EQ2Interface

EQ2Interface (https://www.eq2interface.com/forums/index.php)
-   EQ2MAP (https://www.eq2interface.com/forums/forumdisplay.php?f=34)
-   -   Unofficial maps in game (https://www.eq2interface.com/forums/showthread.php?t=777)

Eloa 01-10-2005 04:11 PM

If someone can get me a rough drawing and some coordinates for some of these dungeons I can draw up some rooms in autocad so it will be a very nice, proporianate map.

tonyis3l33t 01-10-2005 04:13 PM

1 Attachment(s)
this map pack has all maps i ported to the empty map window Quib made (i think it was quib...).

all maps are 129k (thanks quib)

included:
Blackburrow (3 lvls)
Vermin's Snye
by http://www.fo0bar.org/everquest2.html

maps not included are fallen gate, and ruins of varsoon.
(need to find a non-copywrited ones)

ill edit this post to upload the other ones

SoulPl 01-10-2005 04:22 PM

Killarny + Eloa + All ---> sorry for all my not nice worlds (i wish you not have to talk like me on chinese forum). All talk about all with Dolby i wish you good luck with making maps.

I can tell you how i make my maps

first i turn in game chat loging ON
i made macro in game "/loc" and bind it on "1" key. then i walk around dungeon pressing "1" all the time try to be close to walls (its not always possible but it works good). In compliated places i move few times pressing "1". Then i log out of game, copy game log content to MS Word, run parsing macro that removes all other things than coordinates. (its easy, or you can make your own progrm for parssing).Then i import this coordinates to acad, join all adjacent points. Then export as a raster image to photo finishing application and draw maps. Then i will mark few significant locations in game put it on my map to make proper scale for coordinates.

Thats all have nice play with it :)

sunthas 01-10-2005 04:26 PM

Quote:

Originally Posted by SoulPl
I can tell you how i make my maps

first i turn in game chat loging ON
i made macro in game "/loc" and bind it on "1" key. then i walk around dungeon pressing "1" all the time try to be close to walls (its not always possible but it works good). In compliated places i move few times pressing "1". Then i log out of game, copy game log content to MS Word, run parsing macro that removes all other things than coordinates. (its easy, or you can make your own progrm for parssing).Then i import this coordinates to acad, join all adjacent points. Then export as a raster image to photo finishing application and draw maps. Then i will mark few significant locations in game put it on my map to make proper scale for coordinates.

Thats all have nice play with it :)

I was totally going to do this a few weeks ago. but I was going to put it in excel and scatter graph it.

sunthas 01-10-2005 04:28 PM

Down Below 1 & 2
 
2 Attachment(s)
Here is my first attempt at making .dds maps. This is down below, I don't know if anyone did it or not. Either way is this a good way to do the map or am I failing short? be harsh if you want, I'm learning here. Thanks.

tonyis3l33t 01-10-2005 04:31 PM

1 Attachment(s)
SoulPl,
can we get the names of the parser/acad program you use?

Sunthas, those look great! :)


eq2 parser made just for maps :

Code:

#!/usr/local/bin/perl

use warnings;
use strict;

my %damagetype;
my %damagetype_damage;
my %mobs;
my %mobs_damage;
my %attacks;
my %attacks_damage;
my %species_resists;
my %attack_resists;
my %kills;
my $battlestart = 0;
my $battlestop = 0;
my $totalbattlelength = 0;
my $totaldamage = 0;
my $deathblows = 0;
my $numbattles = 0;
my $nowfighting = 0;

if (!($ARGV[0])) { print "usage: perl parser.pl logfile.txt\n"; exit; }

my $logfile = $ARGV[0];
 
open(LOGFILE, "<$logfile") || die "can't open $logfile!!\n";

while (<LOGFILE>) {
        if (m/YOUR (.*?) hits (.*?) for (\d*) points of (.*?) damage./ || m/YOU (hit) (.*?) for (\d*) points of (.*?) damage./) {
                $attacks{$1}++;
                $attacks_damage{$1} += $3;
                $mobs{$2}++;
                $mobs_damage{$2} += $3;
                $damagetype{$4}++;
                $damagetype_damage{$4} += $3;
                if ($nowfighting) {
                        $totaldamage += $3;
                }
        } elsif (m/You have killed (.*?).$/) {
                $deathblows++;
                $kills{$1}++;
        } elsif (m/YOU try to (.*?) (.*?) with (.*?), but (.*?) resists./) {
                my $method = $1;
                my $target = $2;
                my $attack = $3;
                $species_resists{$2}++;
                $attack_resists{$3}++;
        } elsif (m/] (.*?) tries to (.*?) YOU with (.*?), but YOU resist./) {
               
