![]() |
EQ2MAP Feature Suggestion Thread
Alright, here's a thread just for suggesting ideas for this project. Don't worry if you don't know every little thing about what can and can't be done with the UI; if you have an idea you think is good, or a feature you'd like to see, suggest it. I don't know yet if I'll be actively replying to ideas, or if I'll just be reading them, but either way, I will give fair consideration to what you post.
I'll try and keep this post (here at the top of the thread) updated with ideas that I think can be implemented and that I plan to work on. This project will soon be more modular (composed of multiple XML files that work together to make the map window) and so optional window attachments and functions will become a reality. This thread's growing pretty fast, don't feel like you have to read through it all. If you don't see a feature you'd like listed below, just slap a reply on the end of this thread. If you repeat something someone already suggested, it just means I'll know a lot of people think it's a good idea. Main-release features pioneered in this thread: Zone Connection Maps (by ger, will be in next release) Optional modifications to EQ2MAP so far: ger's Loc Icons Optional modifications in development: none at the moment Optional modifications I'm working on implementing: current loc in titlebar (originally coded by tonyis3l33t) escape closes window double click titlebar to minimize (suggested by metavirus) Keep in mind these will all be optional and non-default. Some will be modified graphics files, some will be small XML files that modify the way the main map window works. Quib |
1 Attachment(s)
Yet another idea for an optional graphical dealie: city/world map with connection indicators. See the attached image for an example of what I mean. (if you let me know what format, size, etc. you need to include them I'll do the work of creating the images)
Note: I didn't bother including bell connections in this example, only physical gate connections. |
The names of the places are text objects in the XML, so for connection lines, you'd want the image to have a background color block behind the area name and the line between them, but you'll probably want to leave the area name lettering out of the actual image. Also, the location of The Sunken City label has moved since you made that image.
It looks nice though, and optional graphics are so easy to deal with. The raw map file for freeport is in Ui\Default\images\maps and is named map_freeport_all.dds. The format to save as would be DDS (obviously), DXT1, ARGB, No MIP maps. The resulting file should be about 129 KB. Quib |
|
Quote:
|
Assuming you have photoshop, open the default freeport map file, take a screenshot in-game and put it as a layer over the raw file, lined up exactly. Draw the connections on a layer above the screenshot layer. Delete the screenshot layer, flatten image, and save.
Quib |
2 Attachment(s)
Good suggestion, Quib. Seems to have worked pretty well. Here's the Freeport test file, just to make sure it works on more than just my machine (I'm worried the labels won't show up quite the same on other systems, since you mentioned that Sunken City isn't in the same location on your display)
Edit: Added screenshot of how it looks on my system (i.e. how it should look) |
the mariners bell should stand out a lil more IMO
|
Quote:
Quib |
A couple thoughts and comments:
1) ger, that is a great idea! I'd love it if you (or someone) did one for Qeynos as well... What do you think about having a slightly different bell icon for 'Outside Qeynos/Freeport' and 'Within Qeynos/Freeport'? The natural evolution of your idea would be to do the same with the world map and mariners bell paths there.. 2) Quib, are you sure that a single thread for suggestions is a good idea? Won't this thread become just as convoluted as the dev thread was? I think there should be a new section made for people to add a thread for each idea they have - that way each idea can be discussed ad naseum without 'crosstalk' about other topics. |
1) There is a bell for outside as well as inside freeport in each zone with a bell, so there's no point differentiating.
