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01-07-2005, 02:58 PM
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A Griffon
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Join Date: Jan 2005
Posts: 720
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To make the maps for the newbie areas, I've been taking a blank map I made, then grabbing the gry-online maps (which are just pieces cut from the city maps), darkening them (why are the gry-online maps so washed out?), then scaling them down to fit. I then use the eraser tool in Photoshop to fade the edges so the map has faded edges (where the zone map touches the blank background map). Then the tricky part is finding the zonerect. Also, how's the first floor map for Stormhold working? I adjusted the zonerect based on the pictures you posted, but haven't been able to test it personally yet.
Quib
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01-07-2005, 03:15 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 sunthas
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.
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I had to take a second look at this too. Then I realized that I was looking at the Location property for the icon, which is where its placed in the interface in reference to the page which is different from the location on the map due to the non-0,0 NW corner. Maybe this is what you are looking at. Maybe not. The pathfindlocation is the actual location for the ingame coords.
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01-07-2005, 03:16 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
the gry-online maps (which are just pieces cut from the city maps), darkening them (why are the gry-online maps so washed out?)
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Theyre washed out so that the text will display on them on their pages. otherwise it'd be hard reading the locations.
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01-07-2005, 03:37 PM
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EQ2MAP Webmaster
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Join Date: Dec 2004
Server: Unkown
Posts: 496
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You want to just go into this one together and make it one mod? We can even make it easier to access my window by adding a button to show it in the MainHUD.map window.
I'm going to rearrange my file structure in order to make it easier to modify and add maps.
Also, what is the procedure to add a comment to an XML?
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01-07-2005, 04:38 PM
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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 Eloa
I had to take a second look at this too. Then I realized that I was looking at the Location property for the icon, which is where its placed in the interface in reference to the page which is different from the location on the map due to the non-0,0 NW corner. Maybe this is what you are looking at. Maybe not. The pathfindlocation is the actual location for the ingame coords.
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so I see pathfindlocation in the XML file for the city zones, but not any of our stormhold zones. Is that another property we are going to add in to our icons?
And how are we converting the actual loc to the screen position for the icon?
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01-07-2005, 04:40 PM
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A Griffon
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Join Date: Jan 2005
Posts: 720
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I'd rather not officially join efforts Eloa, I usually get really flaky when I do. However, if we can get a button in my window to open yours (not sure a way has been discovered to do that yet) I'd be happy to, and sharing information is definately good.
Sunthas, I just don't have the loc data to attach to the icons yet. gry-online only has the x and y values, and I need z also.
Quib
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01-07-2005, 04:41 PM
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EQ2MAP Webmaster
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Join Date: Dec 2004
Server: Unkown
Posts: 496
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Yes just add the property pathfindlocation=6613453,312312312,63234234 to any new page icons.
are you using the UI builder to edit? If so you can just drag it to approx the location. If not you'd have to use a formula, I believe it would be the NW corner of the zonerect - (minus) the loc
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01-07-2005, 04:44 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
I'd rather not officially join efforts Eloa, I usually get really flaky when I do. However, if we can get a button in my window to open yours (not sure a way has been discovered to do that yet) I'd be happy to, and sharing information is definately good.
Quib
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Sure, thats fine. Just feel free to take locations and whatnot from mine and unless youre not cool with it, ill do the same from yours (itll be easier than converting from gry).
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01-07-2005, 04:50 PM
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A Griffon
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Join Date: Jan 2005
Posts: 720
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=D Feel free to use anything from mine; afterall, it's your map that sparked my interest in this.
I just finished The Thieves' Way. No icons, but it has a map and proper zonerect.
Quib
---EDIT---
Download Removed (19)
Last edited by Quib : 01-08-2005 at 04:30 PM.
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01-07-2005, 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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Next version is .09:
Added Commonlands map.
The quest window was 'losable' if you positioned it outside of the window. Now resets position to NW corner whenever map is changed.
Changed the format in which the Icons for each map are hidden and displayed. Now the button hides the HideIcon window which is coded to onHide, hide all the iconpages, then the button shows the appropriate one. This is also where the Quest window is Reloc'd at. (Thanks Deathbane27 for help with the code)
Added mapsizeinfo to each button. This contains the size that the Map image is sized to for the corresponding map to be displayed since they are stretched.
