I've got that latest version installed and running. I'll run down to the 2nd floor in a minute and check stuff out. GOOD WORK! What can I do to help more?
Just some notes on it: The map is stretched too far east to west. Or rather the red arrow isn't quite in the right spot. But its close. Also when I go to the 2nd floor and click on the Stormhold II button, that part works great, but when I move my mouse off it and my map window fades a little bit as I have it set to do, Both maps show up overlayed but faded.
The eastern most point I found is at the bottom of the huge spiral staircase that connects II to I. -160.25 x -15.96 x -98.80
Western most point: 120.25 x 5 -96.35 Defiled Keepers Room.
"overlayed but faded"
Not sure about this one. I'll see if I can come up with a work around for this, but I had forgotten that this could be an issue.
Edit: I may have solved this problem.
As for the east to west, if you could take a picture at a far east wall and a far west wall and I may be able to adjust the zonerect with that data. Face away from the wall when you take the pic. It's fine to crop down to a pretty small image, I don't need to see that much to make the adjustment.
Quib
P.S. - The trick with the second and third (etc.) floors will be aligning them on top of eachother so that the first floor zonerect positions the loc arrow properly.
As for the east to west, if you could take a picture at a far east wall and a far west wall and I may be able to adjust the zonerect with that data. Face away from the wall when you take the pic. It's fine to crop down to a pretty small image, I don't need to see that much to make the adjustment.
The zonerect is largely determined through a guess and check procedure. Based on where your loc indicator is on the map, compared to where it should be, I can change the numbers to correct the disparity. There is no easy equation to generate the zonerect accurately.
Quib
P.S. - You'd be taking pictures of your map, not the wall. Just a clarification.
P.P.S. - Fixed the transparency issue. Get the attached file.
Haliken, i like the way you got button to show up in the current zone window (making transparent map)! Only downside is...when you go to, say BB, another zone with more than 1 floor, you'd have to have stormhold show first, or the list of map seletion buttons.
Wouldn't be too incredibly bad, to have to click your zone if it has more than one floor i suppose...
also, for maps with more than one floor the icon map must be placed in the QM_Map_mapname that you have made. Thats the only way to get the icons to change when you select a different floor, since you can't make more than one iconsbefallen.
in what order are the loc extremities?
as in...
far west is number 1,
far N is number 2,
Far east is number 3,
far S is number 4
W,N,E,S is that the correct order?
Last edited by tonyis3l33t : 01-07-2005 at 02:04 AM.
Haliken, i like the way you got button to show up in the current zone window (making transparent map)! Only downside is...when you go to, say BB, another zone with more than 1 floor, you'd have to have stormhold show first, or the list of map seletion buttons.
Wouldn't be too incredibly bad, to have to click your zone if it has more than one floor i suppose...
in what order are the loc extremities?
as in...
far west is number 1,
far N is number 2,
Far east is number 3,
far S is number 4
W,N,E,S is that the correct order?
That's correct, just remember you have to multiply the West and East values by -1.
__________________ If it ain't broke, it needs more features!
Q:
Does the UI keep window graphics in memory even if it's not being displayed? Like if you had 2 map windows- ex: main map window with normal maps, and another that you could popup with extra info or zoomed in - both could display at the same time but not done. Would it just load everything that has a chance to be used?
i:
Probably not possible, but if OnPress could somehow stretch the size or something to essentially "zoom" the map that would be cool. A zoom button.
As a user I'd personally like to have 2 different versions of the custom map window. One with town and noob zones only, and another with town and outdoor+dungeons. OR maybe go by tier... that might be the best for me as a user even.
Tier1 - town + noob
Tier2 - Ant/com-proper dungeons
Tier3 - EL?, +, +, etc; anyhow you get the idea lol
Idea here is maps mostly useful in unfamiliar territory - new xp or quest areas for your tier & saving on memory this way possibly on this already memory hog game lol.
__________________ Howto: Install an Interface
01000101010100010011001000100000011011010110000101110000011100110010000001100110
01101111011100100010000001110100011001010110100000100000011101110110100101101110 Euda
Long retired enchanter of Luclin.
ok here is one with icons on stormhold lvl 2...WORKS!
Eloa, the UI loads ALL graphics that will be used in that zone (i.e. the zone map) and ALL graphics built into the windows. So if you have 50 maps builtin, it WILL load all 50 maps.
As for the zoom idea, as far as i know you can either
1. make a zoom button that will zoom in, but not show cursor, or
2. make the entire zone zoomed and have the map changed when you go to different areas, retaining the loc cursor
Last edited by tonyis3l33t : 01-07-2005 at 06:00 AM.
Ok, I added all your Stormhold2 icons and have a special surprise to go with this release.
The Path Finder (patent-pending) is on the titlebar of the map window. It's comprised of a text field and a button (that looks like a zoneline icon). You enter a loc in the text field and when you click the button, it draws a 3D path to that loc! Neat eh? Also, all icons for zones that have loc data, when you move your mouse over them, will put their loc up in the text field.
Quib
P.S. - I'm going to sleep, it's been a long day. ^_~
P.P.S. - Thank you for the screenshots Sunthas, I made an adjustment to the zonerect. Here's hoping it's improved.
patent pending - lol. Good work getting the newly added loc waypoint dealy in there.
heres a wrap up of stuff so far
How to insert your own maps
internal zone name:
log off in a zone. Check Cache\ioplans for last edited file.