2) Nah, I prefer the one giant thread approach. As long as I keep up to speed with it, there shouldn't be any problems. I wasn't even expecting this much discussion or work shown, was expecting people to just drop by and go "hey, is X possible?" which I suspect will happen eventually. Quib |
Quote:
|
Quote:
|
Quote:
Quote:
|
1 Attachment(s)
Finished the revised Freeport connections map, I'll attach it below. Started in on the Qeynos version, but I've run into two problems:
1) Oakmyst Forest, Forest Ruin, and Peat Bog aren't labelled. 2) Graystone Yard and Castleview Hamlet overlap eachother when it comes to adding backgrounds. (If Forest Ruin were labelled it would have the same overlap problem with The Willowwood) So, for the time being the Qeynos version is on hold. Quib: would you like to add/reposition the labels in the XML or shall I do it and send you the modified code? Once we get that squared away I'll finish and post the Qeynos version. World map connections: here's what I know, I need folks to add to this so I can flesh out the linkages. Code:
Freeport -> Commonlands -> Nektulos Forest => Thundering SteppesEdit: Forgot to upload the Freeport final DDS. |
If you're willing to move them yourself, that'd be great (and place new ones) as I can't use UIBuilder so graphical work like that'd take me like an hour.
I think I'm gonna include these zone connection maps in the main download, rather than having them as options. People can always delete them if they don't want 'em. It'll be a little while before the next major release (gonna modularize the XML first, and get at least 1 new map in). Quib |
2 Attachment(s)
Edit: Handled. New Qeynos label code, DDS file, and screenshot for those curious how it turned out below.
Code:
<Page Location="1,2" Name="QeynosNames" ScrollExtent="436,506" Size="436,506" Visible="false"> |
{Bump because editting my last post to include the finished Qeynos info didn't update the unread listings}
|
Awesome, this is so gonna be part of the main release.
Quib |
Update on world zone connections (thanks to Sorchak on Antonia Bayle for the new info)
Code:
Freeport -> Commonlands -> Nektulos Forest => Thundering Steppes |
ok i recommend this be either an optional download or optionally viewed:) its awesome, of course....but like the icons dealy what if people just wanna see the map?
________ Buy Bubblers |
They can delete the files if they don't want it..
I vote for including it, because as with the icons, this isn't an alternative to the way the mod currently handles the world/city maps - it's the only way it is being handled now. I don't think that made any sense, but maybe it did. |
Quote:
ger, make sure you keep your photoshop files that have the image in layers... we could always just layer an image inbetween the map and the text labels and include a button to hide/show the zone connections. In either their current form or as an in-between image layer, they won't just be an add-on. Basically, my rule of thumb is, optional is for personal taste (like loc icon style for example), default is as informative as possible. In other words, if the information isn't present in the default UI (and map related) we'll have it. Quib |
Already have the PSD layered versions saved elsewhere (mostly in case I messed something up and had to fix it in a hurry ;) )
|
Another Suggestion
Great job all of you as always. Two things I could think of, and both are a little "out there" so to speak:
1) I have the map semi opaque so that one can see and use simultaneously ( i doubt it is possible however) 2) Get a few higher level zones as well (altho I have already deduced that you are most likely working in ascending order). Just a couple popular ones were it might be easy to find help in doing so. Rivervale and Runnyeye in particular come to mind. Thanx again |
Thanks for the praise! Hope you're enjoying using it as much as we're enjoying making it.
1) Go into the window options and adjust the window opacity. Or do you mean something else? 2) You deduced correctly, we're sorta working our way up. Heck, I'm level 24 and don't have access to anywhere yet. Quib |
1 Attachment(s)
World map with linkage opinion time:
The world map kind of sucks because there are 8 different bell routes on it, 2 of which are one-way. I tried signifying each route first, but that's so confusing as to be useless. I'm attaching a JPG of the best version I could think of to handle the zone linkages. Let me know what you all think. (Yes, I did the Freeport and Qeynos Voyage by Sea bells in the same color. Since they're one-way and noted as origin/destination it shouldn't matter in terms of pathing) |
2 Attachment(s)
That doesn't appear to be too convoluted or confusing. It took just a second for me to figure out the bell symbols, and they're well done as well.
If you feel repositioning area names is necessary/would help, feel free to do so, otherwise, I think it's quite good. Quib Edit: Attached some XML for ger to work with, I suggest other people not getting this code yet as it's still in it's early stages of development. |
First of all... Very nice addition. This is a MUCH better solution than the log reader/external map location program that I was trying to do.