Last edited by Dolby : 01-10-2005 at 05:00 PM.
Reason: attachment removed. Cant use some of the included maps. sorry :(
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01-07-2005, 05:40 PM
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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 Eloa
Yes just add the property pathfindlocation=6613453,312312312,63234234 to any new page icons.
are you using the UI builder to edit? If so you can just drag it to approx the location. If not you'd have to use a formula, I believe it would be the NW corner of the zonerect - (minus) the loc
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Good info. Thanks. I'm trying to find ways to help outside the game as I have way too much freetime at work. PathfindLoc unforunately will be hard to figure out as gry-online only shows x and y, not z. Could guess at z, but that sorta defeats the purpose.
Can't do icon locs without the Rec info. Hmmmm I wonder if I could use math instead. That way we wouldn't have to change the icon locs.
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01-07-2005, 05:49 PM
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A Griffon
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Join Date: Jan 2005
Posts: 720
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Sunthas, could you check the far east and west of Stormhold I for me again? if they're all set, I can set up a "mapping page" for floor 3. There'll be little dragable white dots that you place at the corners of rooms then take a screenshot, and the third floor map can be created based on those dots.
Quib
P.S. - I finished Sunken City. It was a pain in the butt to zonerect because the map was kinda imperfectly proportioned.
---EDIT---
Download Removed (16)
Last edited by Quib : 01-08-2005 at 04:31 PM.
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01-07-2005, 06:29 PM
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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 Quib
Sunthas, could you check the far east and west of Stormhold I for me again? if they're all set, I can set up a "mapping page" for floor 3. There'll be little dragable white dots that you place at the corners of rooms then take a screenshot, and the third floor map can be created based on those dots.
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I'll test it when I get in game, wont be for several hours as I've got family stuff tonight. I can't find a good relationship between Real Loc and Image Loc probably because its some wierd formula. I'll take the UIbuilder to work so I can add icons to maps that get made.
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01-07-2005, 06:31 PM
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A Griffon
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Join Date: Jan 2005
Posts: 720
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"...some [weird] formula."
That's an understatement.  Basically, every map would be a different formula because the edges of the map and the scale of the map are so different.
The best way to get the pathfindlocation's is in-game. Placing the icons on the map though doesn't need to be super precise and their location on the map no no relation to their pathfindlocation.
Quib
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01-07-2005, 07:44 PM
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EQ2MAP Webmaster
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Join Date: Dec 2004
Server: Unkown
Posts: 496
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Icons for the Sprawl
Quote:
<Page Name="fprt_adv03_sprawl" ScrollExtent="436,506" Size="436,506">
