" TreatAsButton="true"/>
<Icon IconStyle="MOB" IconType="map" LocalTooltip="Vagrant Squatters" Location="98,209" Name="MOBsquatters2" OnHoverIn="Parent.Parent.Parent.Parent.QM_LocEntry.QM_LocText.LocalText=pathfind location Parent.Parent.Parent.Parent.QM_LocEntry.QM_LocPath.pathfindlocation=pathfindloca tion" pathfindlocation="5.49, -3.27, 50.69" ScrollExtent="10,10" Size="10,10" Tooltip="Vagrant Squatters" TreatAsButton="true"/>
<Icon IconStyle="NPC" IconType="map" LocalTooltip="Guard N&apos;tal" Location="109,143" Name="NPCntal" OnHoverIn="Parent.Parent.Parent.Parent.QM_LocEntry.QM_LocText.LocalText=pathfind location Parent.Parent.Parent.Parent.QM_LocEntry.QM_LocPath.pathfindlocation=pathfindloca tion" pathfindlocation="-1.86, -4.28, 7.14" ScrollExtent="10,10" Size="10,10" Tooltip="Guard N&apos;tal" TreatAsButton="true"/>
<Icon IconStyle="MOB" IconType="map" LocalTooltip="Shoreside Asps
Levels 3,4,5
Solo
-
Puny Squalid Vermin
Level 5
Solo" Location="121,182" Name="MOBshoresideasp2" OnHoverIn="Parent.Parent.Parent.Parent.QM_LocEntry.QM_LocText.LocalText=pathfind location Parent.Parent.Parent.Parent.QM_LocEntry.QM_LocPath.pathfindlocation=pathfindloca tion" pathfindlocation="-10.86, -5.29, 33.32" ScrollExtent="10,10" Size="10,10" Tooltip="Shoreside Asps
Levels 3,4,5
Solo
-
Puny Squalid Vermin
Level 5
Solo" TreatAsButton="true"/>
<Icon IconStyle="MOB" IconType="map" LocalTooltip="Vagrant Squatters" Location="89,234" Name="MOBsquatters1" OnHoverIn="Parent.Parent.Parent.Parent.QM_LocEntry.QM_LocText.LocalText=pathfind location Parent.Parent.Parent.Parent.QM_LocEntry.QM_LocPath.pathfindlocation=pathfindloca tion" pathfindlocation="12.20, -3.27, 67.31" ScrollExtent="10,10" Size="10,10" Tooltip="Vagrant Squatters" TreatAsButton="true"/>
<Icon IconStyle="NPC" IconType="map" LocalTooltip="Merchant Talia" Location="136,305" Name="NPCtalia" OnHoverIn="Parent.Parent.Parent.Parent.QM_LocEntry.QM_LocText.LocalText=pathfind location Parent.Parent.Parent.Parent.QM_LocEntry.QM_LocPath.pathfindlocation=pathfindloca tion" pathfindlocation="-20.75, -4.42, 114.66" ScrollExtent="10,10" Size="10,10" Tooltip="Merchant Talia" TreatAsButton="true"/>
<Icon IconStyle="MOB" IconType="map" LocalTooltip="Exiled Orcs
-
Lonetusk Pawns" Location="199,235" Name="MOBexiledorccamp" OnHoverIn="Parent.Parent.Parent.Parent.QM_LocEntry.QM_LocText.LocalText=pathfind location Parent.Parent.Parent.Parent.QM_LocEntry.QM_LocPath.pathfindlocation=pathfindloca tion" pathfindlocation="-62.39, -0.99, 68.27" ScrollExtent="10,10" Size="10,10" Tooltip="Exiled Orcs
-
Lonetusk Pawns" TreatAsButton="true"/>
<Icon IconStyle="MOB" IconType="map" LocalTooltip="Luntusk Guards
Level 6^
Group of 2" Location="182,207" Name="MOBlonetuskguards2" OnHoverIn="Parent.Parent.Parent.Parent.QM_LocEntry.QM_LocText.LocalText=pathfind location Parent.Parent.Parent.Parent.QM_LocEntry.QM_LocPath.pathfindlocation=pathfindloca tion" pathfindlocation="-41.86, -3.76, 45.54" ScrollExtent="10,10" Size="10,10" Tooltip="Luntusk Guards
