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  #621  
Unread 01-27-2005, 11:56 PM
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heres your fallen gate diztorded. Lemme know if you dont want me to post raw maps

ill work on it today. If you can...use this map and go to furthest points NSEW and get a loc. Hug the wall as much as you can. Then post the 4 locs for me. thanks. If not ill just walk there and do it myself
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Last edited by tonyis3l33t : 01-28-2005 at 01:44 AM.
  #622  
Unread 01-27-2005, 11:58 PM
Eloa Eloa is offline
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Quote:
Originally Posted by Eloa
Besides my quests, you can jump to the Beta forum and look at the Unofficial Maps in game-Quest Listing post and see if you can help out there at all.
Yep, I told him to go there, that's about all I can do


Following is just for me to copy at home, disregard please.

Quote:
Private Sub Command5_Click()
TxtStep1.SetFocus
Step1Text = TxtStep1.Text
'Count = Str$(Len(Step1Text))
'txtcount.SetFocus
'txtcount.Text = Count
TxtLocIconLoc.SetFocus
LocIconLoc = TxtLocIconLoc.Text
TxtMaxLines.SetFocus
MaxLines = TxtMaxLines.Text
TxtStep1PFL.SetFocus
If TxtStep1PFL.Text = "" Then 'If there is no PFL:
TxtXML.SetFocus
TxtXML.Text = "<Button BackgroundColor=""#554939"" LocalText=""" & Step1Text & """ Location=""5,7"" Name=""Receive"" ScrollExtent=""285,44"" Size=""285,44"" Style=""button_plain_text"" TextMaxLines=""" & MaxLines & """ > " & Step1Text & " </Button>"""
Else 'If there is a PFL
'calculate LocIconLoc Here
Step1PFL = TxtStep1PFL.Text
TxtXML.SetFocus
TxtXML.Text = "<Button BackgroundColor=""#554939"" LocalText=""" & Step1Text & """ Location=""5,7"" Name=""Receive"" OnPress=""Parent.Parent.Parent.Parent.Parent.MapPage.Icons.Icon.Locator.Location =""" & LocIconLoc & """ PathFindLocation=""" & Step1PFL & """ ScrollExtent=""285,44"" Size=""285,44"" Style=""button_plain_text"" TextMaxLines=""" & MaxLines & """ > " & Step1Text & " </Button>"""
End If
End Sub
  #623  
Unread 01-28-2005, 12:52 AM
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Default Graveyard exit mis-labled

Line 961 should be:


Quote:
<Icon BackgroundTint="#000000" IconRect="84,168,126,210" IconResource="/images/icons/icon_map1.dds" IconStyle="zoningstyle" IconType="map" Location="325,436" MouseOverColor="#FFFF00" Name="ZoneStonestair" pathfindlocation="-69, 0, 132" PressedColor="#FFFF00" ScrollExtent="25,25" Size="25,25" Tooltip="To Stonestair Byway" TreatAsButton="true" 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"/>
instead of:

Quote:
<Icon BackgroundTint="#000000" IconRect="84,168,126,210" IconResource="/images/icons/icon_map1.dds" IconStyle="zoningstyle" IconType="map" Location="325,436" MouseOverColor="#FFFF00" Name="ZoneStonestair" pathfindlocation="-69, 0, 132" PressedColor="#FFFF00" ScrollExtent="25,25" Size="25,25" Tooltip="To Sunken City" TreatAsButton="true" 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"/>
  #624  
Unread 01-28-2005, 01:25 AM
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Quote:
Originally Posted by Eloa
Following is just for me to copy at home, disregard please.
i know you said disregard but i cant help it lol, that looks like VB? is it or is it some other language?
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  #625  
Unread 01-28-2005, 01:27 AM
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Default Fallen Gate

N: -131.08 , -349.45
E: -193.33 , -228.65
S: -17.33, 151.05
W: 215.33, -104.23
  #626  
Unread 01-28-2005, 01:57 AM
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diztorded,
one last step...now that i have zonerect i can get arrow on map.
I need you to load up the attached map window, and the map_blank.dds if you dont already have it. Go to those NSEW locations again and take a screenshot of your map at each of the 4 spots. This is so i can resize map to the right places.

If the zonerect is off too far the arrow wont show up...its based off your coords so ill assume its good

This ought to be a good learning experience...you can probably do your own maps from all the steps im tellling you..but im more than happy to do it this way too.
Attached Files
File Type: zip eq2ui_mainhud_map.zip (34.5 KB, 324 views)
File Type: zip map_blank.zip (75.0 KB, 314 views)
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Last edited by tonyis3l33t : 01-28-2005 at 02:09 AM.
  #627  
Unread 01-28-2005, 09:12 AM
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Quote:
Originally Posted by tonyis3l33t
Maps are separate files. They do not have their own page. The game replaces the zonemap (you can find in UIBuilder) with the single DDS file that contains the map.
I think you misunderstood me. I realize the map images are external, but everything else that makes up a specific map (icon positions, pathfinder locs, etc.) are all currently embeded into a page object which is embeded into the eq2ui_mainhud_map.xml file.