<Icon BackgroundTint="#000000" IconRect="84,168,126,210" IconResource="/images/icons/icon_map1.dds" IconStyle="MOB" IconType="map" LocalTooltip="Gravel Vipers" Location="271,236" MouseOverColor="#FFFF00" Name="MOBvipers" OnHoverIn="Parent.Parent.Parent.Parent.QM_LocEntry.QM_LocText.LocalText=pathfind location Parent.Parent.Parent.Parent.QM_LocEntry.QM_LocPath.pathfindlocation=pathfindloca tion" pathfindlocation="-85, 0, 20" PressedColor="#FFFF00" ScrollExtent="10,10" Size="10,10" Tooltip="Gravel Vipers" TreatAsButton="true"/>
<Icon BackgroundTint="#000000" IconRect="84,168,126,210" IconResource="/images/icons/icon_map1.dds" IconStyle="MOB" IconType="map" LocalTooltip="Guttersnipe Hooligans" Location="273,200" MouseOverColor="#FFFF00" Name="MOBguttersnipehooligan" OnHoverIn="Parent.Parent.Parent.Parent.QM_LocEntry.QM_LocText.LocalText=pathfind location Parent.Parent.Parent.Parent.QM_LocEntry.QM_LocPath.pathfindlocation=pathfindloca tion" pathfindlocation="-86, 0, -12" PressedColor="#FFFF00" ScrollExtent="10,10" Size="10,10" Tooltip="Guttersnipe Hooligans" TreatAsButton="true"/>
<Icon BackgroundTint="#000000" IconRect="84,168,126,210" IconResource="/images/icons/icon_map1.dds" IconStyle="MOB" IconType="map" LocalTooltip="Guttersnipe Crooks" Location="263,218" MouseOverColor="#FFFF00" Name="MOBguttersnipecrooks" OnHoverIn="Parent.Parent.Parent.Parent.QM_LocEntry.QM_LocText.LocalText=pathfind location Parent.Parent.Parent.Parent.QM_LocEntry.QM_LocPath.pathfindlocation=pathfindloca tion" pathfindlocation="-76, 0, -2" PressedColor="#FFFF00" ScrollExtent="10,10" Size="10,10" Tooltip="Guttersnipe Crooks" TreatAsButton="true"/>
<Icon BackgroundTint="#000000" IconRect="84,168,126,210" IconResource="/images/icons/icon_map1.dds" IconStyle="MOB" IconType="map" LocalTooltip="Shoreside Asps" Location="237,175" MouseOverColor="#FFFF00" Name="MOBasp" OnHoverIn="Parent.Parent.Parent.Parent.QM_LocEntry.QM_LocText.LocalText=pathfind location Parent.Parent.Parent.Parent.QM_LocEntry.QM_LocPath.pathfindlocation=pathfindloca tion" pathfindlocation="-65, 0, -35" PressedColor="#FFFF00" ScrollExtent="10,10" Size="10,10" Tooltip="Shoreside Asps" TreatAsButton="true"/>
<Icon BackgroundTint="#000000" IconRect="84,168,126,210" IconResource="/images/icons/icon_map1.dds" IconStyle="MOB" IconType="map" LocalTooltip="Giantslayer Bashers" Location="166,137" MouseOverColor="#FFFF00" Name="MOBgiantslayerbashers" OnHoverIn="Parent.Parent.Parent.Parent.QM_LocEntry.QM_LocText.LocalText=pathfind location Parent.Parent.Parent.Parent.QM_LocEntry.QM_LocPath.pathfindlocation=pathfindloca tion" pathfindlocation="-13, 0, 51" PressedColor="#FFFF00" ScrollExtent="10,10" Size="10,10" Tooltip="Giantslayer Bashers" TreatAsButton="true"/>
<Icon BackgroundTint="#000000" IconRect="84,168,126,210" IconResource="/images/icons/icon_map1.dds" IconStyle="MOB" IconType="map" LocalTooltip="Giantslayer Thugs" Location="92,151" MouseOverColor="#FFFF00" Name="MOBgiantslayerthugs" OnHoverIn="Parent.Parent.Parent.Parent.QM_LocEntry.QM_LocText.LocalText=pathfind location Parent.Parent.Parent.Parent.QM_LocEntry.QM_LocPath.pathfindlocation=pathfindloca tion" pathfindlocation="50, 0, 41" PressedColor="#FFFF00" ScrollExtent="10,10" Size="10,10" Tooltip="Giantslayer Thugs" TreatAsButton="true"/>
<Icon BackgroundTint="#000000" IconRect="84,168,126,210" IconResource="/images/icons/icon_map1.dds" IconStyle="MOB" IconType="map" LocalTooltip="Wild Dogs" Location="211,297" MouseOverColor="#FFFF00" Name="MOBwilddogs" OnHoverIn="Parent.Parent.Parent.Parent.QM_LocEntry.QM_LocText.LocalText=pathfind location Parent.Parent.Parent.Parent.QM_LocEntry.QM_LocPath.pathfindlocation=pathfindloca tion" pathfindlocation="-44, 0, 81" PressedColor="#FFFF00" ScrollExtent="10,10" Size="10,10" Tooltip="Wild Dogs" TreatAsButton="true"/>