Level 6^
Group of 2" TreatAsButton="true"/>
<Icon IconStyle="MOB" IconType="map" LocalTooltip="Luntusk Guards
Level 6^
Group of 2" Location="168,200" Name="MOBlonetuskguards1" OnHoverIn="Parent.Parent.Parent.Parent.QM_LocEntry.QM_LocText.LocalText=pathfind location Parent.Parent.Parent.Parent.QM_LocEntry.QM_LocPath.pathfindlocation=pathfindloca tion" pathfindlocation="-41.86, -3.76, 45.54" ScrollExtent="10,10" Size="10,10" Tooltip="Luntusk Guards
Level 6^
Group of 2" TreatAsButton="true"/>
<Icon IconStyle="MOB" IconType="map" LocalTooltip="Shoreside Asps
Levels 3,4,5
Solo
-
Puny Squalid Vermin
Level 5
Solo" Location="270,244" Name="MOBshoresideasp1" OnHoverIn="Parent.Parent.Parent.Parent.QM_LocEntry.QM_LocText.LocalText=pathfind location Parent.Parent.Parent.Parent.QM_LocEntry.QM_LocPath.pathfindlocation=pathfindloca tion" pathfindlocation="-110.90, -2.38, 74.97" ScrollExtent="10,10" Size="10,10" Tooltip="Shoreside Asps
Levels 3,4,5
Solo
-
Puny Squalid Vermin
Level 5
Solo" TreatAsButton="true"/>
<Icon IconStyle="NPC" IconType="map" LocalTooltip="Armsdealer Nylzs" Location="261,269" Name="NPCnylzs" OnHoverIn="Parent.Parent.Parent.Parent.QM_LocEntry.QM_LocText.LocalText=pathfind location Parent.Parent.Parent.Parent.QM_LocEntry.QM_LocPath.pathfindlocation=pathfindloca tion" pathfindlocation="-104.27, -2.67, 90.28" ScrollExtent="10,10" Size="10,10" Tooltip="Armsdealer Nylzs" TreatAsButton="true"/>
<Text Font="/Fonts.FontZapf18" LocalText="Levels 5-15" LocalTooltip="Zone meant for these levels." Location="17,12" Margin="0,0,5,0" Name="Level" ScrollExtent="109,20" Size="109,20" TextAlignmentVertical="Center" TextColor="#000000" Tooltip="Zone meant for these levels.">Levels 5-15</Text>
<Icon BackgroundTint="#000000" IconRect="84,168,126,210" IconResource="/images/icons/icon_map1.dds" IconStyle="zoningstyle" IconType="map" LocalTooltip="Mariner&apos;s Bell" Location="373,238" MouseOverColor="#FFFF00" Name="MarinerBell" OnHoverIn="Parent.Parent.Parent.Parent.QM_LocEntry.QM_LocText.LocalText=pathfind location Parent.Parent.Parent.Parent.QM_LocEntry.QM_LocPath.pathfindlocation=pathfindloca tion" pathfindlocation="-186, -1, 80" PressedColor="#FFFF00" ScrollExtent="42,42" Size="42,42" Tooltip="Mariner&apos;s Bell" TreatAsButton="true"/>
<Icon BackgroundTint="#000000" IconRect="84,168,126,210" IconResource="/images/icons/icon_map1.dds" IconStyle="zoningstyle" IconType="map" LocalTooltip="To The Sprawl" Location="79,117" MouseOverColor="#FFFF00" Name="ZoneSprawl" OnHoverIn="Parent.Parent.Parent.Parent.QM_LocEntry.QM_LocText.LocalText=pathfind location Parent.Parent.Parent.Parent.QM_LocEntry.QM_LocPath.pathfindlocation=pathfindloca tion" pathfindlocation="4, -4, 0" PressedColor="#FFFF00" ScrollExtent="42,42" Size="42,42" Tooltip="To The Sprawl" TreatAsButton="true"/>
</Page>

