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Can't do icon locs without the Rec info. Hmmmm I wonder if I could use math instead. That way we wouldn't have to change the icon locs. |
Sunthas, could you check the far east and west of Stormhold I for me again? if they're all set, I can set up a "mapping page" for floor 3. There'll be little dragable white dots that you place at the corners of rooms then take a screenshot, and the third floor map can be created based on those dots.
Quib P.S. - I finished Sunken City. It was a pain in the butt to zonerect because the map was kinda imperfectly proportioned. ---EDIT--- Download Removed (16) |
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"...some [weird] formula."
That's an understatement. :D Basically, every map would be a different formula because the edges of the map and the scale of the map are so different. The best way to get the pathfindlocation's is in-game. Placing the icons on the map though doesn't need to be super precise and their location on the map no no relation to their pathfindlocation. Quib |
Icons for the Sprawl
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Thanks Eloa. Got those plugged in. I've started on The Graveyard and have a blank third floor for Stormhold (so you can see how the buttons will work, the Stormhold in the Select Map menu is identical to how it works when the map auto-loads in the Current Zone tab).
I also added a yellow circle to icon_map3.dds, used it, then stopped using it, but here's the new .dds anyway. Quib ---EDIT--- Download Removed (18) |
How to determine ZoneRect
To end the suffering -- there is a simple formula to calculate the ZoneRect if you know a bit of information about the map and the zone.
You must know the /loc at 2 map locations. The ideal locations are the two opposite corners of the map. But if you had that, you wouldn't need the math. Any points will do -- but the farther apart the points, the more accurate the calculation. Round worlds do not map exactly to flat maps but the areas in EQII are either small enough or perhaps the world is actually flat and so we don't need to worry about the projection used or any of the other more complicated cartography details. :) So as far as we are concerned, the distance on the map is a constant and thus simple ratios work. The fundamental ratio is: Code:
locB - locA locC - locDTo simplifiy, what we need to do first is calculate the world_distance_per_pixel in both x and y. That is the left side of the equation above. LOC_Bx - LOC_Ax -------------------- = wdpp_x (and repeat for wdpp_y) MAP_Bx - MAP_Ax LOC_Ax is the game x coordinate for location A. MAP_Ax is the map x coordinate for location A. Point A should be near the top-left and PointB should be near the bottom-right. But they don't have to be. Unless the map is distorted, wpdd_x and wpdd_y should match. Now solving the same equation for LOC_0x leads us to: LOC_0x = LOC_Bx - (wdpp_x * (MAP_Bx - MAP_0x) ) Andn using the point farthest from the bottom we get: LOC_1x = (wdpp_x * (MAP_1x - MAP_Ax) ) + LOC_Ax Repeat for LOC_0y and LOC_1y. LOC_0x is the game x coordinate for the upper left corner. We know MAP_0x and MAP_0y is 0. You should also know the MAP_1x, 1y, it is the map size. Someone should check my math and double check the signs. MrBobble |
Bobble, thank you so much for all your time spent to help us with this!
you deserve at least a few dancing bananas :nana: :nana: :nana: :nana: :nana: :nana: :nana: :nana: |
Has anyone put all this work together as one installed UI? It sounds really cool, but I'm having difficulty seeing it in game.
Thank you, Voik |
EDIT: I TRIED THIS AND IT DIDN"T WORK! FORGET I SAID IT : )
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This might work: First make a new IconPage under the Map Page and name it MyIcons.. Then Add the antonica page with your icons.. Now add 2 new properties in the main map window: ShowAntonica Code:
Parent.Parent.MyIcons.antonica.Visible=trueCode:
Parent.Parent.MyIcons.antonica.Visible=falseCode:
Icons.antonica.OnShow=Parent.Parent.ShowAntonicaYou would have to do this for every Hardcoded map if it works.. If no one tries this before me I will try it when I get back to working on the map window.. |
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Have to reread the math explanation above a few times, and at 1am I can't seem to get it straight, I'll test some points and I'm sure it will become clear.
THANKS!!! :) Here are a couple screens from SH2. SH2 is off a bit. Oh and SH1 looks great. Its darn close :) |
A long time ago, maybe 4 years now, I wrote an active log parser for EQ1 that read the log file and displayed maps (on another monitor) based on the "You have entered X" zoning messages. Then it watched for /loc messages and moved a little icon on the map, indicating your position. Each map required a loc-to-pixel conversion to display the icon, so I'm no stranger to the equations posted. It's definately nice to see them all organized like that though Mr. Bobble. They'll definately speed things up for me.
However, I've been dealing with maps that aren't necessarily accurate, so it's been rough, even having working knowledge of the conversions. Thanks for those pics Sunthas, I was afraid the scale for the Stormhold II map didn't match that of the first floor. I have a high level friend who I'll group with to grey out the zone so I can go in and make a few calculations to get it all finished up. I wanna get Stormhold wrapped up and proceed to the next dungeon. =D Quib |
Hey quib, lets get a list of maps that you already have in there so noone dupes them. (I'd like to try poppin a few in)
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Oakmyst Icons:
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is there a current build to mess with?
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Sunken City Icons:
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Alright, here's a complete release off all work so far. Had to break it up into multiple zip's due to upload size restriction. (Not anymore, thanks Dolby!)
Mapping is done for the following zones: Sunken City The Sprawl The Ruins The Thieves' Way Oakmyst Forest Stormhold and The Graveyard aren't done yet but are partially mapped. The Ruins and The Thieves' Way don't have loc icons yet. The Path Finder (on the titlebar) let's you enter a loc manually, then click the little yellow zone icon to the right to create a trail to that loc. Basic Installation: eq2ui_mainhud_map.xml - goes in the main folder of your custom UI folder icon_map3.dds - goes in images\icons under your custom UI folder all map_*.dds files - go in images\maps under your custom UI folder Quib ---EDIT--- Download Removed (18) |
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I didn't want this in regular circulation yet, it's way too early of a beta. After all newbie areas and the first level of sewers are done I'll upload it to the main downloads area.
Plus there's that waiting period for approval thing and we're sending stuff back and forth pretty quickly here. I'm no newbie to the eqinterface system, I was in like the top 10 post count at EQ1's eqinterface.com. I must say, I love the environment you've provided for us. Quib |
Ahh ok, increased zip attachment size to 1.5mb. Hope thats large enough. :)
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Wow, thanks a ton! Hehe, when this passes 1.5 MB in size, it'll definately be time to make it an official download.
Also, if I delete attachments from previous posts, does it actually delete them from the server harddrive, freeing up storage space? If so, there's no reason for me to leave the old attachments and I'll go back and delete them. Quib |
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You know, I've been wondering about this for a while now.
What is the difference really between Window.visible=true and /showwindow? Since we cant /show_window from say a button. It doesnt work to just window.visible=true does it? |
Also, just to let all know so they dont go hunting forever for locations. On all the maps that I've done for this, I've put in the locations with a 0 for the z axis. This should get them pretty close. I, or someone else should be able to go back later in game and click the waypoint, head there and just pick up the z if its too far off of 0.
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Heres thieves way
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