<Icon BackgroundTint="#000000" IconRect="84,168,126,210" IconResource="/images/icons/icon_map1.dds" IconStyle="MOB" IconType="map" LocalTooltip="Black Magi" Location="134,299" MouseOverColor="#FFFF00" Name="MOBblackmagi" OnHoverIn="Parent.Parent.Parent.Parent.QM_LocEntry.QM_LocText.LocalText=pathfind location Parent.Parent.Parent.Parent.QM_LocEntry.QM_LocPath.pathfindlocation=pathfindloca tion" pathfindlocation="8, 0, 77" PressedColor="#FFFF00" ScrollExtent="10,10" Size="10,10" Tooltip="Black Magi" TreatAsButton="true"/>
<Icon BackgroundTint="#000000" IconRect="84,168,126,210" IconResource="/images/icons/icon_map1.dds" IconStyle="LOC" IconType="map" LocalTooltip="The Black Magus Mill" Location="94,317" MouseOverColor="#FFFF00" Name="LOCMagusMill" OnHoverIn="Parent.Parent.Parent.Parent.QM_LocEntry.QM_LocText.LocalText=pathfind location Parent.Parent.Parent.Parent.QM_LocEntry.QM_LocPath.pathfindlocation=pathfindloca tion" pathfindlocation="44, 0, 90" PressedColor="#FFFF00" ScrollExtent="10,10" Size="10,10" Tooltip="The Black Magus Mill" TreatAsButton="true"/>
<Icon BackgroundTint="#000000" IconRect="84,168,126,210" IconResource="/images/icons/icon_map1.dds" IconStyle="zoningstyle" IconType="map" LocalTooltip="To Big Bend" Location="273,123" MouseOverColor="#FFFF00" Name="ZoneBigBend" OnHoverIn="Parent.Parent.Parent.Parent.QM_LocEntry.QM_LocText.LocalText=pathfind location Parent.Parent.Parent.Parent.QM_LocEntry.QM_LocPath.pathfindlocation=pathfindloca tion" pathfindlocation="-105, -4, -52" PressedColor="#FFFF00" ScrollExtent="42,42" Size="42,42" Tooltip="To Big Bend" TreatAsButton="true"/>
<Icon BackgroundTint="#000000" IconRect="84,168,126,210" IconResource="/images/icons/icon_map1.dds" IconStyle="zoningstyle" IconType="map" LocalTooltip="To The Ruins" Location="331,317" MouseOverColor="#FFFF00" Name="ZoneRuins" OnHoverIn="Parent.Parent.Parent.Parent.QM_LocEntry.QM_LocText.LocalText=pathfind location Parent.Parent.Parent.Parent.QM_LocEntry.QM_LocPath.pathfindlocation=pathfindloca tion" pathfindlocation="-140, -4, 97" PressedColor="#FFFF00" ScrollExtent="42,42" Size="42,42" Tooltip="To The Ruins" TreatAsButton="true"/>
<Icon BackgroundTint="#000000" IconRect="84,168,126,210" IconResource="/images/icons/icon_map1.dds" IconStyle="zoningstyle" IconType="map" LocalTooltip="To The Commonlands" Location="97,222" MouseOverColor="#FFFF00" Name="ZoneCommonlands" OnHoverIn="Parent.Parent.Parent.Parent.QM_LocEntry.QM_LocText.LocalText=pathfind location Parent.Parent.Parent.Parent.QM_LocEntry.QM_LocPath.pathfindlocation=pathfindloca tion" pathfindlocation="31, -3, 27" PressedColor="#FFFF00" ScrollExtent="42,42" Size="42,42" Tooltip="To The Commonlands" TreatAsButton="true"/>
<Icon BackgroundTint="#000000" IconRect="84,168,126,210" IconResource="/images/icons/icon_map1.dds" IconStyle="zoningstyle" IconType="map" LocalTooltip="To Serpent Sewer" Location="108,328" MouseOverColor="#FFFF00" Name="ZoneSerpentSewer" OnHoverIn="Parent.Parent.Parent.Parent.QM_LocEntry.QM_LocText.LocalText=pathfind location Parent.Parent.Parent.Parent.QM_LocEntry.QM_LocPath.pathfindlocation=pathfindloca tion" pathfindlocation="30.5, 3, 104" PressedColor="#FFFF00" ScrollExtent="21,21" Size="21,21" Tooltip="To Serpent Sewer" TreatAsButton="true"/>
</Page>
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01-07-2005, 08:19 PM
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A Griffon
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Join Date: Jan 2005
Posts: 720
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Thanks Eloa. Got those plugged in. I've started on The Graveyard and have a blank third floor for Stormhold (so you can see how the buttons will work, the Stormhold in the Select Map menu is identical to how it works when the map auto-loads in the Current Zone tab).
