EQ2Interface

EQ2Interface (https://www.eq2interface.com/forums/index.php)
-   EQ2MAP (https://www.eq2interface.com/forums/forumdisplay.php?f=34)
-   -   Simple Map Modifier (https://www.eq2interface.com/forums/showthread.php?t=3883)

nomas 08-07-2005 05:49 PM

Simple Map Modifier
 
2 Attachment(s)
simple Map Modifier

Only Tooltip & Name can change this program.

:D

English UI string on other language.

p.s.

How to use :
extract executable & locate at exist eq2ui_mainhud_map.xml file.


Default map and some of map file not view at this time.

nomas 08-07-2005 08:49 PM

1 Attachment(s)
Here, New version of Editor! :nana:

- Add point possible
- Edit everything you seen
- Map Loading possible
- gamma correction with mapview

p.s.

It convert file UTF8 supported format by UIBuilder.

EF BB BF <?xml ... ?> 0A ...

taco-man 08-08-2005 05:12 AM

looks interesting, the only probalem i can think of is that when you run the updater to get new/corrected pois it will overwrite any maps you changed.

nomas 08-08-2005 06:58 AM

It's problem, I think.

But Most of user I met,

they didn't update everytime or

translate to their language.

Another purpose is see map outside of eq2 client and check their map file.

Resemble with eq2map folder structer,

it works fine.

It use relative path of files like below.


executable stored ---- eq2map (map definition file)
.......................|
.......................|+-- images --- maps (map image file)


pardon me, I have short tongue in English. :D

SaintPeter 08-08-2005 09:22 AM

What would be interesting would be to write an extension that allowed you to preview a POI in this program and submit it to the website to make it real.

Would you be willing to share the source code?

nomas 08-08-2005 07:21 PM

1 Attachment(s)
It's source code.

With delphi 5 standard.

* missing component *
- flatstyle : from sf.net
- simpleXML : from jvcl.sf.net
- rzTreeView : can change with normal treeview component
- cUnicodecodes.pas : fundamental.sf.net

p.s.

I didn't understand first writing above post.

It's nested & nested. :eek:

Sorry, I can read simple writing only. :o

taco-man 08-08-2005 07:49 PM

i will try and resay first writing above post.
make option to show point in Map Modifier and then send it to website to add to maps http://maps.eq2interface.com/submitpoi.php

hopefully this will be understandable.

nomas 08-08-2005 11:41 PM

Thanks for understanding.

Is it mean toggle menu for map point option and post POI when add new point?

Is map point all of map point or one point that currently drawing ?

taco-man 08-09-2005 12:41 AM

map point option to one point that is currently drawing -> add to website

but i just realized problem, you have to be logged into the site to submit point or it wont work. sorry this will not work to submit to website because of needing to be logged in :(

SaintPeter 08-09-2005 01:04 AM

It may actually be possible to allow the software to log you in, store the cookie, and respond accordingly.

I'm looking into it. However, I've never worked with Delphi before, so I have no idea if that language has HTTP communication abilities.

nomas 08-09-2005 01:53 AM

It's possible, but I don't about it in detail.

I try to find way to do that. :)

SaintPeter 08-09-2005 04:23 PM

Ok found out how to do this, in PHP at least.

Basically, you do a POST operation, sending whatever info is required for login. That data has to be "URL Encoded", seperated by ampersands (&).
You then fetch the reply to that which includes one (or more) "Set-Cookie:" directives with the cookie data.

You parse that out (I use a Regex below) and store it, then initiate another Get or post operation including a "Cookie:" line in the header, along with the contents of the cookie data.

Now, this won't work if there is one of those "enter the magic number" graphical login things, but you could deal with that by displaying it to the user. Also, you may only need to do that once, instead caching whatever data these forums use to store the "autologin" (Usually a user-id and a hashed password) - from then on, you can just post that data along with the posted POI and you're done.

