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01-25-2005, 01:03 AM
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A Griffon
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Join Date: Dec 2004
Server: Unrest
Posts: 306
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One is a change, one is an addition, but since I don't know zone rec, I didnt' calculate Loc.
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01-25-2005, 01:46 AM
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Crushbone - Cronique
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Join Date: Dec 2004
Server: Crushbone
Posts: 163
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WC icons
Quib, did you see that I had updated my post with the x,y,z coordinates? Just checking because I have not heard anything about it. 
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01-25-2005, 02:26 AM
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A Griffon
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Join Date: Jan 2005
Posts: 720
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Oh! I missed that. Will get the z coords plugged in before I go to bed. Thanks!
Quib
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01-25-2005, 05:19 AM
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A Forest Scavenger
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Join Date: Jan 2005
Server: Antonia Bayle
Posts: 19
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Im confused this is apsolutaly 100% super Mod but this post has like 20 somthing pages is there one download I dont know what im doing with then all lol thanks  send it to my email if you like I can have upto 200MB sent or a link would also be nice
THanks
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01-25-2005, 05:57 AM
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a hedgehog
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Join Date: Dec 2004
Server: Nagafen
Posts: 854
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Nagafen (Evil) - Climax, Goshawk
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01-25-2005, 11:31 AM
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A Griffon
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Join Date: Dec 2004
Server: Unrest
Posts: 306
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Quote:
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Originally Posted by tonyis3l33t
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Might want to put that in the 1st post in this humungous thread.
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01-25-2005, 11:33 AM
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a hedgehog
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Join Date: Dec 2004
Server: Nagafen
Posts: 854
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it is in the first post hehe
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Nagafen (Evil) - Climax, Goshawk
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01-25-2005, 11:58 AM
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A Griffon
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Join Date: Dec 2004
Server: Unrest
Posts: 306
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okie dokie
on another note:
My Stormhold 3 needs Rects?
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01-25-2005, 12:05 PM
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A Griffon
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Join Date: Jan 2005
Posts: 720
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Not exactly... to do a multifloor map, typically you get the zonerect based on floor 1, then you go to floor2/3 in-game and stand at various corners and take screenshots (of where my loc arrow is on the map), then line the map for that floor up based on those screenshots. So no, the zonerect is done for Stormhold... I need to get down to floor 3 and stand in about 12 different corners and take screenshots (of the map) to get it lined up.
Quib
Edit: Here's an early morning xml update. Look for bugs, test out select map in various situations, etc. Gonna start work on auto-loading the icon overlays today. Cross your fingers!
Last edited by Quib : 01-25-2005 at 12:09 PM.
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01-25-2005, 12:22 PM
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A Rumbleroot Sapling
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Join Date: Nov 2004
Server: Antonia Bayle
Posts: 68
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when will there be a new official release?
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01-25-2005, 12:25 PM
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A Griffon
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Join Date: Jan 2005
Posts: 720
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Likely later this week Malnedra. Have some bugs to squash still and we should probably get a couple more maps done first.
Quib
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01-25-2005, 12:31 PM
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A Griffon
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Join Date: Jan 2005
Posts: 720
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Ok, here's the deal with Commonlands/Antonica/etc. It's easy to make customized loc icons for them load right away, but you lose access to the default loc icons (that SOE did). In other words, if we want the griffon stations/nomad camps/etc. We'll have to add them to our loc icon pages ourselves if we want our icons to automatically load.
Quib
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01-25-2005, 02:04 PM
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a hedgehog
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Join Date: Dec 2004
Server: Nagafen
Posts: 854
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remake the old icons? too easy. To do it you just made an icons page named antonica right??
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Nagafen (Evil) - Climax, Goshawk
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01-25-2005, 02:11 PM
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A Griffon
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Join Date: Jan 2005
Posts: 720
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I tested with commonlands. It was commonlands_0 for west, commonlands_1 for east. I really would like exact replication of the default icons though if possible. I'd like it to look like default with yours over-top.
Should be antonica_0 for west and antonica_1 for east, but I didn't test that personally. Simply internal zone name for Thundering Steppes (which is steppes).
Quib
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01-25-2005, 04:29 PM
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a hedgehog
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Join Date: Dec 2004
Server: Nagafen
Posts: 854
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right cuz they are two maps...all the rest should be exact names...
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Nagafen (Evil) - Climax, Goshawk
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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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