I also added a yellow circle to icon_map3.dds, used it, then stopped using it, but here's the new .dds anyway.
Quib
---EDIT---
Download Removed (18)
Last edited by Quib : 01-08-2005 at 04:33 PM.
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01-07-2005, 09:14 PM
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EQII Developer
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Join Date: Aug 2004
Posts: 82
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How to determine ZoneRect
To end the suffering -- there is a simple formula to calculate the ZoneRect if you know a bit of information about the map and the zone.
You must know the /loc at 2 map locations. The ideal locations are the two opposite corners of the map. But if you had that, you wouldn't need the math. Any points will do -- but the farther apart the points, the more accurate the calculation.
Round worlds do not map exactly to flat maps but the areas in EQII are either small enough or perhaps the world is actually flat and so we don't need to worry about the projection used or any of the other more complicated cartography details.
So as far as we are concerned, the distance on the map is a constant and thus simple ratios work. The fundamental ratio is:
Code:
locB - locA locC - locD
--------------- = ---------------
mapB - mapA mapC - mapD
(We know mapA, locA, mapB, locB, and mapC. So if we make point D the same as point A or point B, we know everything but 1 variable -- locC.)
To simplifiy, what we need to do first is calculate the world_distance_per_pixel in both x and y. That is the left side of the equation above.
LOC_Bx - LOC_Ax
-------------------- = wdpp_x (and repeat for wdpp_y)
MAP_Bx - MAP_Ax
LOC_Ax is the game x coordinate for location A.
MAP_Ax is the map x coordinate for location A.
Point A should be near the top-left and PointB should be near the bottom-right. But they don't have to be.
Unless the map is distorted, wpdd_x and wpdd_y should match.
Now solving the same equation for LOC_0x leads us to:
LOC_0x = LOC_Bx - (wdpp_x * (MAP_Bx - MAP_0x) )
Andn using the point farthest from the bottom we get:
LOC_1x = (wdpp_x * (MAP_1x - MAP_Ax) ) + LOC_Ax
Repeat for LOC_0y and LOC_1y.
LOC_0x is the game x coordinate for the upper left corner.
We know MAP_0x and MAP_0y is 0.
You should also know the MAP_1x, 1y, it is the map size.
Someone should check my math and double check the signs.
MrBobble
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01-07-2005, 10:18 PM
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EQ2MAP Updater Author
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Join Date: Nov 2004
Server: Antonia Bayle
Posts: 1,349
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01-07-2005, 11:20 PM
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A Brown Bear
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Join Date: Dec 2004
Server: Innothule
Posts: 8
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Has anyone put all this work together as one installed UI? It sounds really cool, but I'm having difficulty seeing it in game.
Thank you,
Voik
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01-07-2005, 11:56 PM
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A Griffon
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Join Date: Jul 2004
Server: Everfrost
Posts: 604
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EDIT: I TRIED THIS AND IT DIDN"T WORK! FORGET I SAID IT : )
Quote:
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Originally Posted by tonyis3l33t
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.
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If you can't figure anything else out..
This might work:
First make a new IconPage under the Map Page and name it MyIcons..
Then Add the antonica page with your icons..
Now add 2 new properties in the main map window:
ShowAntonica
Code:
Parent.Parent.MyIcons.antonica.Visible=true
HideAntonica
Code:
Parent.Parent.MyIcons.antonica.Visible=false
For the OnShow event in the Map Window set it to:
Code:
Icons.antonica.OnShow=Parent.Parent.ShowAntonica
Icons.antonica.OnHide=Parent.Parent.HideAntonica
When the map window is opened it should install your Show and Hide Events in SOEs antonica icon page.. The events hide and show your icons when the antonica icon page is hidden or shown..
You would have to do this for every Hardcoded map if it works..
If no one tries this before me I will try it when I get back to working on the map window..
Last edited by Talyns : 01-09-2005 at 07:49 AM.
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