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01-25-2005, 04:35 PM
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EQ2MAP Webmaster
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Join Date: Dec 2004
Server: Unkown
Posts: 496
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Quib, just FYI: Since you cant use the UIBuilder, its easy to place loc icons using taco_mans calculator, just punch in the zonerect of say ant_east and the ingame coords and itll tell ya where to put it, though I will punch in that loc from diztorded.
Also. This is why I need to change mainHUD_map:
It was a great idea to just extend the quest window to overlay the map, but I cannot do that and set the absorb input to false, as the root of the quest window needs to gather input in order to click the buttons and get pfl's. So that ones out. If I overlap them and drop EM_Quests down on the page order, the icon wont display since its gotta be behind the map in order for the map to grab input.
Another thing is in will be much more feasible to allow the user to select the zone that they would like to see quests for at any time instead of just the zone that they are currently in because some quests say go to S Qeynos, then N Qeynos etc.
This is my solution:
I'm going to make the extend quests button map the map bigger not only horizontal, but also a little bit vertical, maybe two rows of buttons worth. That way I can just have buttons along the bottom to select the quest. Then of course when you hide quests, they go away. But those will also be in the quest window as to not update mainhud_map all the time new zones are added.
I will move EM_Quests down on the page order, behind the map and the tabs, and leave it aborbsinput=true that way everything else will still function, and I can stick all the buttons down there as well.
I will create a page solely to display the quest locator icon that will be located in the mainhud_map, absorbinput=false. All I need to do with this is be able to call icon.visible and icon.location. thats all it will do.
Of course if any of you have figured out a control that will take up less space than adding buttons for each zone, say a listbox, or even a slider may do, let me know how to work with them.
I think thats all I have for now. Again, don't implement these points. I will post up the mainhud_map that I'm editing and also the EM_Quests with a few quests added. I will try to point out every difference in the two as well to make it easier for you.
If anyone would know, itd be you quib, is there a comment character for xml?
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01-25-2005, 04:49 PM
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A Griffon
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Join Date: Jan 2005
Posts: 720
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I used taco-man's calulator to place WC's icons, but the problem is we don't have zonerects for antonica/commonlands/TS/etc.
I haven't found anyway to add comments to EQ2 UI XML... my "GUESS" would be <!-- comment goes here --> like with EQ1 UI XML but I haven't tested that. I've just been using your comments "system" for notes (like 1Location="" and CreatedBy="").
I forgot that AbsorbsInput="false" on a page disables child button functionality. Tooltips still function, and that's all I had paid attention to.
Your solution sounds good, I look forward to seeing what you've cooked up.
Quib
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01-25-2005, 04:57 PM
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EQ2MAP Webmaster
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Join Date: Dec 2004
Server: Unkown
Posts: 496
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Hmmm.
I wanna put out first that I have been totally disinvolved with the zonerect stuff so:
Is there a way we can get a zonerect for them even just for our information/reference for things like this, I found it to be a MUCH more accurate way to place icons than the click and drag them like I had been doing before the calc.
I should have at least the framework done late tonight while im at work. I'll post it when I THINK I have everything set out the way it needs to be.
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01-25-2005, 06:59 PM
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EQ2MAP Webmaster
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Join Date: Dec 2004
Server: Unkown
Posts: 496
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<?xml version="1.0" encoding="utf-8" ?>
^^^^ header for some of the SOE xml files, when they open in IE (double click'em) the text shows up blue, unlike everything else, I believe that would be an appropriate comment.
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01-25-2005, 07:11 PM
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EQ2MAP Webmaster
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Join Date: Dec 2004
Server: Unkown
Posts: 496
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Well, I'm now exploring using a dropdownbox to pick which zoneset of quests to display. I've got it loaded with the data, the problem is that like vb, it relates the selected item to a 'selecteditemindex=1',2,3etc. I have no way to translate this information to work for me that i know of. geez do we ever need if statements.
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01-25-2005, 09:12 PM
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EQ2MAP Webmaster
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Join Date: Dec 2004
Server: Unkown
Posts: 496
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..........
