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01-29-2005, 10:14 AM
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Crushbone - Cronique
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Join Date: Dec 2004
Server: Crushbone
Posts: 163
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Graveyard fixed and FG added
Tony, I noticed you did not update your mainhud_map file with a mistake I had found in The Graveyard exit to Stonestair Byway being mislabeled. I fixed that and here it is for you, and anyone else who had updated their files with Tony's.
Quib, I am away from home at the moment but it was 2 of the crafting guild icons and waypoints.
Last edited by diztorded : 01-29-2005 at 10:16 AM.
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01-29-2005, 12:37 PM
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EQ2MAP Webmaster
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Join Date: Dec 2004
Server: Unkown
Posts: 496
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Tony or quib, one of you guys may want to head over to oakmyst and follow the path down to the mariners bell, on the map that we have, its a slightly curving, almost straight path to the bell. In reality it is a curving ramp leading down to it and on the map you spiral off of the path a ways on your way down to it, but the bell icon itself is in the right location as well as all the other stuff about the map, the map's just drawn wrong in that area.
Quote:
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Originally Posted by Corren Silverfir
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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I cant find my vb6 cd anywhere and all my downloads aren't burning for me, but I finally found my vb5 disc in the garage so .net will have to wait until next time I want to use it and cant find the vb5 cd. The stupidest thing with the VBAccess is that in order to read or right a .text property you have to control.SetFocus first, it really irritates me.
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01-29-2005, 01:52 PM
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A Griffon
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Join Date: Jan 2005
Posts: 720
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Quote:
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Originally Posted by diztorded
Tony, I noticed you did not update your mainhud_map file with a mistake I had found in The Graveyard exit to Stonestair Byway being mislabeled. I fixed that and here it is for you, and anyone else who had updated their files with Tony's.
Quib, I am away from home at the moment but it was 2 of the crafting guild icons and waypoints.
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Don't worry too much about Tony or Eloa getting bug fixes into the map xml when they post; I round up people's map xmls and get all the stuff organized and consolidated. This way, we don't need to worry about everyone modding from the newest version; I simply make sure everything xml side is taken care of in the end.
Eloa, it sounds like you might have an old version of the Oakmyst Forest map.
Quib
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01-29-2005, 05:23 PM
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EQ2MAP Webmaster
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Join Date: Dec 2004
Server: Unkown
Posts: 496
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Quote:
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Originally Posted by Quib
Eloa, it sounds like you might have an old version of the Oakmyst Forest map.
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Highly possible
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01-29-2005, 07:30 PM
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a hedgehog
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Join Date: Dec 2004
Server: Nagafen
Posts: 854
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heres a better version of Fallen Gate. Lemme know if its up to par 
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Nagafen (Evil) - Climax, Goshawk
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01-29-2005, 10:05 PM
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A Griffon
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Join Date: Jan 2005
Posts: 720
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Quote:
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Originally Posted by tonyis3l33t
heres a better version of Fallen Gate. Lemme know if its up to par 
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Could you take the gray fill, and run the texturizer filter over it with the following setting (assuming you have photoshop):
Texture: Sandstone
Scaling: 100%
Relief: 1
Light Direction: Bottom
Invert: No
I really like the thick black borders and clarity.
Personally I find a drop shadow with the following settings looks a little less like a shadow, and more like smudging:
Blend Mode: Multiply
Opacity: 100%
Angle: doesn't matter
Distance: 0
Spread: 5
Size: 10
Quality -
Contour: x=y (line at a 45 degree andgle up and right, the first choice)
Anti-aliased: No
Noise: 0%
Layer Knocks Out Drop Shadow: Yes
However, the shadow is personal preference, and as you have it now does look fine.
I really dislike flat fill colors; the texture helps add to the illusion that it's a handdrawn map on parchment.
I'm in FG testing the zonerect, it's off a little, but I'll have it perfected by the next official release.
Quib
Last edited by Quib : 01-29-2005 at 10:09 PM.
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01-29-2005, 10:47 PM
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EQ2MAP Webmaster
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Join Date: Dec 2004
Server: Unkown
Posts: 496
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I'm working on a database program that I will put on my website when I'm finished.
It will have the following funcionality for users: - add entries to tell us which maps we have not yet done
- add entries for each map of new locations that should be made as POI's
- add comments for the authors
- add quests and automatically generate the xml needed for them.
- and whatever else I think of that could be relevant for us.
For us developers: - read the users entries in a structured format
- check off entries as they are completed and post the code for that entry with it
- respond with users
- and whatever else I think of that could be relevant for us to do.
Mainly this is just an exercise for me to get used to web programming as I just got my own site, but it will also be useful for us to keep track of all this information that we're trying to wrestle with. Any additional things you guys (devs) can think of that would be useful to implement, send me a PM and ill add it to my checklist
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01-30-2005, 03:31 AM
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a hedgehog
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Join Date: Dec 2004
Server: Nagafen
Posts: 854
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here ye are quib
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Nagafen (Evil) - Climax, Goshawk
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01-30-2005, 03:56 AM
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A Griffon
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Join Date: Jan 2005
Posts: 720
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/slap me if I'm being too demanding about dumb little specifics, but dang I believe that map is perfect. Here's my xml, I adjusted the fallen gate zonerect a little.
Diztorded, I haven't fixed the Stonestair Byway icons yet, or corrected them rather, but it's next on my to-do list.
Quib
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01-30-2005, 12:43 PM
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A Griffon
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Join Date: Dec 2004
Server: Neriak
Posts: 273
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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.
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01-30-2005, 08:28 PM
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A Griffon
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Join Date: Jan 2005
Posts: 720
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Quote:
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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.
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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.
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01-31-2005, 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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3d maps
stormhold level 2 in 3d.
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01-31-2005, 10:49 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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Quote:
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Originally Posted by sunthas
stormhold level 2 in 3d.
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That Looks Great Sunthas 
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01-31-2005, 11:07 AM
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A Brown Bear
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Join Date: Dec 2004
Server: Antonia Bayle
Posts: 13
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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.
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01-31-2005, 11:27 AM
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a hedgehog
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Join Date: Dec 2004
Server: Nagafen
Posts: 854
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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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Nagafen (Evil) - Climax, Goshawk
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01-31-2005, 12:00 PM
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A Brown Bear
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Join Date: Dec 2004
Server: Innothule
Posts: 8
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Update 1st Post
Quote:
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Originally Posted by tonyis3l33t
here ya go. I have uploaded this before, but im sure other people havent searched this thread just like you 
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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.
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01-31-2005, 12:15 PM
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A Brown Bear
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Join Date: Dec 2004
Server: Antonia Bayle
Posts: 13
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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.
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01-31-2005, 12:39 PM
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A Griffon
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Join Date: Jan 2005
Posts: 720
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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.
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01-31-2005, 01:30 PM
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A Young Mystail Rat
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Join Date: Jan 2005
Server: Antonia Bayle
Posts: 5
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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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"I will do what you ask in order to make this work." -- Tunare - Tome of Destiny Chapter I: Council of the Gods
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01-31-2005, 01:55 PM
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a hedgehog
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Join Date: Dec 2004
Server: Nagafen
Posts: 854
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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 
__________________
Nagafen (Evil) - Climax, Goshawk
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