tonyis3l33t 01-13-2005 11:05 AM

kk im back online:) my provider was surprisingly quick getting me internet again. About to go work on BB.


Sunthas....please tell me what parser/graphics programs you are using! I want to make maps too!

Quib 01-13-2005 11:48 AM

1 Attachment(s)
Made the change as suggested by Deathbane27, also added your "The Ruins" loc icons, Eloa. This revision is xml only.

Quib

sunthas 01-13-2005 11:50 AM

Its all excel. I run around hitting the Loc button, then take it into excel, delete the lines that aren't loc related. then Text to Coluns the loc lines. It takes awhile to get just the numbers out of it but its quick and dirty and I don't have to write a parser or have some fancy program to do it.

After I have just a column of X and a column of Y then I do a scatter graph on it. Cut and paste that into Photoshop and you have a working outline to create a pretty map on. Thats where I run into problems, I suck at pretty.

I think we could use this same technique to do a 3d map, I was thinking about hitting stormhold today and trying it on a much larger area. The nice thing about this excel method you could do bits and pieces anytime you wanted and just line them up with photoshop. Also I think (but haven't tested) that I should be able to sort in a way so that all the non-loc information goes to the top so its easy to delete.

tonyis3l33t 01-13-2005 12:18 PM

scatter graph?? I guess a graphical representation of the numbers in the table eh? Sounds cool enough....a few posts back i got a line parser that will parse out lines that have nothing to do with loc...you still have to take out the words in that particular line, tho.

Quib 01-13-2005 12:33 PM

Sunthas, I'd suggest simply using a 2.5 pixel width line in Photoshop to connect the dots. If you simply give me an outline I can give it a nice (uniform to most of the maps) fill and drop shadow.

I made The Thieves' Way map by taking screenshots of the map while standing at every corner, then cutting the loc arrow down to a 5x5 pixel block and playing connect the dots with the center pixels. Took a while, but I'm happy with the result. I was only able to do it this way because I already had a decent zonerect.

Quib

Eloa 01-13-2005 12:51 PM

Ick...sounds like /EDIT/ WAAAAAAY //EDIT/ too much work...if someone gives me a list of locations, like from the log, that is in the order that you would draw the line, I can just run it through autocad and we have a nice, neat map...that'd be the easy way to do this stuff.

tonyis3l33t 01-13-2005 01:57 PM

1 Attachment(s)
Blackburrow, done. Complete with icons/pathlocations. Map in 95% accurate (based off of Fo0bar http://www.fo0bar.org/everquest2.html)

took way too long, but next ones will be much faster! :)

yay!

Quib 01-13-2005 03:33 PM

1 Attachment(s)
Ok, added Tony's Blackburrow maps. I redid them slightly, to try and bring them in line with the style of most of the other maps. Let me know what you think. It's just a graphical rework though, the proprtions are identical to what you posted.

Quib

Lange 01-13-2005 03:37 PM

This may be a dumb question but I recall you saying in this thread that these maps are loaded into memory and stay there. Are they all loaded when you first boot up or are they loaded as you zone? Does this increase zoning time? Does it accelerate the need to reboot due to the EQ2 memory leak issue?

Quib 01-13-2005 04:08 PM

I've found no connection between EQ2's memory leak and the UI; the RAM issues are being caused by some other memory allocation error somewhere else in the game (model textures, player/enemy models, zone model, I dunno).

Although UI files are loaded at EQ2 startup, if I change a map's graphics before zoning in the first time (that session) they use the new graphics, leading me to believe zone maps are loaded either on a need basis, or each time you zone. I haven't bothered testing yet; I will when I start to convert maps to be selectable in the "Select Map" tab.

So the short answer is, I don't yet know if it'll affect zone time. I haven't seen a "noticeable" change, but human just noticeable difference for zone times probably isn't accurate. It won't accelerate your need to reboot.

Quib

P.S. - Speaking of tabs, if someone could add a tab to the map window, so I don't have to use a button as a fake tab, it'd be helpful.

sunthas 01-13-2005 04:49 PM

1 Attachment(s)
Here is my first attempt at a stormhold map. It was really easy to remove non-loc info from the log with excel, I just cutoff the timestamp then sorta alphabetically, then remove the top 50 lines of junk, rest is all locs. only took about 10 minutes to get it down to 2 columns of data, if you'd like a set of this data I can get it for you.