        } elsif (m/\((.*?)\)\[(.*?)\] You start fighting./) {
                $nowfighting = 1;
                $numbattles++;
                $battlestart = $1;
        } elsif (/\((.*?)\)\[(.*?)\] You stop fighting./) {
                $nowfighting = 0;
                $battlestop = $1;
                $totalbattlelength += ($battlestop - $battlestart);
        }
}

close LOGFILE;

while ( my ($targets, $hits) = each(%mobs) ) {
        print "You damaged $targets $hits times; total: $mobs_damage{$targets}, avg: ". int($mobs_damage{$targets}/$hits) .".\n";
}

print "\n";
while ( my ($attack, $uses) = each(%attacks) ) {
        print "Your $attack hit $uses times; total: $attacks_damage{$attack}, avg: ".int($attacks_damage{$attack}/$uses).".\n";
}
print "\n";
while ( my ($type, $blasts) = each(%damagetype) ) {
        print "You used $type damage $blasts times; total: $damagetype_damage{$type}, avg: ".int($damagetype_damage{$type}/$blasts).".\n";
}
print"\n";
while (my($killed, $killcount) = each(%kills)) {
        print "You dealt the deathblow $killcount times on $killed.\n";
}
print "$deathblows deathblows total.\n";

if (%species_resists) {  # this stuff will only show up for mages and maybe priests.
        print "\n";
        while (my($species, $resists) = each(%species_resists)) {
                print "$species resisted you $resists times.\n";
        }
}

if (%attack_resists) {
        print "\n";
        while (my($attack, $resists) = each(%attack_resists)) {
                print "your $attack was resisted $resists times.\n";
        }
}

print "\n";
print "you fought in $numbattles battles for a total of $totalbattlelength seconds, \n";
print "dealing $totaldamage damage in that time.\n\n";
print "your average DPS is: ". ($totaldamage / $totalbattlelength) . ".\n";

this is Perl...the website is
http://naikrovek.org/index.php?cat=3

SoulPl 01-10-2005 04:59 PM

parser is a simple MS Word macro - you will do it in 15 minutes. Just find example of /loc command efect in log file. Its all the time the exact same message + coordiantes. Select find and replace (or replace if you gor MSO 2003), select more in this window and chceck... more o can help you becouse i got Polish Version with Polish commands. But it will something like that (starting text)?(few leters form next text from log) - where "?" means for MS Word "one or more any character" - its for coordinates. An mate this sequence ITALIC in all text then replace all NONE ITALIC text to "space" then replace "space space" for "space", then remove text from begining and and.
If you try you will see that is much easier then my "idiotic" english :)

Or say please to any begining programer he will make this parser for you in 20 minutes. Its simple text parser with simple conditions.

We use (i thing) Autodesk Acad 10 with some additions, but you can use any software that let you inset numeric coordinates as a source text file.

Or say "please" to middle advanced programer for simple C++ software to draw points on screen from list of coordinates. Its about 2h of work.
Then mape "print screen" from this and paste to any raster graphic aplication.

I got Photoshop at work but there are some very good free applications as Paint Shop Pro in trial version http://www.jasc.com/products/paintsh...ptrialreg.asp?

tonyis3l33t 01-10-2005 05:15 PM

cool...i like the word idea. As for inputing the locs, i guess i gotta go get autocad or something...i WILL do this if i find an easy way to input the locs and points...

Sunthas, what did you use for that down below map?

Eloa 01-10-2005 05:20 PM

I have autocad and can draw them up if noone else has it, It's $1,000+, so you shouldnt just run out and grab it just for this...unless your a rich (@&#$ then you can just send some $$$ to me while you're at it.