Note that this code is ugly ugly, in php, and worked for me logging into my own local instance of phpNuke. The code for this site would, of course, be different.
PHP Code:

<?
$post_data 
"username=A_username&user_password=a_password&redirect=&mode=&f=&t=&op=login&submit=Login";
$sp fsockopen("tcp://localhost""80"$errno$errstr15); 
 
if (
$sp

fwrite($sp"POST /ba_live/modules.php?name=Your_Account HTTP/1.0\r\n");
fwrite($sp"Host: localhost\r\n");
fwrite($sp"Content-type: application/x-www-form-urlencoded\r\n");
fwrite($sp"Content-length: " strlen($post_data) . "\r\n");
fwrite($sp"Accept: */*\r\n");
fwrite($sp"\r\n");
fwrite($sp"$post_data\r\n");
fwrite($sp"\r\n");
 
$data "";
     while ( (
$data fread($sp8192)) != "" ) {
     
//echo "$data"; 
     
$raw_data .= $data;
}
     
fclose($sp);
} else {
echo 
"Unable to post data";
}
 
ereg("Set-Cookie: (u[^\r]+)"$raw_data$match);
$my_cookie $match[1];
 
     
$sp fsockopen("tcp://localhost""80"$errno$errstr15); 
if (
$sp

     
fwrite($sp"GET /ba_live/index.php HTTP/1.0\n"); 
     
fwrite($sp"Host: localhost\n");
     
fwrite($sp"User-Agent: MSIE/6.0\n");
     
fwrite($sp"Cookie: $my_cookie\n");
     
fwrite($sp"\n"); 
$data "";
     while ( (
$data fread($sp8192)) != "" ) {
     
//echo "$data"; 
     
$raw_data .= $data;
}
     
fclose($sp);
 
} else {
echo 
"Error Opening Socket - $errno$errstr";
die;
}
echo 
"Got Data:\n";
echo 
"<pre>";
echo 
htmlspecialchars($raw_data) . "</pre>";
?>


nomas 08-09-2005 06:28 PM

1 Attachment(s)
Ok, I made it.

But MSIE needed.

Code:

procedure summitdata(const URL, iname, itype, izone, iloc, nodesc, idesc, user : string);
var
 WebBrowser1: Variant;
 VPostData, VFlags, VFrame, VHeaders: OleVariant;
 iLoop: Integer;
 PostData: string;
begin
 PostData := 'name='+iname+'&type='+itype+'&zone='+izone+'&loc='+iloc+'&nodescription='+nodesc+'&description='+idesc+
        '&submitting=1&username='+user+'&summit=Submit this POI';
 WebBrowser1 := CreateOleObject('InternetExplorer.Application');

 if Length(PostData)> 0 then
 begin
  VHeaders := 'Content-Type: application/x-www-form-urlencoded'+ #10#13#0;
  VPostData := VarArrayCreate([0, Length(PostData)], varByte);
  for iLoop := 0 to Length(PostData)- 1 do
  begin
    VPostData[iLoop] := Ord(PostData[iLoop+ 1]);
  end;
  VPostData[Length(PostData)] := 0;
  TVarData(VPostData).vType := varArray;
 end;

 VFlags := 0;
 WebBrowser1.Navigate2(url, VFlags, VFrame, VPostData, VHeaders);
 WebBrowser1.Visible := True;
end;


nomas 08-12-2005 02:13 AM

Source code.
 
1 Attachment(s)
It's source code.

tonyis3l33t 08-15-2005 03:15 AM

kewl d00d
 
nomas, this is really cool man!
a few suggestions:

1. make a popup window when create new point. have window ask for values
2. change color of point based on type to match with in game
3. have a button to show ALL points
4. have a button to let you click and drag one point across the map

5. when LOC is entered, but no path...have it find path
when path is entered, but no LOC...have it find LOC
^^you can do these two with a formula used in Taco Man's "ZoneRect + UIBuilder Map Location Calculator"

6. make a button to enable always apply...so you dont have to keep pushing apply

nomas 08-15-2005 09:16 PM

Yes, I wll try to do.

But It will spend some time.

And Loc <-> pathfindlocation algorithm is unclear.

Above link has only .exe file.

Can I get some source code of it?

taco-man 08-16-2005 02:32 AM

yea, i think i still have the source code on my computer, i have to look thought i lsot some of my programs i wrote when my hard drive died.

Edit: i found the forumla i worked out for this, here it is.
Code:

        (LOC_0x + LOC_x)
MAP_x  = ----------------  +  Map_0x - (IconW / 2)
              wdpp_x

MAP_x = x coordiante on the map for the icon.
LOC_0x = the first x number in the zonerect
Map_0x = 0 (i can explain if you want but just know that this is always 0)
IconW = Icons width
MAP_1x = the width of the map (its 436)
Map_1y = 506
LOC_1x = the second x number in the zonerect
wdpp_x = (LOC_1x - LOC_0x) / MAP_1x

Repeat this forumula for y as well so you have both the x and y coordiantes.

nomas 08-17-2005 12:35 AM

1 Attachment(s)
First, I did this :

1. make a popup window when create new point. have window ask for values
(Added popup box)
2. change color of point based on type to match with in game
(Change Color except 'ZONE'. Is ZONE-Color-Value Black?)
3. have a button to show ALL points
(See All points default)

:)

nomas 08-17-2005 08:31 PM

1 Attachment(s)
Update
======

- some bug fix.
IconStyle combo box value is now set with stored value at selection.

