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  #651  
Unread 01-30-2005, 08:28 PM
Quib Quib is offline
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Quote:
Originally Posted by Killarny
The down below entrance in Elddar Grove is pointing to something off the map as well. It should be pointing to 518.58, -17,13, -397.15. I had assumed that this was an SOE bug, but perhaps not? There are many problems with paths in North and South Qeynos as well.
Any errors with pathfindlocations or icon placements in the maps that are default and provided by SOE are 99% likely bugs from SOE. We haven't messed with them much besides correcting SOE's errors.

Oh, and your corrected pathfindlocation has been commited to the xml. ^_~

Quib

Last edited by Quib : 01-30-2005 at 08:31 PM.
  #652  
Unread 01-31-2005, 01:03 AM
sunthas sunthas is offline
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Default 3d maps

stormhold level 2 in 3d.
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  #653  
Unread 01-31-2005, 10:49 AM
Oodoe@Oggok Oodoe@Oggok is offline
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Quote:
Originally Posted by sunthas
stormhold level 2 in 3d.

That Looks Great Sunthas
  #654  
Unread 01-31-2005, 11:07 AM
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Someone REALLY needs to come up with a guide on "How to Map" a zone. With links to all the software needed. I can think of a bunch of zones that really need mapping, Like Nektropos Castle for one. I'd love to map it but all I know how to do is make a /loc button and run around clicking it.
  #655  
Unread 01-31-2005, 11:27 AM
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here ya go. I have uploaded this before, but im sure other people havent searched this thread just like you
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  #656  
Unread 01-31-2005, 12:00 PM
Voik Voik is offline
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Quote:
Originally Posted by tonyis3l33t
here ya go. I have uploaded this before, but im sure other people havent searched this thread just like you
Perhaps you should update the 1st post of this thread with this type of information.

Last edited by Voik : 01-31-2005 at 12:05 PM.
  #657  
Unread 01-31-2005, 12:15 PM
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You know what would be really cool (although I'm unsure if it's possible) would be if the maps were Vertex based like Clipart is. They'd be scaleble to any size and be really small. They'd also be VERY easy to create from /loc points. But since I know nothing about XML my idea is prolly just noob foolishness.
  #658  
Unread 01-31-2005, 12:39 PM
Quib Quib is offline
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Unfortunately, EQ2 doesn't support point based maps (like EQ1 used). You didn't really ask for something noobish (EQ1 uses an XML UI and it has point based maps), it's just a matter of not understanding what XML is. It isn't programming; it's a textual representation of graphics. Although we have some flexibility with OnEvent properties to pseudo-program, XML is really just another form of graphics file.

Nearly everything you see that changes dynamically on the UI (number values, gauges, the arrow on the map, etc.) is a hardcoded function of EQ2; XML is just telling EQ2 where that change happens.

I have mixed feelings about point based maps. They'd be much uglier than what "can" be done with EQ2's mapping system; they'd also be much easier to make and more accurate.

Quib

Last edited by Quib : 01-31-2005 at 12:42 PM.
  #659  
Unread 01-31-2005, 01:30 PM
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I downloaded the most recent zip file of this mod but it doesn't have all the maps that are listed... is that on purpose or a bug?

Or are the only selectable maps the ones whre there are multiple maps to a zone?
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  #660  
Unread 01-31-2005, 01:55 PM
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go and download the mod if you want everything. This is a development thread, not meant for everyone to download and use as a mod
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  #661  
Unread 01-31-2005, 02:14 PM
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Quoted from http://www.eq2interface.com/download...php?s=&id=3391:
"Maps automatically load when you enter a zone! The select map tab is to choose icon overlays for Antonica, The Commonlands or Thundering Steppes and to showcase the multi-floor maps."

I'll bold and underline that paragraph when we get to the next official release. Also gonna redo the acknowledgements section of the readme to more clearly show the amazing effort put in by people who've helped directly with this project (diztorded and taco-man to name a few) as opposed to website links that should get a seperate listing.

Quib

Last edited by Quib : 01-31-2005 at 02:19 PM.
  #662  
Unread 01-31-2005, 05:54 PM
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Default Fallen Gate

The FG map looks AMAZING! One point though is that the circle room in the NE area is below the passages. The map has the circle area above. Also, the walls do not match up in the center with where you actually are. On the edges,NESW corners, it matches up perfectly. I rechecked the /loc numbers and they match. Is there something that I can do to maybe correct this? I personally do not see it as a BIG deal because it is heads over heals better then what we had before, nothing.

I will start getting important places tonight and will start work on Clearwater which is the zone below Serpent Sewers.

As a note to all of us who have had a hand in this project, I assisted a person outside this community with the installation of this mod and her reaction was, well, extatic. She could not stop thanking me and thought that this was just an amazing piece of work. (This is where you pat yourself on the back for a job well done!)
  #663  
Unread 01-31-2005, 06:53 PM
Killarny Killarny is offline
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Quote:
Originally Posted by Quib
Quoted from http://www.eq2interface.com/download...php?s=&id=3391:
"Maps automatically load when you enter a zone! The select map tab is to choose icon overlays for Antonica, The Commonlands or Thundering Steppes and to showcase the multi-floor maps."

