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That's a really nice job on vs, thank you Sunthas. It should work perfectly.
Tony, well usually I scale the map (not necessarily equally on the x and y axis) to get it to use a decent amount of space on the blank map, then I figure out an initial zonerect using taco-man's calculator, then I go in game and run to the corners to check for placement. Sometime the map is imperfect and I have to move edges around in photoshop, or sometimes it's bad enough I have to scrap that map and either start over, or find another map and start over. I'm still working on The Caves. Once I finish it, I'll post all the work I've done so far. Quib |
where is the download?
You guys are doing a great job and it's much appreciated but I do have a question. Where is the download? I was able to get it from the Interface Pieces>Map Window download area originally but now it's not list there. Only thing I can see is the NIX Map interface.
Perhaps it's just me but I thought I would ask just in-case. Thanks again! |
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Ok, here's the first revised pack.
Oakmyst Forest The Caves (no location icons) The Forest Ruins (no location icons) The Peat Bog are all mapped, credits to original authors, as well as their websites are listed. The original authors said the maps are free to use as long as they are given credit. Two still need location icons. The 4 Freeport newbie zones are done (mapped, I think 1 or 2 still need lcoation icons), but I'm redoing the maps to ensure they're 100% SOE only artwork. Every pixel. =P If you have the "old" Freeport newbie zone maps, they'll still function, and I'll be using the same proportions, if anyone wants to finish their location icons. All other zones are currently works in progress. I'll do Vermins Snye this afternoon (thanks for the map Sunthas), and I'll be remapping The Thieves Way after that, myself. Quib ----- You may redistribute and modify these maps at your own will - as long as you give credit to the original mapper, this project team and so long as the work you create can be freely used by others. ----- |
http://members.aol.com/getmydata/pc-index.html
great text parser. Removes unwanted LINES. gotta get the full prog for individual characters. Will be usefull for bigger log files more lots of /locs. Just tell it /keep list: * Your location is /delete list: * |
Down Below
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Here is down below, sorry about the size, dunno why its so big. Looks like Tony posted BB maps a few pages back, will those work from the Fo0bar site? Wanna try not producing each others work if I can help it. :) |
The stuff from http://www.fo0bar.org/everquest2.html, made by Raetsel, works just fine. I used his caves. His work is basically proportionately accurate, at least enough for what we're doing here.
Quib P.S. - The Down Below map is perfect, getting it into game now. Thank you so much for getting rid of the numbers and arrow and text and junk, and getting the map cut out. Saved me a good chunk of time. It took maybe 5 minutes to size and drop the map onto the background. I had Vermins Snye and The Down Below mixed up. I may hold off on Vermins Snye for a little bit, at elast 'til after I get The Thieves' Way redone. |
i am going to attempt to do a new stormhold since the one we have cant be used, correct?
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Correct, and I'd appreciate it immensely. All my attempts to map that place have resulted in a handful of soul shards and nothing accomplished. Also, if you can do each floor to the same scale, it would help a lot; in fact it's necessary for the map to work properly.
Quib |
alright i will try and do that, but it wont be happenening today, when i got onto the bird to go to sh i got a black screen so i had to quit and log back in. so off i went to stormhold and did /l of the whole 1st floor and then quit and saw that the stupid thing turned off logging when i had to quit because the screen went black. :mad: :mad: :mad: :mad: it really made me mad, i dont think i want to do it twice in one day,
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I'll do the /loc map of SH top level for ya, taco.
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awesome. THANKS :nana:
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Here's The Down Below and Vermin's Snye. Vermin's Snye's zonerect may not be perfect, but it's darn close. I'll revise it after I level a little and more enemies con gray.
The prepared maps worked great Sunthas, all I had to do was resize them and add a drop shadow (so maybe 5 minutes, tops, per map). Quib |
Forest Ruins Icons
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Caves
Caves I and II Icons.
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Have you guys made a 'release' recently? I am itching to use this stuff :)
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Speaking of Icons... Here are some for Down Below: Quote:
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Here's the xml with Sunthas' newest location icons added. Thanks a bunch!
I'm going to sleep now, but should have some more maps working in-game tomorrow. Thank you everyone for the support and assistance! Quib Project current status: Code:
Area and Name - Map Status - Location Icon Status |
I am working on BB. I got the map from fo0bar and and workin the whole thing, ie all three floors lined up with zonerect. basically ill make it ready for use, so dont worry about that one :)
EDIT: D'oh! My internet is down at home. Will be up anytime up to a week away i suspect...bummer. |
I'm working on the wailing caves icons
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Scattergraph Mapping
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This idea I had awhile back and then SoupPL's mapping method made me thing of it again. Here is one I did today of part of Crypt of Betrayal. Pretty simple really works best if nothing else is going into the log file at the same time.
Rough Rough Rough draft of COB map. |
Downbelow and VS Loc Icons
Down Below had some errors, here is the fixed version.
VS as well. Code:
<Page 1Location="The Down Below" Name="qey_catacomb01" ScrollExtent="436,506" Size="436,506" Visible="false"> |
Fix for the waypoint text box?
I've noticed that when one clicks in this map window the cursor is automatically sucked up into the waypoint text box.It can be annoying when you use the cursor keys to move, and a bunch of a's or d's ends up in the waypoint text box.
Is there a way to ensure this does not happen? |
I believe peat bog zone icons need this in with thier code: IconType="map" it makes it so they are clickable and the glowing path appears, right now they are broken, all the mob paths work though.
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"Is there a way to ensure this does not happen?"
I've been working on it, as it annoys me too. The current "quick fix" is to hit enter twice whenever it gets trapped up there. Sunthas, The Peat Bog zone location icons lack pathfindlocations, so I didn't give them IconType or OnHoverIn properties. Also, I added your changes to DB and VS, thanks! I'llr elease the xml as soon as I finalize my new The Thieves' Way map. Quib |
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