1. make a popup window when create new point. have window ask for values
(added popup)
2. change color of point based on type to match with in game
(same point color for all except 'ZONE'.)
3. have a button to show ALL points
(View all points)

6. make a button to enable always apply...so you dont have to keep pushing apply
(Remove Apply button. always update modified values)

nomas 08-17-2005 10:58 PM

1 Attachment(s)
New Binary :)


changes
======
- bug fix : Not focus on treeview item after LOC value change.
- added : Point Drag & Drop possible.
(shift mouse click & drag)

to do
====
- LOC <--> Pathfindlocation function

nomas 08-18-2005 07:54 AM

1 Attachment(s)
Updated ! :)

- Default map is now loaded successfully.

At implemenation LOC <--> Path calc, some problem is found.

Some of maps haven't 'zonerect' definition. :(

Too many updating in one day. :o

taco-man 08-18-2005 02:48 PM

we had to calculate the zonerect for all the zones so i could position the icons properly on the maps when one is submitted on the website. here is the list of all the zones and thier zonerect.

Zone zonerect
A Pirates Hidden Stash -920,1021,-816,1139
Antonica East 765,-1220,2955,1330
Antonica West -585,-1135,1635,1445
Blackburrow Level 1 -98,-165,116,80
Blackburrow Level 2 -80,-85,138,142
Blackburrow Level 3 -120,-124,99,128
Blood Skull Valley -408,603,122,1102
Cauldron Cove and Hollow -1042, -672, -847, -446
Cavern of Tangled Weeds 47, -1169, 144, -1057
Cazic Thule Inside -117, -180, 117, 91
Cazic Thule North -93,-259.02,96,-40.38
Cazic Thule South -106,-75.95,106.16,166.51
Chamber of Immortalilty -234,88,-166,164
Chamber of Rulgax -214, 89, -4, 339
Commonlands East -260,-1090,1645,1120
Commonlands West -1620,-1090,290,1120
Condemned Catacombs -46,-261,239,68
Cove of Decay 77,1012,373,1398
Crows Resting Place -28,-17,27,15
Darkblade Den -28, -32, 29, 35
Deathfist Citadel Basement -55, -54, 51, 69
Deathfist Citadel Ground -55, -54, 51, 69
Deathfist Citadel Sewer - Jail -57, -58, 52, 68
Deathfist Citadel Top -55, -54, 51, 69
Dire Hollow - Grim Tidings -95,-4,10,112
Edgewater Drains I -220,-165,22,120
Edgewater Drains II -220,-165,22,120
Edgewater Drains III -264,-150,-18,131
Everfrost -877,-1853,884,218
Fallen Gate -216,-351,194,152
Feerrott (East) 721,-309,2151,1315
Feerrott (West) -299,-309,1104,1314
Firemyst Gully 1003,392,1324,763
Forbidden Sepulcher -110, -908, 173, -584
Freeport: Beggars Court -142,-140,110,152
Freeport: Big Bend -125,-115,110,160
Freeport: East Freeport -100,-360,520,370
Freeport: Longshadow Alley -95,-130,110,115
Freeport: North Freeport -160,-420,295,105
Freeport: Scale Yard -145,-80,60,152
Freeport: South Freeport -110,-40,360,560
Freeport: Stonestair Byway -85,-175,140,102
Freeport: Sunken City -166,-155,127,172
Freeport: Temple Street -130,-55,105,215
Freeport: The Graveyard -151,-160,139,171
Freeport: The Ruins -75,-89,215,243
Freeport: The Sprawl -120,-170,210,240
Freeport: West Freeport -360,-220,80,290
Gobblerocks Hideout -20,-200,290,164
Grozmags Trial -17, -20, 18, 21
Lavastorm -425,-730,944,841
