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03-25-2005, 02:36 AM
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a hedgehog
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Join Date: Dec 2004
Server: Nagafen
Posts: 854
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New Map: Tombs of Night
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Nagafen (Evil) - Climax, Goshawk
Last edited by tonyis3l33t : 03-25-2005 at 02:54 AM.
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03-25-2005, 10:33 AM
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EQ2MAP Updater Author
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Join Date: Nov 2004
Server: Antonia Bayle
Posts: 1,349
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wow the colors on it look really good. nice job
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03-25-2005, 10:46 AM
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A Griffon
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Join Date: Oct 2004
Server: Antonia Bayle
Posts: 3,287
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Good work there. Makes me wanna jump in and attempt my own
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03-25-2005, 11:09 AM
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A Grizzled Badger
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Join Date: Mar 2005
Server: Crushbone
Posts: 46
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not in-fact in game
and yes, very nice job painting. welldone
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Courier Earamin Mordenkein, 46 Coercer, 50 Alchemist
Cartographer
Last edited by Stanley Tweedle : 03-25-2005 at 11:11 AM.
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03-25-2005, 11:15 AM
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a hedgehog
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Join Date: Dec 2004
Server: Nagafen
Posts: 854
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hrm mebbe got the internal zone name wrong...
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Nagafen (Evil) - Climax, Goshawk
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03-25-2005, 11:31 AM
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A Grizzled Badger
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Join Date: Mar 2005
Server: Crushbone
Posts: 46
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when you enter the zone, it says something like..
Tomb of Night : A Call for... something, ill have to check
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Courier Earamin Mordenkein, 46 Coercer, 50 Alchemist
Cartographer
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03-25-2005, 11:49 AM
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a hedgehog
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Join Date: Dec 2004
Server: Nagafen
Posts: 854
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what i need is...
which file was changed last in your everquest\cache\ioplans\ folder?...should sound somthing like the zonename
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Nagafen (Evil) - Climax, Goshawk
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03-25-2005, 11:50 AM
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A Green Troll
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Join Date: Dec 2004
Server: Blackburrow
Posts: 2,221
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Like the texturing
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03-25-2005, 11:57 AM
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A Grizzled Badger
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Join Date: Mar 2005
Server: Crushbone
Posts: 46
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The Tombs of Night: A search for answers
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Courier Earamin Mordenkein, 46 Coercer, 50 Alchemist
Cartographer
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03-25-2005, 12:19 PM
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A Grizzled Badger
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Join Date: Mar 2005
Server: Crushbone
Posts: 46
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ok in that file are..
nektulos+mod01_dun_tombs_of_night.iop
mod01_dun_tombs_of_night+fprt_hood01.iop
mod01_dun_tombs_of_night+fprt_hood03.iop
mod01_dun_tombs_of_night+nektulos.iop
only ones i see related.
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Courier Earamin Mordenkein, 46 Coercer, 50 Alchemist
Cartographer
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03-25-2005, 06:48 PM
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A Grizzled Badger
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Join Date: Mar 2005
Server: Crushbone
Posts: 46
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any theories?
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Courier Earamin Mordenkein, 46 Coercer, 50 Alchemist
Cartographer
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03-25-2005, 07:11 PM
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A Griffon
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Join Date: Jan 2005
Posts: 720
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I put the data for them into the parent XML this morning. They should at least be semi-functional in-game (maps should show, no guarantees that they'll change floors at the proper times).
Quib
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03-25-2005, 11:28 PM
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A Grizzled Badger
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Join Date: Mar 2005
Server: Crushbone
Posts: 46
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ok, i was afk for a while but back now.
maps are ingame now, awesome. thanks whoever sorted it out. so good to see something you're working on in live.
the vertex are innacurate however. i think its a scale issue actually, when i run north from the door, my loc representation reaches the shore when im halfway there. but if i run east, i run into the first rock at about the right time.
i dont know much about what it takes to convert it to ingame stuff, but it seems off at least 2*X coords, but fairly accurate Y. i dunno.
get w/ me realtime and i can coordinate.
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Courier Earamin Mordenkein, 46 Coercer, 50 Alchemist
Cartographer
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03-25-2005, 11:42 PM
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A Griffon
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Join Date: Jan 2005
Posts: 720
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Misalignment is pretty typical for a new map from us. The values that determine where your location arrow is on the map are simply off by a little (or a lot). It'll get fine-tuned in due time. I just got Runnyeye all nice and proper not but an hour ago. Rivervale's on the list of to-do's, as are quite a few of the absolute newest places.
It's not "hard" to get it adjusted, it's just a little tedious.
Quib
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03-26-2005, 07:54 AM
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A Coastal Crab
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Join Date: Mar 2005
Server: Antonia Bayle
Posts: 1
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PoI
The Maw of Mortality
+39.52,-24.09,-4.55
got 3 updates and about 1.5% xp at level 34.
Adden Darkmoon
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03-26-2005, 10:19 AM
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EQ2MAP Webmaster
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Join Date: Dec 2004
Server: Unkown
Posts: 496
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...Theres a whole nother website devoted to those...thats where they get posted...
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