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i just thought it was easier to see while in game...the other one seemed to blend into the map background too much for me...meh whicher is fine.
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<!-- comment goes here --> This is built into XML, so any standard XML reader will "ignore" these as comments. Hope this helps, Voik |
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I haven't looked at your changes yet Zonx so don't be shocked when they aren't included in this xml; I'm taking a look at them next.
This update is primarily aimed at Eloa. I added a way for you to easily adjust what size you want the Map window to resize to when the "Expand Quests" button is pressed. In EM_eq2ui_mainhud_map_quests.xml, on the main EM_Quests page object, add OnHide="Parent.WC_TitleBar.WC_HelpButton1.Resize=800,675 OnHide=' '" This script will execute once each EQ2 session, and let you set what size you want the window to resize to, without needing hardcoded changes to the main map xml. The attached xml will use this new resizing setting. Also, I added the icon page and changed layering for the <include>; let me know if everything is working as you wanted Eloa. Quib |
yuck
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was looking at my stormhold map and it looks like their is a big problem with it. The second floor where the atrium is should have 4 coridors leading out of it. All 4 coridors should make a perfect Cross... So the two that go north and south should be inline and the two that go east and west should be in line. My coridors that go north and south are quite aways off... I'll run into stormhold tonight and check and see how much of a big deal this is and then redraw the map.
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Looks good quib.
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plz use this map for firemyst on public release:
thanks quib:) |
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Quib |
Screw this, its taking me about an hour to implement EACH quest, even smaller ones.
All is not lost though. I'm working on a program where I input the steps and it will automatically generate the pages so I can just copy and paste them in. Maybe then I'll even let other people put in their quests they have found. |
Fallen Gate
I am working on mapping Fallen Gate now. :nana:
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sounds good eloa:)
i was wondering when you would finally go bonkers from that hehe sounds good diztorted:) I cant get to the freeport world very often...i am working on quests to get into condemned catacombs (qeynos dungeon) and nektulos castle...soon to be that zek castle too. I guess i could do catacombs that are under vermins snye too. Quib...i sugguest putting all the maps we have done in a list on the download page...i like to see those numbers fly;) i think people willl download more if they see the maps it includes |
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Also is there some way I can help do maps? I am not very code smart but is there something I can do to help out? |
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I believe most everything is done now, as far as I see we have enough developers on this. Besides my quests, you can jump to the Beta forum and look at the Unofficial Maps in game-Quest Listing post and see if you can help out there at all. |
Fallen Gate
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Here is Fallen Gate. You start in at the southern most point. just north of there, you will notice a square that overlaps. This is a square wall that has stairs leading up to in on the left side. You can walk around it and jump off blah blah blah. Anyway, I was thinking about just shading this a different colour just to show it is a different part. Now if you notice the map branches off to the east and curves around and ends in a circle room. This is about 2 levels below the starting point. Not sure how you want to do this one. Once you get the map, I can run through grabbing important places. :) :)
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I do not want to hack or cheat at all ... I was refering to extracting the text from a quest dynamically as you solve it into a log file and than push that through a parser so you can then drop it into your awesome mod with more ease :D How or where do i find the information for quests that I complete? Do I need to hand wirte them all? |
Has anyone looked into attaching maps as seperate files?
It occured to me last night updates would be a lot easier if the map window file just referenced external map files, then everyone could work on individual maps without the possibility of Map window file conflicts. Each map could then be treated like a seperate mod. If I'm not mistaken, each custom map is a self-contained page now, so I think this is very possible. I'll play with it when I get a chance. Maybe I can figure out how to auto-generate a button or tree list of maps while I'm at it ;) |
hmmmm? Tried using this UI and soon as I hit J to bring up the journal it crashes to desktop. Problems with new xml since patch?
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Please continue this thread on topic (Development) after this post. :) |
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Maps are separate files. They do not have their own page. The game replaces the zonemap (you can find in UIBuilder) with the single DDS file that contains the map. There is a few steps to making a map and you can find it all in the attached fiile. Quote:
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Make one hotkey that say "/loc" make another hotkey that says "/emote start new map line" the second emote will "lift the pen"...starting a new map line from the next time you hit /loc so you run around one room, start new map line hit /loc right after start new map line (so there is not hole) and start walking with /loc again. just keep running around doing this until you have the whole map done. the start new map line is very important. It keeps you from making a huge line that stretches across the map. (see page 22 for an example) |
heres your fallen gate diztorded. Lemme know if you dont want me to post raw maps :)
ill work on it today. If you can...use this map and go to furthest points NSEW and get a loc. Hug the wall as much as you can. Then post the 4 locs for me. :) thanks. If not ill just walk there and do it myself :D |
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Following is just for me to copy at home, disregard please. Quote:
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Graveyard exit mis-labled
Line 961 should be:
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Fallen Gate
N: -131.08 , -349.45
E: -193.33 , -228.65 S: -17.33, 151.05 W: 215.33, -104.23 |
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