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Looking for formula help
to get the coordinates to put a POI on a map that I have created. (Not the zonerect formula).
I found this one; Code:
(LOC_0x + LOC_x)Unfortunately, I'm not understanding Tacoman's explanation about what the variables are. Here is his explanation: Quote:
I'd appreciate any help that anyone can give me. |
Don't try and figure it out . . . just use Taco's Tool:
http://www.eq2interface.com/download...fo.php?id=3395 If you use my Mapper2.pl, it creates crosshairs and gives you the locs for the first 2 cords and you use an image program to pull the Bitmap x/y cords off your finished image. Mapper2: http://www.eq2interface.com/download...fo.php?id=3936 I almost never have to readjust my zonerect after I use Taco's tool combined with my mapper output. |
think you need to take a look at Bobble's formula and explanation that Taco-man references in his post http://www.eq2interface.com/forums/s...&postcount=157
He explains all the variable for his original formula there. Hope that helps a bit :) |
thanks, I'm going to read over Bobbles post now.
StPeter, I'd like to use some of those pre-made apps already, but I'm attempting a little project of my own. I've started to log all the /locs of ?'s and !'s that I've found lately since I'm noticing that a lot of time they always "pop" in a relatively common areas around a zone. I'm attempting to make a little script to put them into a database (already done), and either display them in a table (already done), or if I can get/make maps to display them on maps. Silly little project, but something I just want to try to do. |
ok, I'm having no luck getting the same answer that I get from Taco's Tool.
The in-game map has x-coordinates from; Code:
80 to -140 left to rightCode:
-80 to 140 top to bottomCode:
1000 pixels wide, and 966 pixels highFrom Bobbles post I get the following variables from the map info; Code:
Code:
LOC_Bx - LOC_AxSo, all I need now are LOC_0x and LOC_x. LOC_x in this example will be 0 and 40 (2 different examples) to get LOC_0x, we do; Code:
LOC_0x = LOC_Bx - (wdpp_x * (MAP_Bx - MAP_0x) )Code:
(LOC_0x + LOC_x) |
One thing I think I see is an inconsistancy in sign...
Does the zone actually go from a + on the left to a - on the right? I thought it was always a + change as one goes right on the map (to the east). That might be the problem. wpdd is essentially a scale factor (and should be equal for x and y unless the map is distorted). It scales the game locs to the pixels on the map. |
I need to check the zone in game, to see if it's mapped upside down.
Since I have been having luck getting numbers to be within 10-20 pixels of what Taco's program gets by reversing the sign on the x-coordinate i'm using in game. |
Remeber: The zonerect is in the format: -W, N, -E, S
So, yeah, you may have to reverse the west and east signs. |
First off, I haven't had time to work on any of it since I posted this originally, sorry for that.
When I get a chance, what I'm going to do is work on the Y coordinates as it appears I don't need to change the signs of those numbers and see if they come out close. THanks for the follow up btw. |
Thanks for all the help. I got it working now. Here's a screenie of Sinking Sands with the nodes displaying that I've found there. I may open it up to submissions from others once I get a UserID system in place so I can track who is adding what (in case some "kids" decide to mass add junk info into the DB).
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