Dolby 01-10-2005 05:42 PM

Quote:

Originally Posted by tonyis3l33t
this is Perl...the website is
http://naikrovek.org/index.php?cat=3

The script is ment to be run from a shell. So if you have a linux box you can play with this. I dont know much about perl (php guy) and did try to get this to run off the webpage.

So if any one wants to write something in cgi (or php) I'd be happy to host it. I have GD2 and ImageMagik installed. Or if some one can write a windows program so people can just do it on their own machine that would be good to. :)

sunthas 01-10-2005 06:06 PM

Quote:

Originally Posted by tonyis3l33t
Sunthas, what did you use for that down below map?

http://www.darniaq.com/EQ2/Maps/eq2maps.htm
Quote:

These maps are free for anyone to use as they see fit. More will become available in time. The style I am developing may not appeal to everyone though, so please be sure to check out the excellent alternatives.
:nana:
here is vermin snye
are these maps good enough that we can use them? Do I need to make them better?

P.S. Working on Peat Bog now.

/edit clearing up disk space. Let me know if you needed these files. new VS files a few posts down.

Quib 01-10-2005 06:40 PM

1 Attachment(s)
Can someone make a scan of the map that shipped with EQ2, cut out freeport and qeynos, and save those and upload them here as either medium grade jpegs or DT1 (no alpha) DDS files?

Also, yes, I "made" the map_blank.dds file by pasting together a bunch of the default EQ2 maps. Most of the remade maps will have nearly identical proportions to the ones we did up already, just with new graphics replacing SoulPl's work. Hehe, even with the zonerect calculator, I'm not doing a dozen fresh zonerects.

Also, anyone working on maps, if you can make/get one, and then post it here so I can put it into the in-game map window, it'd make my life WAY easier. In other words, don't put it on the map background, that makes me have to do double the work, getting all new zonerects. If you just post it without background (but still DDS), or as a photoshop file or jpeg, I can get it in-game quicker.

Quib

P.S. - Here's the redone peat bog and forest ruins that I've set up, maps based off of: http://www.darniaq.com/EQ2/Maps/eq2maps.htm

taco-man 01-10-2005 06:56 PM

another mapping program that parses log files is Mappie http://meow.dyndns.org/Mappie i found it while i was bored at school, i haven't had a chance to test it but it should probably work.

Eloa 01-10-2005 06:56 PM

So is there somewhere I can dowload the zonerect calculator from tacoman? or could someone just mail it to me,
fisher2w2@
-spambotcut-
yahoo.com

Dolby 01-10-2005 07:01 PM

Quote:

Originally Posted by Eloa
So is there somewhere I can dowload the zonerect calculator from tacoman? or could someone just mail it to me,
fisher2w2@
-spambotcut-
yahoo.com

http://www.eq2interface.com/forums/showthread.php?t=963

sunthas 01-10-2005 07:01 PM

Quote:

Originally Posted by Quib
Also, anyone working on maps, if you can make/get one, and then post it here so I can put it into the in-game map window, it'd make my life WAY easier. In other words, don't put it on the map background, that makes me have to do double the work, getting all new zonerects. If you just post it without background (but still DDS), or as a photoshop file or jpeg, I can get it in-game quicker.

So my VS and DownBelow need more work? You don't want me to put them on your blank_map.dds?

Eloa 01-10-2005 07:05 PM

Thanks Dolby, that link shouldve been posted here before, as I've been waiting on this for a day or two now. :)

Killarny 01-10-2005 07:31 PM

I am hoping to find a utility to extract vpk files so that I can look into them for zone information. The reason why is because I'd like to be able to generate maps based on the actual zone data, complete with textured topography and low detail wireframe buildings.

This idea is inspired by my old DAoC days, where I used a Python script written by Oliver Jowett of the late randomly.org to generate map images. Since then, it seems that someone has made a GUI for the script, and you can check out some screenshots of what I mean here: http://nathrach.republicofnewhome.org/mappergui.html

I think I will look into the python version of this, and see if it could be ported to use different types of data, but what we really need is to crack the vpk files, and figure out the data format of the zones.

Anyhow, this is a related subject that I wanted to put out there, but I don't expect it to happen anytime soon.

