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Have to reread the math explanation above a few times, and at 1am I can't seem to get it straight, I'll test some points and I'm sure it will become clear.
THANKS!!! :) Here are a couple screens from SH2. SH2 is off a bit. Oh and SH1 looks great. Its darn close :) |
A long time ago, maybe 4 years now, I wrote an active log parser for EQ1 that read the log file and displayed maps (on another monitor) based on the "You have entered X" zoning messages. Then it watched for /loc messages and moved a little icon on the map, indicating your position. Each map required a loc-to-pixel conversion to display the icon, so I'm no stranger to the equations posted. It's definately nice to see them all organized like that though Mr. Bobble. They'll definately speed things up for me.
However, I've been dealing with maps that aren't necessarily accurate, so it's been rough, even having working knowledge of the conversions. Thanks for those pics Sunthas, I was afraid the scale for the Stormhold II map didn't match that of the first floor. I have a high level friend who I'll group with to grey out the zone so I can go in and make a few calculations to get it all finished up. I wanna get Stormhold wrapped up and proceed to the next dungeon. =D Quib |
Hey quib, lets get a list of maps that you already have in there so noone dupes them. (I'd like to try poppin a few in)
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Oakmyst Icons:
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is there a current build to mess with?
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Sunken City Icons:
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Alright, here's a complete release off all work so far. Had to break it up into multiple zip's due to upload size restriction. (Not anymore, thanks Dolby!)
Mapping is done for the following zones: Sunken City The Sprawl The Ruins The Thieves' Way Oakmyst Forest Stormhold and The Graveyard aren't done yet but are partially mapped. The Ruins and The Thieves' Way don't have loc icons yet. The Path Finder (on the titlebar) let's you enter a loc manually, then click the little yellow zone icon to the right to create a trail to that loc. Basic Installation: eq2ui_mainhud_map.xml - goes in the main folder of your custom UI folder icon_map3.dds - goes in images\icons under your custom UI folder all map_*.dds files - go in images\maps under your custom UI folder Quib ---EDIT--- Download Removed (18) |
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I didn't want this in regular circulation yet, it's way too early of a beta. After all newbie areas and the first level of sewers are done I'll upload it to the main downloads area.
Plus there's that waiting period for approval thing and we're sending stuff back and forth pretty quickly here. I'm no newbie to the eqinterface system, I was in like the top 10 post count at EQ1's eqinterface.com. I must say, I love the environment you've provided for us. Quib |
Ahh ok, increased zip attachment size to 1.5mb. Hope thats large enough. :)
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Wow, thanks a ton! Hehe, when this passes 1.5 MB in size, it'll definately be time to make it an official download.
Also, if I delete attachments from previous posts, does it actually delete them from the server harddrive, freeing up storage space? If so, there's no reason for me to leave the old attachments and I'll go back and delete them. Quib |
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You know, I've been wondering about this for a while now.
What is the difference really between Window.visible=true and /showwindow? Since we cant /show_window from say a button. It doesnt work to just window.visible=true does it? |
Also, just to let all know so they dont go hunting forever for locations. On all the maps that I've done for this, I've put in the locations with a 0 for the z axis. This should get them pretty close. I, or someone else should be able to go back later in game and click the waypoint, head there and just pick up the z if its too far off of 0.
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Heres thieves way
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just a suggestion, you could cut the size of all the map images from 340kb to 190kb by using the "DXT1 ARGB (1 bit Alpha)" save format and turning off mip maps(since mip maps are a waste of space when its not used, which it isn't in the ui)
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Thank you taco-man! I'll look into the format and mipmap change. I've wanted to shrink this down, so now I guess I can. =D
I'll have a new version with The Graveyard zonerect done and Eloa's new loc icons for The Thieves' Way added later tonight. Quib |
If you want to just toss some map images in, no zone rect or anything and I can throw icons in when I get bored.
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Edited thieves way just now, if you copied it before this post, redo it, added a few things since I went traveling down there.
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First floor with pathfindlocations. using the stormhold1 page from the file a few posts above this one.
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pathlocs for stormhold2
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i made a map image and icons page for the peat bog, how do i go about posting it for you quib? with icons and stuff and it works fully in game
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If you attach the image and map xml file I can cut and paste it into mine.