If we make those page objects external files, Edits to the window format/behavior wont be as likely to conflict with someone else's edits to a specific map.

It should also allow folks to develop alternate versions of the same map without causeing versioning issues with everything else.

All the map data would essentially become includes. Updates would consist of downloading a map file and image, then adding a page include line to the map window file.
  #628  
Unread 01-28-2005, 10:46 AM
Eloa Eloa is offline
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Quote:
Originally Posted by taco-man
i know you said disregard but i cant help it lol, that looks like VB? is it or is it some other language?
Heh, yea its vb...kinda, Its the VB thats bundled with office, I use MS Access to program a little at work since we dont have real VB there. So if I wanna work a prog at work, I have to convert the stupid VBA code to VB code. The differences are just plain dumb though...I love VB, just got VB again and .NET (the .net I have never tried before.)
  #629  
Unread 01-28-2005, 11:18 AM
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zonx,
as far as adding your own pages and stuff to the mod...
i havent seen any of the main team get confused or anything. If the people want to add a map we will add it. Not a big enough problem to where i want to spend the time separating the xml's...but thats just me
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  #630  
Unread 01-28-2005, 11:22 AM
Quib Quib is offline
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"All the map data would essentially become includes. Updates would consist of downloading a map file and image, then adding a page include line to the map window file."

The biggest problem is you couldn't change the zonerect from what it is in the main maps window. You might think that the zonerect is a set value per zone, but it isn't; Tony and I set up very different zonerects for example. His go right up to the edge, while I put a 10-20 pixel buffer around the edges.

This would also hurt the efficiency of the file. You all use UIBuilder, and don't realize that it often throws in tons of unnecessary property values that bloat the file.

Diztorded, thanks for catching that error at line 961. Fixed.

I'm gonna edit the download description like Tony suggested and list the maps we have, because many people really don't understand what we're providing them with.

Quib
  #631  
Unread 01-28-2005, 12:29 PM
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yea...i think ill stop doing that map to the edge thing...the only thing that bugs me is that the map must shrink, lowering detail in those tight places.
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  #632  
Unread 01-28-2005, 02:35 PM
Feebb Feebb is offline
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Someone please come up with a map for the Crypt of Betrayal.
Feebb
  #633  
Unread 01-28-2005, 03:59 PM
sunthas sunthas is offline
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Quote:
Originally Posted by Feebb
Someone please come up with a map for the Crypt of Betrayal.
Feebb
I made one, but it wasn't complete and I didn't lilke the way it came out. COB is tough because of so much crap in the way along the walls, makes it hard to use our loc method of mapping. My stormhold maps came out nicely though.
  #634  
Unread 01-28-2005, 07:59 PM
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Default NESW in Fallen Gate

Here are the NESW screenshots from within Fallen Gate. Did I mention I love the scout classes and their abbility to sneak?
Attached Files
File Type: zip NESW FG.zip (126.5 KB, 326 views)
  #635  
Unread 01-28-2005, 08:07 PM
Quib Quib is offline
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Here's a new version of Stormhold floor 2. I finally got to the west edge of the second floor to get some screenshots for proper alignment.

Quib
Attached Files
File Type: dds map_stormhold2.dds (128.1 KB, 351 views)
  #636  
Unread 01-29-2005, 12:01 AM
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Default Map mod vs. EQ2 maps

Does or can enything we do change or mess up the current, as in default, EQ2 game maps? Reason I ask is because I was in Stonestair byway today and notices the WP trail for one icon leads you to a different place entirely and the icon for that place is located somewhere else.
  #637  
Unread 01-29-2005, 01:50 AM
Quib Quib is offline
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We CAN mess up default stuff. I used Zonx's (aka Fetish) re-tuned Freeport loc icons and either he musta had a mistake that I copied over, or I messed up when copying the data... There IS the chance that the pathfindlocation is bad in the default version; SOE did a really horrible job with the loc icons for Freeport.

I'm headed to Stonestair Byway right now to check the problem out. Can you tell me which icon is wrong?

Quib

Last edited by Quib : 01-29-2005 at 02:18 AM.
  #638  
Unread 01-29-2005, 02:33 AM
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i know the icon going to the mage tower in SQ (i think its south..) goes to some place way SE of the whole zone...
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  #639  
Unread 01-29-2005, 03:22 AM
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heres a rough draft, diztorded...i plan on putting some color on it some time this weekend. What color is the floor/walls in that zone? I assume its just like commonlands...desert
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File Type: zip fallengate.zip (111.2 KB, 325 views)
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  #640  
Unread 01-29-2005, 03:56 AM
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Quote:
Originally Posted by Eloa
Heh, yea its vb...kinda, Its the VB thats bundled with office, I use MS Access to program a little at work since we dont have real VB there. So if I wanna work a prog at work, I have to convert the stupid VBA code to VB code. The differences are just plain dumb though...I love VB, just got VB again and .NET (the .net I have never tried before.)
lol If you're used to VB .NEt will give you such a headache, trust me. You were smarter being dumber and not knowing .NET. roflmao
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