Quib 01-10-2005 07:49 PM

"So my VS and DownBelow need more work? You don't want me to put them on your blank_map.dds?"
It's not a matter of needing work, it's a matter of placement. Sometimes, when doing the zonerect, I need to rescale or move the map up/down/left/right and if you already have it pasted on the blank map, I have to cut your map out to move it or resize it. That's what I meant by it would make it easier for me if you posted maps that aren't on the blank background.

The newbie areas are basically done. I'll paste scans of the in-box EQ2 map over the Freeport newbie zones, and a couple of the Qeynos ones, so they'll be 100% unrelated to SoulPl's maps, and I'm personally remapping The Thieves' Way, then will release our first official release of the map pack.

I'll have it ready for the last few location information spots by tonight hopefully. Here's hoping for a mid-week launch of version 1.

Quib

taco-man 01-10-2005 07:56 PM

Quote:

Originally Posted by Eloa
Thanks Dolby, that link shouldve been posted here before, as I've been waiting on this for a day or two now. :)

it was a few pages ago
post # 206 :) not only does it do zonerect, i decided to make it do a calculation for what the xy location should be for placing icons on the map based on the zone rect and the in game location you are trying to represent, i think this will save more time than the part that is used for calculating zone rect, I think that both will be very usefull :D

sunthas 01-10-2005 09:44 PM

Quote:

Originally Posted by Quib
"So my VS and DownBelow need more work? You don't want me to put them on your blank_map.dds?"
It's not a matter of needing work, it's a matter of placement. Sometimes, when doing the zonerect, I need to rescale or move the map up/down/left/right and if you already have it pasted on the blank map, I have to cut your map out to move it or resize it. That's what I meant by it would make it easier for me if you posted maps that aren't on the blank background.
Quib

You want dds filetype? black background work best? I will redo VS and Down Below tomorrow if no one beats me to it. :)

Quib 01-10-2005 09:48 PM

Format doesn't "really" matter, I'd say use DDS because it's so compact. DDS isn't lossless though... the compression beats up the image quality, AND every time you open and then resave, it gets worse. Ok, I'm getting off topic.

Either a black background, or a bright pink/purple. If you do black, making a dropshadow will be easy, if you do pink/purple, I can cut it out, then apply some filters before adding a shadow-ish aura.

Quib

tonyis3l33t 01-10-2005 11:45 PM

quib,
please list all the zones you have got acceptable maps for. I will post all the maps i make as psd so you can click and move the map's layer.

Quib 01-10-2005 11:50 PM

Right now I have Oakmyst Forest, The Forest Ruins and The Peat Bog done. I'm working on "The Caves" but they're dang hard to get working accurately.

The freeport newbie zones are technically all legit, but I'm gonna redo them higher quality using scans off of the in-box EQ2 map.

Serpent Sewer, The Thieves' Way, Stormhold and The Wailing Caves all need to be redone.

Any other zones will be new to me.

Quib

tonyis3l33t 01-10-2005 11:59 PM

i posted BB a few posts back, as well as fallen gate...i will post source psd if you need it

noize 01-11-2005 01:24 AM

user question
 
i've been following this thread and trying downloads here and there. so far what i've got is an extra map window that will show me maps, with little dots and tooltips telling me whats there. the map window now has a loc input for waypoints.

i know the newbie freeport areas are said to be mapped out, however i'm fairly sure i saw that nek was also mappped out. however the map does not give any info and the one that spawns it's own window gives little info either.

specificly was i was hoping for was that area's would have a tooltip. example being things like that mound lake/pond in nek, or gargoyle canyon (also in nek).

having the map fog reset would actually be kinda cool, seeing how i've found these places but have problems remembering exactly where and ingame notes don't save (why soe didn't allow us to annotate or own maps in game is beyond me).

is this something that is a goal of this project? or does it do this and i just installed something wrong (from what i've read i don't think i did). i was hoping that it's to end up with maps like that gray-online but in game, so you could see where things were after you've unfoged them of course.

also as a reference for some areas and /loc info you might want to look at the quest database in http://eq2.ogaming.com/ for an idea of where to look for a map point.

good luck on the awesome project. i look forward to being able to look at a map ingame and have it make sense and have more information than it currently does. sorry for the disjointed nature of the post...been a long confusing day.

tonyis3l33t 01-11-2005 01:59 AM

we are learning! Give us time, this IS in beta forum :)
our goal:
to provide in-game maps for zones unexplored.
to provide waypoints and quest help for all zones. (with click to make wisp)