I would suggest that you move the project (for the developers) to a CVS version control system. I don't know if you could put this under Sourceforge or not, but it would be a good idea to put it under some sort of version control if a lot of people are going to have there hands in the project. |
We have a nice version control system of our own, each developer posts his updates as they are done, and Quib is responsible for putting everything together for the release as they are posted. Haven't missed anything yet.
|
1 Attachment(s)
Speaking of version control, really final city map overlays. For real this time. Added sewer link icons and commonlands/antonica link icons, including traitor's gate identifier for relevant zones. I'll post the world map version sometime tonight or early tomorrow. (Read: once I finish totally redoing the DDS and getting the icon placement right)
P.S. Quib, check out the alpha channels—I think I'm finally getting comfortable enough with it to get fancy. :D Edit: I'll also be posting a new version of the optional icon pack sometime shortly after I finish the world map, redone using my newfound alpha channel skills. The new version should get rid of that annoying white border around the icons. Rawr! |
The anti-aliasing on the connection lines is very nice (erm, you know, the varying strength in the alpha channel for them). Also, I want to praise you on the XML, you matched my "style" of XML formatting exactly. I'm probably gonna tweak the visibility toggle buttons a little but other than that, I didn't/won't have to touch the XML. Oh, also I'm gonna throw in a <!-- Created by ger --> in them up at the top.
Quib |
1 Attachment(s)
World map overlays. Had to reposition the labels for Qeynos and Freeport slightly to avoid having to do one overlay for the green labels and one for the red labels, but other than that the label positioning is unchanged from the original.
New optional area map icons coming shortly. As for the anti-aliasing, it's actually relatively simple to do. Create the image as you want it to appear using Photoshop's integral antialiasing. Copy non-transparent portions to a new document with a black background. Do a color replacement for each color, first setting Lightness to +100, then again setting it to -(100 - desired_transparancy_percent). Flatten the resulting image and copy it into the alpha channel of the final image. "Clean up" photoshop's anti-aliasing in the final image by selecting all transparent areas, inverting selection, and flood filling with whatever the apropriate solid color is. Okay…it sounds a lot harder than it is when it's spelled out like that, but it's really not too tough. :) (You may have known how to do it already, but I assume since I didn't there are others that didn't, so I figure I'll share the love) |
1 Attachment(s)
Optional PoI icons, no more annoying whitish anti-aliasing artifacts.
|
First great job on the icons Ger only I noticed you used the old dds file with the circle instead of the one to show direction facing on the map(ie the triangle). Being the typical male and never asking for directions I liked knowing which way I was facing when I mean if I ever got turned around and lost.
|
Look closer UmbraNemo, the arrow's there, it's the red block to the circle's right. He just drew the arrow in the alpha channel.
Quib |
Quote:
|
1 Attachment(s)
Hey all. I know I haven't really contributed anything since this got off the ground, but I've got a big favor to ask:
This is a little demo model I changed from the version I had on my hard drive. The window isn't resizable, so there's not much reason for the frame to add all that deadspace. The original size was 484x597. This is 442x554. That's 15% deadspace, or 44,080 pixels removed. If we can remove as much deadspace and visual frillies around the map and controls as we can without hurting the map, that would be fantastic. Or if you're working on making it so people can make their own map windows with a few <include>s, even better. :D I'll grab the latest build and make the changes myself, if you'll use it. Keep up the great work. :) |
Quote:
My goal is to have the main release to not deviate from the default map window size or style, but to allow mods to change the style without changing the main map file. Quib |
Quote:
Got a request change now, though, that will make my job a lot easier when the time comes. You'll have to add a parent. or Overlays. to most of your script commands, but can you move the selectable POI/Multi-level pages (QM_Map_Selection, TM_antonica_east, TM_antonica_west, etc.) to a subpage that's the same location and size as the main MapPage page? That way I won't have to update my scripts whenever a new one is added. :p Again, I'm willing to make all the changes to the lastest version myself, if you'll use it. |
| All times are GMT -5. The time now is 02:46 AM. |
vBulletin® - Copyright ©2000 - 2026, Jelsoft Enterprises Ltd.
© MMOUI