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Down Below
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Here is down below, sorry about the size, dunno why its so big. Looks like Tony posted BB maps a few pages back, will those work from the Fo0bar site? Wanna try not producing each others work if I can help it. :) |
The stuff from http://www.fo0bar.org/everquest2.html, made by Raetsel, works just fine. I used his caves. His work is basically proportionately accurate, at least enough for what we're doing here.
Quib P.S. - The Down Below map is perfect, getting it into game now. Thank you so much for getting rid of the numbers and arrow and text and junk, and getting the map cut out. Saved me a good chunk of time. It took maybe 5 minutes to size and drop the map onto the background. I had Vermins Snye and The Down Below mixed up. I may hold off on Vermins Snye for a little bit, at elast 'til after I get The Thieves' Way redone. |
i am going to attempt to do a new stormhold since the one we have cant be used, correct?
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Correct, and I'd appreciate it immensely. All my attempts to map that place have resulted in a handful of soul shards and nothing accomplished. Also, if you can do each floor to the same scale, it would help a lot; in fact it's necessary for the map to work properly.
Quib |
alright i will try and do that, but it wont be happenening today, when i got onto the bird to go to sh i got a black screen so i had to quit and log back in. so off i went to stormhold and did /l of the whole 1st floor and then quit and saw that the stupid thing turned off logging when i had to quit because the screen went black. :mad: :mad: :mad: :mad: it really made me mad, i dont think i want to do it twice in one day,
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I'll do the /loc map of SH top level for ya, taco.
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awesome. THANKS :nana:
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Here's The Down Below and Vermin's Snye. Vermin's Snye's zonerect may not be perfect, but it's darn close. I'll revise it after I level a little and more enemies con gray.
The prepared maps worked great Sunthas, all I had to do was resize them and add a drop shadow (so maybe 5 minutes, tops, per map). Quib |
Forest Ruins Icons
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Caves
Caves I and II Icons.
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Have you guys made a 'release' recently? I am itching to use this stuff :)
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Speaking of Icons... Here are some for Down Below: Quote:
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Here's the xml with Sunthas' newest location icons added. Thanks a bunch!
I'm going to sleep now, but should have some more maps working in-game tomorrow. Thank you everyone for the support and assistance! Quib Project current status: Code:
Area and Name - Map Status - Location Icon Status |
I am working on BB. I got the map from fo0bar and and workin the whole thing, ie all three floors lined up with zonerect. basically ill make it ready for use, so dont worry about that one :)
EDIT: D'oh! My internet is down at home. Will be up anytime up to a week away i suspect...bummer. |
I'm working on the wailing caves icons
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Scattergraph Mapping
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This idea I had awhile back and then SoupPL's mapping method made me thing of it again. Here is one I did today of part of Crypt of Betrayal. Pretty simple really works best if nothing else is going into the log file at the same time.
Rough Rough Rough draft of COB map. |
Downbelow and VS Loc Icons
Down Below had some errors, here is the fixed version.
VS as well. Code:
<Page 1Location="The Down Below" Name="qey_catacomb01" ScrollExtent="436,506" Size="436,506" Visible="false"> |
Fix for the waypoint text box?
I've noticed that when one clicks in this map window the cursor is automatically sucked up into the waypoint text box.It can be annoying when you use the cursor keys to move, and a bunch of a's or d's ends up in the waypoint text box.
Is there a way to ensure this does not happen? |
I believe peat bog zone icons need this in with thier code: IconType="map" it makes it so they are clickable and the glowing path appears, right now they are broken, all the mob paths work though.
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"Is there a way to ensure this does not happen?"
I've been working on it, as it annoys me too. The current "quick fix" is to hit enter twice whenever it gets trapped up there. Sunthas, The Peat Bog zone location icons lack pathfindlocations, so I didn't give them IconType or OnHoverIn properties. Also, I added your changes to DB and VS, thanks! I'llr elease the xml as soon as I finalize my new The Thieves' Way map. Quib |
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Didn't actually double check my zonerect, but here's the xml and my new, 100% Quib-made The Thieves' Way map.
Quib |
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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. |
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.
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The Ruins icons, nice and pretty thanks to taco man's location prog :)
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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! |
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Made the change as suggested by Deathbane27, also added your "The Ruins" loc icons, Eloa. This revision is xml only.
Quib |
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. |
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.
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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 |
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.
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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! |
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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 |
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?
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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. |
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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. |
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 |
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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"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"?>http://naikrovek.org/stuff/map1.png |
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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 |
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. |
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