Last edited by Eloa : 01-25-2005 at 09:25 PM.
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01-25-2005, 09:13 PM
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EQ2MAP Webmaster
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Join Date: Dec 2004
Server: Unkown
Posts: 496
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if(selecteditemindex=1)parent.1.visible=false
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01-25-2005, 09:30 PM
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A Griffon
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Join Date: Jan 2005
Posts: 720
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Hooray! Nice to see drop down boxes will be usable finally. Amazing find.
Quib
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01-25-2005, 09:48 PM
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EQ2MAP Webmaster
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Join Date: Dec 2004
Server: Unkown
Posts: 496
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maybe not, probly not, more than likely not.
It doesnt work quite right
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01-25-2005, 10:27 PM
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EQ2MAP Webmaster
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Join Date: Dec 2004
Server: Unkown
Posts: 496
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My Edits to map.xml:
WC_Helpbutton1 OnPress should be changed to:
Quote:
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Visible=false Parent.WC_HelpButton2.Visible=true Parent.QM_MinimizeButton.Visible=true Parent.QM_RestoreButton.Visible=false Parent.QM_MinimizeOverlay.Visible=true Parent.QM_RestoreOverlay.Visible=false Parent.Parent.Size=800,675 Parent.Parent.EM_Quests.Visible=true
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In Mainhud_map insert the middle quote between the top and bottom that are already in there:
Quote:
<DataSource Name="TabSource">
<Data Name="World" target="P1" text="World"/>
<Data Name="City" target="P2" text="Current City"/>
<Data Name="Zone" target="P2" text="Current Zone"/>
</DataSource>
<ImageStyle Name="youarehereDot">
<ImageFrame Name="imageFrame" Source="images/icons/icon_map3.dds" SourceRect="168,168,210,210"/>
</ImageStyle>
<ImageStyle Name="youarehere">
<ImageFrame Name="imageFrame" Source="images/icons/icon_map3.dds" SourceRect="210,168,252,210"/>
</ImageStyle>
<Page Location="20,60" Name="MapPage" PackLocation="left,top" PackLocationProp="0020/0001,0060/0001" RStyleDefault="/rectlist.chat_bubble_frame" ScrollExtent="438,510" Size="438,510">
<Image Location="117,123" Name="location" ScrollExtent="23,23" Size="23,23" Style="youarehere" Visible="false"/>
<Image Location="145,123" Name="locationDot" ScrollExtent="23,23" Size="23,23" Style="youarehereDot" Visible="false"/>
<Page Location="1,2" Name="Icons" ScrollExtent="436,506" Size="436,506">
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Quote:
<Page AbsorbsInput="false" Name="Icon" ScrollExtent="436,506" Size="436,506" Visible="false">
<Image Location="153,222" Name="Locator" ScrollExtent="15,15" Size="15,15" SourceRect="11,10,31,31" SourceResource="/images/icons/icon_map4.dds" Style="LocStyle"/>
<ImageStyle Name="LocStyle">
<ImageFrame Name="frame1" Source="/images/icons/icon_map3.dds" SourceRect="10,10,32,32"/>
<ImageFrame Name="frame2" Source="/images/icons/icon_map3.dds" SourceRect="52,52,74,73"/>
<ImageFrame Name="frame3" Source="/images/icons/icon_map3.dds" SourceRect="10,51,32,73"/>
<ImageFrame Name="frame4" Source="/images/icons/icon_map3.dds" SourceRect="136,10,158,32"/>
</ImageStyle>
</Page>
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Quote:
<Icon BackgroundTint="#000000" IconRect="84,168,126,210" IconResource="/images/icons/icon_map1.dds" IconStyle="zoningstyle" IconType="map" LocalTooltip="To South Freeport" Location="336,138" MouseOverColor="#FFFF00" Name="ZoneClone" OnHoverIn="Parent.Parent.Parent.Parent.WC_Titlebar.QM_LocEntry.QM_LocText.LocalT ext=pathfindlocation Parent.Parent.Parent.Parent.WC_Titlebar.QM_LocEntry.QM_LocPath.pathfindlocation= pathfindlocation" pathfindlocation="-8, -5, -11.5" PressedColor="#FFFF00" ScrollExtent="21,21" Size="21,21" Tooltip="To South Freeport" TreatAsButton="true" Visible="false"/>
<Icon BackgroundTint="#000000" IconRect="0,84,42,126" IconResource="/images/icons/icon_map1.dds" IconStyle="style" IconType="map" LocalTooltip="Banker" Location="117,89" MouseOverColor="#FFFF00" Name="Clone" OnHoverIn="Parent.Parent.Parent.Parent.WC_Titlebar.QM_LocEntry.QM_LocText.LocalT ext=pathfindlocation Parent.Parent.Parent.Parent.WC_Titlebar.QM_LocEntry.QM_LocPath.pathfindlocation= pathfindlocation" pathfindlocation="79, -3.5, -31" PressedColor="#FFFF00" ScrollExtent="42,42" Size="42,42" Tooltip="Banker" TreatAsButton="true" Visible="false"/>
<Page 1location="The Isle of Refuge" Name="tutorial_island02" ScrollExtent="436,506" Size="436,506" Visible="false">
<Icon BackgroundTint="#000000" IconRect="84,168,126,210" IconResource="/images/icons/icon_map1.dds" IconStyle="zoningstyle" IconType="map" LocalTooltip="Mariner's Bell" Location="328,425" MouseOverColor="#FFFF00" Name="MarinerBell" OnHoverIn="Parent.Parent.Parent.Parent.WC_Titlebar.QM_LocEntry.QM_LocText.LocalT ext=pathfindlocation Parent.Parent.Parent.Parent.WC_Titlebar.QM_LocEntry.QM_LocPath.pathfindlocation= pathfindlocation" pathfindlocation="-72, -7, 237" PressedColor="#FFFF00" ScrollExtent="42,42" Size="42,42" Tooltip="Mariner's Bell" TreatAsButton="true"/>
<Icon BackgroundTint="#000000" IconRect="84,168,126,210" IconResource="/images/icons/icon_map1.dds" IconStyle="zoningstyle" IconType="map" LocalTooltip="To another Island" Location="266,464" MouseOverColor="#FFFF00" Name="IslandHop" OnHoverIn="Parent.Parent.Parent.Parent.WC_Titlebar.QM_LocEntry.QM_LocText.LocalT ext=pathfindlocation Parent.Parent.Parent.Parent.WC_Titlebar.QM_LocEntry.QM_LocPath.pathfindlocation= pathfindlocation" pathfindlocation="-5, -7, 282" PressedColor="#FFFF00" ScrollExtent="42,42" Size="42,42" Tooltip="To another Island" TreatAsButton="true"/>
<Icon BackgroundTint="#000000" IconRect="210,126,252,168" IconResource="/images/icons/icon_map1.dds" IconStyle="style" IconType="map" LocalTooltip="Refugee Camp" Location="241,390" MouseOverColor="#FFFF00" Name="Respawn1" OnHoverIn="Parent.Parent.Parent.Parent.WC_Titlebar.QM_LocEntry.QM_LocText.LocalT ext=pathfindlocation Parent.Parent.Parent.Parent.WC_Titlebar.QM_LocEntry.QM_LocPath.pathfindlocation= pathfindlocation" pathfindlocation="-3.36, -5.11, 223.71" PressedColor="#FFFF00" ScrollExtent="42,42" Size="42,42" Tooltip="Refugee Camp" TreatAsButton="true"/>
<Icon BackgroundTint="#000000" IconRect="210,126,252,168" IconResource="/images/icons/icon_map1.dds" IconStyle="style" IconType="map" LocalTooltip="Scout's Gorge" Location="95,284" MouseOverColor="#FFFF00" Name="Respawn2" OnHoverIn="Parent.Parent.Parent.Parent.WC_Titlebar.QM_LocEntry.QM_LocText.LocalT ext=pathfindlocation Parent.Parent.Parent.Parent.WC_Titlebar.QM_LocEntry.QM_LocPath.pathfindlocation= pathfindlocation" pathfindlocation="195.05, 1.33, 98.35" PressedColor="#FFFF00" ScrollExtent="42,42" Size="42,42" Tooltip="Scout's Gorge" TreatAsButton="true"/>
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Thats it, im attaching both my mainhud_map.xml (for reference just incase I forgot somehting) and the latest EM_Quests.xml. Test its functionality and see what you all think of it so far. The only thing is that once theres more than 1 quest listed for each zone, after you view one quest for that zone you have to hit HIDE ALL before viewing another. Small tradeoff for so much info but theres no way around it.