Goto vpk folder and find closest named file. That is the internal zone name.
this goes in as an imagestyle's name under
MainHUD.Map.MapStyles
so you would have MainHUD.Map.MapStyles.internalzonename
then put an ImageFrame named ImageFrame inside that ImageStyle name internalzonename.
Enter object properties for ImageFrame
source: DDS of map(blank for multi floored maps) and
sourcerect: 0,0,436,506 (must be that exact value)
Enter zonerect property for the ImageStyle...
zonerect:
-W,N,-E,S (NOTE: Negate the W and E coords.)
to find coords, go in game to NSEW extremities and write them down! Add/negate to get coords
as close as possible. If coords are too far off, cursor will not show at all (most likely
there, just so far out of site)
this goes in as a property for MainHUD.Map.MapStyles.internalzonename
map:
Get a map and convert it to DDS format. ***The actual map area needs to start at 0,0 and end
at 436,506 or it will get cut off!*** The image itself should be 512x512.
icons:
copy paste a different zone's icons page. Icon page can be found at
MainHUD.Map.MapPage.Icons
Rename icons page to your maps internal zone name. Drop in the icons, move em around, add
tooltips.
for multi leveled zones:
make the default map all black (causes transparency). Put the maps inside the icons page,
separated by more pages. Put buttons to hide current map/icons folder, and show next floor's
map/icons folder. Do this with an OnPress property. All within the icons page.
OnPress example use for this button:
Onpress:Visible=false Parent.QM_SelectMap_Stormhold2.Visible=true
Ok, I added all your Stormhold2 icons and have a special surprise to go with this release.
The Path Finder (patent-pending) is on the titlebar of the map window. It's comprised of a text field and a button (that looks like a zoneline icon). You enter a loc in the text field and when you click the button, it draws a 3D path to that loc! Neat eh? Also, all icons for zones that have loc data, when you move your mouse over them, will put their loc up in the text field.
Quib
P.S. - I'm going to sleep, it's been a long day. ^_~
P.P.S. - Thank you for the screenshots Sunthas, I made an adjustment to the zonerect. Here's hoping it's improved.
Brilliant work on that PathFinder, Haliken. Now you can ask for people's locs in game and get a path to it. Even works in zones that don't have maps put in for them, right? This is going to be a MUST HAVE for the /loc impaired.
__________________ If it ain't broke, it needs more features!
Ok since everyone seems to have abandoned my map
I think I'll try to integrate a quest window into this mod today. Can you guys get some freeport maps in here for me? Most important are the lowbie zones the commonlands, the sprawl, thieves way, the sunken city, the graveyards and the ruins, in that order. as soon as you get those maps in, I'll put everything needed on them. As for commonlands, can we add maps to the builder so that we can see what we're working with? Itll make things alot easier.
Eloa,
for antonica, i wanted to add my own icons. So i created an icons page called antonica. as far as i know thats the internal name. Anywho it wouldnt work. Possibly because i didnt add the ImageStyle, but im pretty sure its because it is controlled by the server.
SOOO if this is true your map mod will not be abandoned as it will be needed for the maps that are sent down by the server or encrypted or whatever they are. We shall see....i will try to add the ImageStyle for antonica and see if the icons page will show up.
What Tony said is very true Eloa. We'll still need "external" maps for Antonica, Commonlands, Thundering Steppes and Nektulos at the minimum since those are server controlled. I for one love the attention to detail your work has shown. I definately didn't mean to hijack this thread; we've just been expanding our knowledge of how the built-in map window works.
That said, there isn't enough room in the built-in map window to really deal with high detail stuff. If the map auto-zooms in on a region, then you lose perspective as to where you are in the zone at large.
I propose we just parallel eachother. The EQ2 community will benefit as a whole from that.
Quib
P.S. - Attention everyone, the name's Quib. I guess I should make a new EQ2interface account so I stop getting called Haliken. =D
There, my painful (had to delete the eq2interface.com cookie because log out wasn't working, oh my!) rebirth is complete. Haliken wasn't really my name to use.
"Even works in zones that don't have maps put in for them, right?"
Yeah, the Path Finder works anywhere, and seems to be pretty robust. I've tried typing in words, letters and stuff and it doesn't crash or anything. It accepts the following forms of loc's:
0, 0, 0
0,0,0
0 0 0
Also, negative works, as do decimals. And it can accept a max value of:
-10000.00, -10000.00, -10000.00
Right now, the Path Finder disappears if you use my minimize button, but I don't actually know why. Gonna fix that this afternoon and finish mapping the Freeport newbie zones.
What Tony said is very true Eloa. We'll still need "external" maps for Antonica, Commonlands, Thundering Steppes and Nektulos at the minimum since those are server controlled.
Zek and EL are also server controlled maps. I would supsect maps for Feerot, Everfrost and Lavastorm are the same way.
Oh Quib, can I ask how you are making the maps? I'm definately impressed with them.
Icons: http://www.***************/eq2/maps.asp?ID=50 When I look at this map the locs for all the spots don't match the locs listed in the XML file in the Icon section? I'm sure there is a good reason why.
I've used the gry-online maps while playing and I know their locs match the /loc in-game.