Lost Village of Kugup 17, 81, 170, 263
Miraguls Menagerie 22,-421,188,-227
Nektropos Castle Level 1 -89,-100,91,115
Nektropos Castle Level 2 -89,-100,91,115
Nektropos Castle Level 3
Nektulos Forest -1117,-2680,1780,710
Oakmyst Forest -1135,-560,-690,-50
Obelisk of Lost Souls cave -174, 114, 131, 469
Obelisk of Lost Souls level 1 -60, 143, 215, 461
Permafrost Basement -158, -481, 132, -146
Permafrost Level 1 -334, -519, 313, 230
Permafrost Level 2 -275, -787, 388, -27
Permafrost Level 3 -241, -572, 243, -7
Qeynos Tradeskill Area -21,-43,37,33
Qeynos: 1 Room Apartment -1,-13,11,13
Qeynos: 2 Room Apartment -24,-25,22,13
Qeynos: Castleview Hamlet -816,-237,-658,-55
Qeynos: Graystone Yard -1020,-295,-787,-25
Qeynos: Nettleville Hovel -715,243,-558,425
Qeynos: North Qeynos -770,-500,-40,340
Qeynos: Qeynos Harbor -1030,-260,-585,270
Qeynos: South Qeynos -805,-105,-320,455
Qeynos: Starcrest Commune -840,209,-685,391
Qeynos: The Baubbleshire -1032,-626,-767,-305
Qeynos: The Elddar Grove -915,-650,-475,-134
Qeynos: The Willow Wood -960,-835,-705,-520
Rivervale (East) 340,-450,900,321
Rivervale (West) -108,-388,500,321
Ruins of Varsoon (Center) -142,-165,113,140
Ruins of Varsoon (East) 60,-165,321,140
Ruins of Varsoon (West) -311,-165,-53,140
Runnyeye Citadel -246,-257,145,198
Sepulcher of Jhanda -21, -46, 40, 26
Serpents Lair -27, -32, 27, 32
Soluseks Eye Level 1 -155,-252,351,336
Soluseks Eye Level 2 -182,-180,249,315
Soluseks Eye Level 3 128,-165,384,140
Soluseks Eye Level 4 -160,-205,316,255
Soluseks Eye Level 5 -142,-330,298,207
Splitpaw Crawler Nest -60,-249,100,-49
Splitpaw Delving into Darkness -62, -266, 149, -22
Splitpaw Den -48,-321,96,-154
Splitpaw Upper Tunnels -111, -265, 150, 33
Stormhold Level 1 -132,-231,173,126
Stormhold Level 2 -132,-231,173,126
Stormhold Level 3 -132,-231,173,126
Stormhold Level 4 -177,-163,-16,73
Sullon Mines -416,-246,-226,4
Tallon Hording Halls -296,-190,-232,-111
The Caves Level 1 -73,-150,48,22
The Caves Level 2 -73,-150,48,22
The Caves of Wonder 338, -660, 424, -559
The Crypt of Betrayal -194,-235,48,46
The Deathly Scarab Hive -10,-34,49,35
The Down Below -46,-261,239,68
The Enchanted Lands East -126,-1278,1144,205
The Enchanted Lands West -751,-1279,520,209
The Eternal Gorge -907.62,480.53,-679.91,701.42
The Forest Ruins -1221,-960,-866,-540
The Isle of Refuge -330,-293,190,310
The Peat Bog -844,358,-553,698
The Serpent Sewer -20,-200,290,164
The Thieves Way -42,-34,202,248
The Tomb of Valor -7,-71,52,-29
The Vault of the Fallen -126, -191, -16, -61
The Wailing Caves (East) 9,-223,280,25
The Wailing Caves (West) -70,-230,90,10
Thundering Steppes -1530,-1170,810,1720
Tombs of Night I -141,-153,133,166
Tombs of Night II -140, -154, 136, 167
Tombs of Night III -143,-434,130,150
Underrot Caverns Moldy Crypt -263, -240, 25, 100
Unearthing -18,-8,101,111
Vermins Snye -276,-273,34,84
Zek -781,-979,605,644

Landiin 08-18-2005 04:58 PM

My head hurts now, thanks taco:P lol

nomas 08-18-2005 07:57 PM

great ! :)

nomas 08-20-2005 03:55 AM

I have headarche in converting aberration.