I'll bold and underline that paragraph when we get to the next official release. Also gonna redo the acknowledgements section of the readme to more clearly show the amazing effort put in by people who've helped directly with this project (diztorded and taco-man to name a few) as opposed to website links that should get a seperate listing.

Quib
It would be great if the icons would automatically load, so you could get rid of the select map tab entirely. For the purpose of viewing other zones than the one you are in - I think the select map tab is too buggy and incomplete to be used for that.

Edit: I didn't mean that to sound demanding at all, I'm just making a suggestion
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Last edited by Killarny : 01-31-2005 at 07:09 PM.
  #664  
Unread 01-31-2005, 06:54 PM
sunthas sunthas is offline
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Everyone I've talked to loved the mod!
  #665  
Unread 02-01-2005, 05:22 AM
Eloa Eloa is offline
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Ok this database is coming along exceptionally fast, php was easy to learn once you get a couple weird things outta the way. I've got the submission system up, now all I have to do is set up how to read the information and make a small little interface and get it up and running and information exchange between us and the users will be easy as hell.
  #666  
Unread 02-01-2005, 06:06 AM
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eloa, awesome will be more popular than allakhazam with that one
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  #667  
Unread 02-01-2005, 08:10 AM
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Is that DB/site ready ?
  #668  
Unread 02-01-2005, 09:33 AM
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Question about the overlay icons: it looks to me like each color represents a specific type of location (i.e. creature spawn, discovery location, quest location, et cetera) Is this the case? If so, what are the color equivalences?

I started playing around with the icon file to change the "you are here" indicator and started thinking "wouldn't it be cool if the other icons looked like what they represent?" So, just wanted to make sure I was changing them to the right things before I mess up y'all's wonderful mod.
  #669  
Unread 02-01-2005, 11:23 AM
Quib Quib is offline
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Yes the color of the icons mean something, I don't recall exactly which color goes with what type of point of interest.

Quib
  #670  
Unread 02-01-2005, 11:44 AM
sunthas sunthas is offline
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Quote:
Originally Posted by Eloa
Ok this database is coming along exceptionally fast, php was easy to learn once you get a couple weird things outta the way. I've got the submission system up, now all I have to do is set up how to read the information and make a small little interface and get it up and running and information exchange between us and the users will be easy as hell.
here is my PHP database website: http://eq2.evilvsgood.com Need to update it more oftne, its more fun to play though than update the site.
  #671  
Unread 02-01-2005, 12:03 PM
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blue=loc (just the place itself)
orange=mob
red=named mob
green=NPC
light blue=quest
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Last edited by tonyis3l33t : 02-01-2005 at 12:21 PM.
  #672  
Unread 02-01-2005, 12:17 PM
Quib Quib is offline
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"i think white was meant to be quest"
A really light blue dot is a quest spot. There's a few of these on various maps but not many.

Also, before you consider redoing the icons, ger, we're sticking with the dots as they are easy to place and aren't huge and cumbersome like the default icons.

Quib
  #673  
Unread 02-01-2005, 03:45 PM
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Quote:
Originally Posted by Quib
"i think white was meant to be quest"
A really light blue dot is a quest spot. There's a few of these on various maps but not many.

Also, before you consider redoing the icons, ger, we're sticking with the dots as they are easy to place and aren't huge and cumbersome like the default icons.

Quib
Well, before seeing this I found the last bit in your XML that marks everything, so that made life easier. As for size, I'm not doing anything nearly as large as the default icons. I'll attach a screenshot to show you what I mean…

As you can see in the screenshot, I'm still tweaking the icon sizes—they seem to be clipping at the bottom/right, despite matching the dot size and the XML bounds correctly. *shrug* I'll figure it out eventually. I'm also still working on what icons to use for some of them, since they don't show up as recognizably as I'd like.

Right now I have it set to:

Location: blue campfire
NPC: green walking man
MOB: orange dog paw
Named MOB: red crown
Quest location: light blue checked box

The campfire, crown, and checked box aren't showing up quite right, so those will likely be changed…I'm open to suggestions. (And feel free to suggest again that I abandon the changes, just trying to make myself useful while I figure all this stuff out )
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  #674  
Unread 02-01-2005, 03:51 PM
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it actually seems harder to see to me...like a chopped up circle they are so small...

maybe because im tired, but a lot of people play with droopy eyes I like circles better
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  #675  
Unread 02-01-2005, 04:06 PM
Quib Quib is offline
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I get what you're doing! Since this is simply a graphics file swap, I don't see why this is a bad thing, it's simply an optional version of the icon_map3.dds file.

Personally, I find it clever; the more of the 20x20 segment of the dds file per icon you use, the more visible they'll be.

Quib
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