If you want to help get maps in game, do this.
1. Go into the zone you want a map for (preferably one we haven't already done:) ).
2. turn on logging (forgot exact command, something like /log on)
3. create a /loc macro, put it in your hotbar
4. run around the edges of the zone hitting your hotkey for /loc
5. either parse the log yourself, leaving only the /loc lines, or just post it if you dont know how to do that.
-------------------------------------------
6. If you know how to use an acad program, you can input all the coords into the program and create a connect the dots map. Connect them, make the zone lines/pillars in zone, mebbe water boundaries, bridges, etc.
7. Drop it in the blank map provided a few posts back by quib.
8. Post it! and give us permission to use it ;)



anyone know how to make the eraser in adope photoshop a square? im kinda new with it :)

sunthas 01-11-2005 02:02 AM

Quote:

Originally Posted by SOE_Bobble
I suspect the fog will reset itself if you change the ZoneRect though.
MrBobble

Yes, yes, yes it will. I have to reexplore Thundering Steppes now... DOH!

This could be a feature if people wanted to make sure they had checked every nook and crany. LOL.

It'd be nice to be able to add that fog to all the maps we make as a checkbox.

Killarny 01-11-2005 04:00 AM

Is there no way to temporarily remove the fog? Perhaps look into the 'hide the fog' checkbox for the city zones..

Kir 01-11-2005 09:41 AM

Good news, the patch of today fixed all of my custom maps.
There were many misalignement between the YouAreHereDot and the map.
I had a hard time to find the issue and finally gave up. I log this morning,
i patch the game, and all my maps are working like a charm.

:p

The click and follow the glowing trail is working too. What a nice day for mappers.

tonyis3l33t 01-11-2005 09:56 AM

http://www.yalp.org/download.html

good file parser. Goto the search tab and do a search for location or whatever. Check it out.

Would someone please post a name than can input a bunch of /loc's into it as points? I'd really like to make my own maps! I know some acad ones do it, but i would like a name so i can work with the same prog as whoever else uses them.

Arismath 01-11-2005 11:47 AM

Guys,

I have been lurking (and drooling) over this mod and would like to help with mapping. One question, would a registration point on the map help with alignment?

Arismath





Quote:

Originally Posted by tonyis3l33t
we are learning! Give us time, this IS in beta forum :)
our goal:
to provide in-game maps for zones unexplored.
to provide waypoints and quest help for all zones. (with click to make wisp)

If you want to help get maps in game, do this.
1. Go into the zone you want a map for (preferably one we haven't already done:) ).
2. turn on logging (forgot exact command, something like /log on)
3. create a /loc macro, put it in your hotbar
4. run around the edges of the zone hitting your hotkey for /loc
5. either parse the log yourself, leaving only the /loc lines, or just post it if you dont know how to do that.
-------------------------------------------
6. If you know how to use an acad program, you can input all the coords into the program and create a connect the dots map. Connect them, make the zone lines/pillars in zone, mebbe water boundaries, bridges, etc.
7. Drop it in the blank map provided a few posts back by quib.
8. Post it! and give us permission to use it ;)



anyone know how to make the eraser in adope photoshop a square? im kinda new with it :)


tonyis3l33t 01-11-2005 11:59 AM

quib,

please post what you have! Since you seem to be the one who has taken over injecting all our work into the masterpiece :)

sunthas 01-11-2005 12:09 PM

vs
 
1 Attachment(s)
Here is a new VS map, pink background jpg and psd file. Hope this saves you some time and works well. Let me know.

tonyis3l33t 01-11-2005 12:40 PM

quib,
once you get the zonrect just right, are you forced to move the map itself if it does not match up position-wise (correct ratio, just wrong placement on blank map)??

Quib 01-11-2005 01:10 PM

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

bluka 01-11-2005 01:48 PM

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!

Dolby 01-11-2005 02:12 PM

Quote:

Originally Posted by bluka
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!

download is currently waiting in a queue until the maps are fixed in it. :)

Quib 01-11-2005 02:38 PM

1 Attachment(s)
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.
-----

tonyis3l33t 01-11-2005 03:06 PM

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:
*


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