1. pathfindX := -(MapZonerect.Left + x * (MapZoneRect.Right - MapZoneRect.Left + 1) / MapWidth);
2. pathfindX := (Mapzonerect.Left + x) * MapWidth / (MapZoneRect.Right - MapZoneRect.Left + 1);

Is this formula incorrect?

taco-man 08-20-2005 05:06 AM

im not quite sure i understand you correctly, but but heres a slightly simplified version of the function i wrote for the site that takes the pathfind location and zonerect and gives you the x,y coordinates on the map
incase mean is lost in translation this function is
need: pathfind location, zonerect
returns: x,y location on map.
PHP Code:

function GetCoords($PathfindLocation$ZoneRect){
            
//Assume Map images size
            
$MAP_1x 436;
            
$MAP_1y 506;
            
//the 2 below should always be zero
            
$MAP_0x 0;
            
$MAP_0y 0;
            
//Set Icons Width and height
            
$IconW 12;
            
$IconH 12;
            
//split the pathfind location into 2 variables (assumes there is no Z coordinate given in pathfind location
            //normally i have a check that splits it differently depending on if there is 1 comma or 2.
            
list($LOC_x$LOC_y) = explode(",",$PathfindLocation);
            
//split the zonerect up so i can use each value
            
list($LOC_0x$LOC_0y$LOC_1x$LOC_1y) = explode(",",$ZoneRect);
            
$LOC_0x $LOC_0x * -1;
            
//Calculate WDPP_X and WDPP_Y
            
$wdpp_x = ((-$LOC_1x $LOC_0x) / $MAP_1x);
            
$wdpp_y = (($LOC_1y $LOC_0y) / $MAP_1y);
            
//calculate Location
            
$MAP_x = (((-$LOC_0x $LOC_x) / $wdpp_x) + $MAP_0x) - ($IconW 2);
            
$MAP_y = (((-$LOC_0y $LOC_y) / $wdpp_y) + $MAP_0y) - ($IconH 2);
            
//round the Location so that there are no decimals
            
$MAP_x round($MAP_x0);
            
$MAP_y round($MAP_y0);
            
$xml_loc "$MAP_x,$MAP_y";
            
//return location in format x,y
            
return($xml_loc);
            
//end calculations


does this help at all?

nomas 08-20-2005 09:13 PM

1 Attachment(s)
Updated ! :)

- some of bug fix.
- auto-calc LOC , Pathfindlocation.
(but there is small magin of error about 3~4 point in conversion. I guess that it's come with numerical computation error.)

nomas 08-20-2005 09:21 PM

1 Attachment(s)
It's source code.

tonyis3l33t 08-21-2005 03:02 AM

very cool man
a few more suggestions:

1)

Have the program check registry to find out eq2 install path.

It goes to that path, and checks the eq2.ini file to find out what the custom ui is.

it goes into that custom ui folder and scans all the icons_*.xml files.

the program can convert the
icons_adv02_dun_sundered_splitpaw_0.xml
into
map_adv02_dun_sundered_splitpaw_0.dds
and load the map up at the same time as the icons.

This way, regular users can see just a list of zones and decide which one they want to add icons to.

I do, however, like the advanced mode, too. I suggest you keep the browse functionality in there as well.

2)

also: A File->Save As... command can always be useful.

suggested menu:
File
Open Zone <--shows dumbed down version, only see a list of zones
Open Icon Page <--same as current "File->Open"
Open Map File <--same as current "Map->Open"
Save As...
Save

POI
Add Map POI
Delete Map POI
Post POI's to maps.eq2interface.com
AutoCalc Location

Help
If you decide to be generous enough to provide them help in the program

3)

A status bar at the bottom that always shows current /loc of the cursor when you hover over the map.

nomas 08-21-2005 05:49 AM

Thank you for suggestion.
 
:D

1) It's uses relative path. I will set work-path in INI file.

2) Delete POI is easy. :D
I'm not well-spoken, HELP menu is difficult.
(This words is help with online Korean-English dictionary. :o )

3) Using statusbar is good idea. :D
I worried about form size, don't think about it.

nomas 08-21-2005 09:52 AM

1 Attachment(s)
Updated !

It Applied suggestions except 'Open Zone'.

Eloa 08-21-2005 03:06 PM

Very cool. Nice work nomas. If I still had eq2 I would use it. I am sure everyone will love this when the advertise gets out.