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01-25-2005, 10:32 PM
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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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Quote:
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Originally Posted by Eloa
Hmmm.
I wanna put out first that I have been totally disinvolved with the zonerect stuff so:
Is there a way we can get a zonerect for them even just for our information/reference for things like this, I found it to be a MUCH more accurate way to place icons than the click and drag them like I had been doing before the calc.
I should have at least the framework done late tonight while im at work. I'll post it when I THINK I have everything set out the way it needs to be.
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yes take a screenshot of your window with the map window open, and be standing near a corner, and get the loc. then repeat for somewhere else near the opposite corner and use the 2 screenshots plus the 2 locations you wrote down when yuo took the screenshots along with my calculator to calculate the zone rec, if you would be willing to post pictures along with the /loc for each one i will do the calculation for you, ive just been way too busy or i would do it myself (damn finals!!!)
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01-25-2005, 11:49 PM
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a hedgehog
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Join Date: Dec 2004
Server: Nagafen
Posts: 854
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eloa,
looks like its still possible to offer without the quest stuff at all (resize window and delete the main quest page), so looks good so far  sounds kinda wierd but i think that after all that info the quest part will get huge in the end, and i want to have a way to go back to the simplest form.
anywho keep it up  great addition to the map window
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Nagafen (Evil) - Climax, Goshawk
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01-25-2005, 11:59 PM
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EQ2MAP Webmaster
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Join Date: Dec 2004
Server: Unkown
Posts: 496
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thats why i made it <almost> independent from the map window, plus I can just transfer to a custom window and release as standalone.
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01-26-2005, 12:02 AM
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A Griffon
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Join Date: Jan 2005
Posts: 720
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I'm not sure I fully understand your post Tony... Eloa's intention was to have her quest stuff fully integrated yet seperate. So the map window could and would stand alone, but her quests would seemlessly plug in. No doubt that her quest data will get huge, but since it's mostly text, the memory overhead will be pretty small for it; likely a couple maps use up more RAM than her quest info even when it becomes the biggest EQ2 quest database ever made. ^_~
I've been exping and haven't plugged in your newest changes yet Eloa, but I looked over the code and will likely have my "version" of the map xml posted tomorrow (including various corrections I've been sent via PM from various people).
Quib
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01-26-2005, 12:06 AM
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A Griffon
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Join Date: Jan 2005
Posts: 720
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Hm, I bet I can whip up a simple custom window to house your quest data so it can have a stand alone form as well Eloa. That way if people want your quest data but also want just the default map window, they still can, but you won't have to develop two strains of the xml for a plug in and standalone form... your "plug in" version, as it exists now, could simply be called up by this custom window frame.
If you like the idea, just say so and don't waste your time with it. I'd enjoy and be honored to do it. And if not, I can take criticism. ^_^
Quib
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01-26-2005, 12:16 AM
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A Brown Bear
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Join Date: Nov 2004
Posts: 9
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Not trying to be a pest... surely I am not... you guys OWN... this mod is great.... but it is so spreadout now I have no clue what I need from who... is there any way possible you all can create one zip file for the whole set of mods?
Very appreciated ... 