I'm not very good at photoshop and I was trying to smooth some of the edges but I'm not sure how well it worked. Two places the map overlaps itself on the 1st floor. Anyway let me know what you think of this map.

boogger 01-13-2005 04:49 PM

EverQuest 2 Mapping Program
 
Not sure if this will help ya, but found this while looking for a damage parser.

Dont know if it works or you need it but thought id post it.

http://naikrovek.org/index.php?p=7

Hopefully this helps out some, i dont know anything about all this but please keep up the good work

tonyis3l33t 01-13-2005 05:12 PM

1 Attachment(s)
map looks awesome sunthas...keep spittin' em out :)

as for naikrovek.org...i finally went back and checked it out after my own link to it a while back:)

get mapper.xml http://naikrovek.org/index.php?p=7#comments
^^or check attachments^^
get activeperl installer http://www.perl.com/download.csp
get inkscape http://inkscape.org/download.php


open cmd

type
Code:

perl "c:\mapper.xml" "c:\logfile.txt" > "c:\map.svg"
open with inkscape

im at the inkscape part...downloading it from their slow-butt server :)


the map.svg file looked like this after doing a bit of RoV (and i cut out more cuz there was a TON of locs! ;)

Code:

<?xml version="1.0" standalone="no"?>
<!DOCTYPE svg PUBLIC "-//W3C//DTD SVG 1.1//EN"
  "http://www.w3.org/Graphics/SVG/1.1/DTD/svg11.dtd">
<svg xmlns="http://www.w3.org/2000/svg" version="1.1"><polyline fill="none" stroke="black" stroke-width="0.5"
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heres the link to the map this guy made himself...looks cool

http://naikrovek.org/stuff/map1.png

tonyis3l33t 01-13-2005 05:39 PM

1 Attachment(s)
ok heres what i get from doing nothing but running the raw log file with lots of /locs throught mapper.xml, then opening it wiht inkscape, then exporting it to png.



to get rid of the looong lines that go through zone, you would emote in game

/emote start new map line

so it doesnt drag it across like it did in this example of RoV

ALSO you can import into Inkscape. This makes it so you can do segments at a time with no problem.

AND you can import maps from all the zones, making the entire world in here in one big pic! coolness

Killarny 01-13-2005 06:29 PM

I'd love to help you guys out somewhere along the way - I have experience with python scripting, as well as C programming.

If you need any text parsing (such as a quick way to trim those log files up - 10 minutes trying to bend excel to your will?) or other stuff, post a request for it, and I'll do what I can.

Although it kinda looks like you've already found tools for most of your needs.

tonyis3l33t 01-13-2005 06:44 PM

wanna know what would be awesome? Taking that mapper and make it have a UI. Doesnt have to have anthing but an iput field for the logifle and an output filed for the svg file.

If you want to get complicated, make it so it creates an image file that has a canvas of 436x506 pixels and strectches the image (retaining ratio) to the borders of the canvas :) Now THAT my friend would be a kickin' tool.

but ya either one of those would be GREATLY appreciated by yours truly :D

Killarny 01-13-2005 06:53 PM

I'll work on the first part, a frontend to the mapper.xml, but I don't have perl or know how to use it, so I may need someone to test as I make the tool.

I'm not sure I understand what you mean by the second part about an image file. Do you mean the image file created by inkscape? You want this image stretched onto a canvas and written to a new image file?

tonyis3l33t 01-13-2005 07:02 PM

meh second part isnt that important...but basically i meant to have it resize the output from inkscape to be as close to that size as possible, but i will play with inkscape for a while before i ask for something it might already be able to do:)

thanks for considering the frontend for mapper, thats :cool: cool :cool:


Quib,
the layer effect or whatever looked good:) i didnt feel like trying to get rid of that fat border myself:)

I plan on doing RoV next, with my own personally made map.

Eloa 01-13-2005 09:14 PM

We need another current release, its been a while

Eloa 01-13-2005 09:17 PM

Also I almost forgot...What would be a good way to put emphasis onto one of the icons on the map, for a button onpress=makethisicongloworflashorsomething ...anyone know how I'd do that and make it look nice but very noticeable?


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