I've updated Eloa's Thieves Way loc icons and added Sunthas' pathfindlocations to Stormhold. Finishing the zonerect for The Graveyard at the moment. =D Quib |
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mapstyle:
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<ImageStyle Name="qey_adv04_bog" zonerect="-844,353,-550,700">Code:
<Page Name="qey_adv04_bog" ScrollExtent="436,506" Size="436,506">it uses those settings i pointed out earlier the z axis for the pathfind loc might not be exact because i used the same # for them all but it should be close enough |
Added your map taco-man, and I finished finding the zonerect for The Graveyard.
This map xml should be as up-to-date as is possible by the info in this thread. Also re-saved all the map files. Quib |
i am currently working on a program to calculate the zone rect for us. should be quite usefull. I only know visual basic .net though so you will need the .net framework to use it.
:nana: :nana: :nana: :nana: :nana: :nana: I appologive for my "excessive" use of the nanas but this thread just has so many places where they are necessary :D |
I work with C# so I'm no stranger to .net. I look forward to seeing anything you can cook up. The zonerect is my bane.
Quib |
its almost finished i will definately have it done tonight. you will have to forgive me if its not perfect but i am completely self taught in vb .net
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is it possible for an admin to add a tools(or something similar) section to the download area so i can submit the program i made for calculating the zone rect and people dont have to worry about getting viruses from it since you check all the files? who knows if we need some other tool i might write that as well
EDIT: ITs finished by the way here is a picture EDIT #2: i remember reading that you have to make the final x values negative for it to work properly. I had to do this when i made the peat bog map and I did this in my program but i wanted to double check that it is always like that. or is it only like that when you use point a as near the top-right and point b as near the bottom-left |
cool, you guys got some good stuff done over the weekend, i was out for most of friday. all of sat, and sun morning...i skimmed throught the posts and saw more maps done up. About to check out the v10 beta release thingy
thanks for the props Quib in that readme:) I see ya'll got some pathfindlocations done up to the icons, too. Too bad ya beat me to it:P at least i thought of it first! hehe As of yet i see maps for Sunken City Graveyard Sprawl Ruins Thieves Way Oakmyst The Peat Bog Stormhold 1 and 2 and icons for Sunken City Sprawl Ruins (zones only) Thieves Way Oakmyst Peat Bog Stormhold 1 and 2 MISSING ICONS (for completed maps) Stormhold 3 Ruins Graveyard taco-man, you can email to me at [email protected] and ill host in on an angelfire site and link for now...plus i want it :) Read my mini add your own map guide a few posts back. Says W and E need negated. hrm...after installing v10 of the map window mod, my youarehere arrow no longer shows up in antonica...mebbe something on my side. |
I've heard a couple people in game using this cant see the anton arrow.
Also When you add the icon tooltips: If you double click the word tooltip down there, itll pop up the editor window, there you can hit enter and have multiple lines so we dont have things like mob/mob/mob/quest/do this quest over here then run over there/mob/mob :nana: :nana: |
"hrm...after installing v10 of the map window mod, my youarehere arrow no longer shows up in antonica...mebbe something on my side."
My best guess is you don't have icon_map3.dds in the right place, or at least not the newest version of that file. I use a modified youarehere arrow graphic in that file. Edit - I'll go check this out firsthand and see what's up. Here's the wailing caves, my first two-part map using the information Mr. Bobble provided about AvailableRect's. It needs a lot of testing to make sure it swaps between maps properly because they overlap a LOT and I had to really fudge the AvailableRects. Quib |
Quib, can I get a map for serpent sewers
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/wheeze, /huff, /puff. I just made it to Antonica before the servers went down and I can see my youarehere arrow. So I'm gonna come to the conclusion that you can't see the arrow anywhere and it's because your icon_map3.dds is in the wrong place or you have an old version. If the issue keeps coming up, I'll look into it further.
Yeah Eloa. I'll spit out a quick serpent sewer map then head to sleep. No guarantees that the zonerect will be accurate. Quib |
rect dont matter I just want a reference to place icons
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Add this line to the VERY bottom of the map.xml just before the </page>
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Added Serpent Sewer and the QST object.
Quib ---EDIT--- Download Removed (23) |
C:\Program Files\Sony\EverQuest II\UI\myui\images\icons\icon_map3.dds
this is where its at...worked before v10 for me...also arrow does not show up in any other pushed map (ie we didnt add) :)) |
heh, you goofed. In the last attachment, rename the serpent sewers map to
map_fprt_serpentsewer.dds Also I'm making a couple of additions to the maps.xml to make it more informative, cuz this is going to have a lot of information in it. I'll post it asap as to not interfere with anyone elses edit. |
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Heres my file with the following additions
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