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01-26-2005, 12:54 AM
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A Griffon
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Join Date: Jan 2005
Posts: 720
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The way it's tended to work is, get the official release if you can't keep up with the files attached to this thread and just hold your breath 'til the next official release. Occasionally we had all inclusive releases in this thread before, but I wouldn't hold out for on now that there's an official release in the downloads section. Posting all inclusive's here now would just be wasting storage space for eq2interface at this point, as we're mostly just passing the main map xml back and forth.
Quib
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01-26-2005, 01:08 AM
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A Brown Bear
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Join Date: Nov 2004
Posts: 9
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Ok I can live with that but is there somewhere that wil tell you what files you need?
I want to help test stuff if possible but there is no way to really know what files are needed to use this...
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01-26-2005, 01:21 AM
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A Griffon
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Join Date: Jan 2005
Posts: 720
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I don't think we have any new graphics files yet... basically if you got the official download and then overwrote the official eq2ui_mainhud_map.xml and EM_eq2ui_mainhud_map_quests.xml files with the ones most recently attached to this thread you'd be ok.
Quib
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01-26-2005, 02:30 AM
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a hedgehog
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Join Date: Dec 2004
Server: Nagafen
Posts: 854
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quib thats what i was saying but in my own wierd way of thinking
almost done with FMG...hard to do when you can get in once every 7hours lol
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Nagafen (Evil) - Climax, Goshawk
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01-26-2005, 03:16 AM
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a hedgehog
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Join Date: Dec 2004
Server: Nagafen
Posts: 854
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ok got Firemyst gully done. just need to pretty it up. ill post it during lunch
also if someone would post locs (all 3 x,y,z) of the brutes and the sigils, mebbe even corpses/graves i will put them in there.
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Nagafen (Evil) - Climax, Goshawk
Last edited by tonyis3l33t : 01-26-2005 at 03:18 AM.
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01-26-2005, 03:32 AM
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a hedgehog
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Join Date: Dec 2004
Server: Nagafen
Posts: 854
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nm i got it done, here it is.
no xml cuz mine is out of date methinks
internal zone name
antonica_epic02_firemyst
zonerect
1003,392,1324,763
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Nagafen (Evil) - Climax, Goshawk
Last edited by tonyis3l33t : 01-27-2005 at 12:12 AM.
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01-26-2005, 06:03 AM
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a hedgehog
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Join Date: Dec 2004
Server: Nagafen
Posts: 854
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here is a much cleaner version of all 3 RoV maps
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Nagafen (Evil) - Climax, Goshawk
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01-26-2005, 12:08 PM
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A Green Troll
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Join Date: Dec 2004
Server: Blackburrow
Posts: 2,221
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Reformatted the window with plain frame, positioned and set the pacloc for the upper right corner.
Ok fixed a couple things I missed, like the collapse button size settings.
Also set every zone marker to a consistant size (32,32 for the default icon, 24,24 for the alternate icon used in some maps).
Resized the "You are here" pointer.
Last edited by Zonx : 01-26-2005 at 02:19 PM.
Reason: Bah! Stealthy OnShow window sizer :P
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01-26-2005, 12:56 PM
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A Griffon
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Join Date: Jan 2005
Posts: 720
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Hm, here's where a matter of personal taste comes into play Tony. I think your original RoV maps were much cleaner; here's what I was looking at when I made that judgement:
Pixelation. Your original RoV maps have smooth lines and the drop shadow adds a soft transition between the background and the lines. Your new RoV maps have hard lines; the change to black is good, but the jaggedness is more evident. The removal of the drop shadow makes the difference between background and lines clearer (which I consider bad if it adds to the jaggedness of lines). Your new maps' lines are a tiny bit thicker, just due to darkening up lightly colored parts of the original line; thicker outline is good (hence why I stubbornly used the WC maps of yours that I ran through Photoshop; thick black borders help hide small imperfections that occur with zonerect vs. map).
Also I never noticed the watermark before, cleverly done!
What is it you're aiming for in a map that makes you feel one map is cleaner than another?
Quib
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