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  #1  
Unread 01-20-2009, 09:33 PM
jacobian163 jacobian163 is offline
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Default [added] Miragul's Phylactery - Crucible

Hopefully this won't need any (or too much) tweaking, but I'm posting the psd, dds, and jpg files, and the 2 log files I used just in case.
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Name:	Miragul_Crucible.jpg
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Size:	272.8 KB
ID:	6735  
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File Type: dds Miragul_Crucible.dds (170.8 KB, 604 views)
File Type: zip Miragul_Crucible.zip (2.38 MB, 291 views)
File Type: txt eq2log_Lobogrande_Crucible_Outline.txt (187.6 KB, 307 views)
File Type: txt eq2log_Lobogrande_crucible_details.txt (37.2 KB, 298 views)
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  #2  
Unread 01-20-2009, 10:20 PM
gm9 gm9 is offline
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Nice. Can you post the zonerect also please (after you tested it in game)?
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Unread 01-21-2009, 11:11 AM
jacobian163 jacobian163 is offline
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Default "testing" in game...

I'm still pretty new to this... how do I test it in game? And I ran the excel script/macro for the zonerect, do you want that file or just the last line with the zonerect info?

EDIT: I've attached the zonerect run as a spreadsheet with the xyz coords and the values calculated from the min/max formula in the zonerect line.
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File Type: xls Crucible_Outline_xyz_zonerect.xls (104.5 KB, 280 views)

Last edited by jacobian163 : 01-21-2009 at 11:26 AM. Reason: Attaching zonerect spreadsheet run
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  #4  
Unread 01-21-2009, 11:33 AM
jacobian163 jacobian163 is offline
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Default added note...

Also forgot to mention, I used the log fileand ran it through the gui version of the svg file mapper, then opened it in inkscape. Then transitioned to both photoshop and illustrator (CS4), before using photoshop (CS2) to create the .dds file. So I didn't do any of the .xml stuf... not sure how that works. Also, is the zonerect sufficient? I read in another post on here that you need some min/max height values. The tricky part is that there's really 3 levels to this zone, but my map looks like there are only 2 because the first 2 don't overlap and are connected by a LONG stairway. So do I need height values for the first level, halfway up that stairway, and then again for the transition up the spiral staircase to the third level to make this work?

I also have a bunch of POI's to add once we can get this up and running.

Last edited by jacobian163 : 01-21-2009 at 11:36 AM.
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  #5  
Unread 01-21-2009, 01:51 PM
gm9 gm9 is offline
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If you didn't move or resize anything the calculated zonerect is probably correct. You don't need to bother with height values unless you want to split you map into several images.

You could test the zonerect by pasting the following in the file <YourCustomUI>\eq2map2\_User_MapStyles.xml:
<ImageStyle Name="exp05_dun_miragul_shard" displayname="Miragul's Phylactery: The Crucible" menugroup="Everfrost (Island)" zonerect="-94.45, -69.38, 137.30, 227.21">
<ImageFrame Source="images/maps/map_exp05_dun_miragul_shard.dds" SourceRect="0,0,436,506" />
</ImageStyle>
Place your dds file in the images\maps folder and rename it as in the bolded part (or change the filename in what I posted above).
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Unread 01-21-2009, 01:51 PM
lordebon lordebon is offline
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Few things...

First, please take the zone name out of the file. Your name in the corner is OK, but if SOE reuses the zone we can reuse the map as well so zones don't get their name hardcoded into the image.

Next... you need a height min/max if and only if it's split into multiple maps. This one doesn't really need to be split up, although some shading on the overlap area (to let folks know it's 'above') may be nice., maybe some lines on the stairs to make them look more like stairs.

Another option would be to split it into two maps, one for the bottom and one for the top, above the spiral staircase. But that is probably more work than it's really worth. You would only need height min and max if it was split this way, in which case you'd probably split it about halfway up the spiral staircase.
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Unread 01-21-2009, 01:59 PM
gm9 gm9 is offline
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Quote:
Originally Posted by lordebon View Post
First, please take the zone name out of the file. Your name in the corner is OK, but if SOE reuses the zone we can reuse the map as well so zones don't get their name hardcoded into the image.
Also make sure to save as DXT1 with 1bit alpha next time.
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