taco-man 08-21-2005 03:59 PM

this may help you for the "open zone"

zone internal name (ie whats used in the filename)
A Pirates Hidden Stash steppes_mini01
Antonica East antonica_1
Antonica West antonica_0
Blackburrow Level 1 blackburrow_0
Blackburrow Level 2 blackburrow_1
Blackburrow Level 3 blackburrow_2
Blood Skull Valley cmmn_epic01_orc
Cauldron Cove and Hollow nektulos_epic01_cauldroncove
Cavern of Tangled Weeds enchanted_mini01_1
Cazic Thule Inside cazicthule_2
Cazic Thule North cazicthule_1
Cazic Thule South cazicthule_0
Chamber of Immortalilty vrsn_epic01_boss
Chamber of Rulgax runnyeye_epic01_eye
Commonlands East commonlands_1
Commonlands West commonlands_0
Condemned Catacombs qey_catacomb01_
Cove of Decay steppes_epic01_cove
Crows Resting Place qey_catacomb_epic01
Darkblade Den fprt_sewer_epic04
Deathfist Citadel Basement deathfist_3
Deathfist Citadel Ground deathfist_1
Deathfist Citadel Sewer - Jail deathfist_2
Deathfist Citadel Top deathfist_0
Dire Hollow - Grim Tidings nektulos_mini02
Edgewater Drains I fprt_sewer03_0
Edgewater Drains II fprt_sewer03_1
Edgewater Drains III fprt_sewer03_2
Everfrost everfrost
Fallen Gate fallengate
Feerrott (East) feerrott_1
Feerrott (West) feerrott_0
Firemyst Gully antonica_epic02_firemyst
Forbidden Sepulcher everfrost_epic02_icespire
Freeport: Beggars Court fprt_hood04
Freeport: Big Bend fprt_hood01
Freeport: East Freeport fprt_east
Freeport: Longshadow Alley fprt_hood05
Freeport: North Freeport fprt_north
Freeport: Scale Yard fprt_hood06
Freeport: South Freeport fprt_south
Freeport: Stonestair Byway fprt_hood02
Freeport: Sunken City fprt_adv01_sunken
Freeport: Temple Street fprt_hood03
Freeport: The Graveyard fprt_adv02_graveyard
Freeport: The Ruins fprt_adv04_ruins
Freeport: The Sprawl fprt_adv03_sprawl
Freeport: West Freeport fprt_west
Gobblerocks Hideout fprt_sewer02_
Grozmags Trial tutorial_island02_epic01
Lavastorm lavastorm
Lost Village of Kugup feerrott_epic02_froglok
Miraguls Menagerie everfrost_epic01_menagerie
Nektropos Castle Level 1 nektropos_castle_0
Nektropos Castle Level 2 nektropos_castle_1
Nektropos Castle Level 3 nektropos_castle_2
Nektulos Forest nektulos
Oakmyst Forest qey_adv01_oakmyst
Obelisk of Lost Souls cave obelisk_of_lostsouls_0
Obelisk of Lost Souls level 1 obelisk_of_lostsouls_1
Obelisk of Lost Souls level 2 obelisk_of_lostsouls_3
Obelisk of Lost Souls level 3 obelisk_of_lostsouls_4
Permafrost Basement permafrost_3
Permafrost Level 1 permafrost_0
Permafrost Level 2 permafrost_1
Permafrost Level 3 permafrost_2
Qeynos Tradeskill Area qey_tradeskill01
Qeynos: 1 Room Apartment qey_ph_1r01
Qeynos: 2 Room Apartment qey_ph_2r02
Qeynos: Castleview Hamlet qey_village04
Qeynos: Graystone Yard qey_village03
Qeynos: Nettleville Hovel qey_village01
Qeynos: North Qeynos qey_north
Qeynos: Qeynos Harbor qey_harbor
Qeynos: South Qeynos qey_south
Qeynos: Starcrest Commune qey_village02
Qeynos: The Baubbleshire qey_village06
Qeynos: The Elddar Grove qey_elddar
Qeynos: The Willow Wood qey_village05
Rivervale (East) rivervale_1
Rivervale (West) rivervale_0
Ruins of Varsoon (Center) varsoon_1
Ruins of Varsoon (East) varsoon_0
Ruins of Varsoon (West) varsoon_2
Runnyeye Citadel runnyeye
Sepulcher of Jhanda qey_catacomb_epic02
Serpents Lair fprt_sewer_epic03
Soluseks Eye Level 1 solusekseye_0
Soluseks Eye Level 2 solusekseye_1
Soluseks Eye Level 3 solusekseye_2
Soluseks Eye Level 4 solusekseye_3
Soluseks Eye Level 5 solusekseye_4
Splitpaw Crawler Nest adv02_dun_sundered_splitpaw_2
Splitpaw Delving into Darkness adv02_dun_sundered_splitpaw_0
Splitpaw Den adv02_dun_sundered_splitpaw_hub
Splitpaw Upper Tunnels adv02_dun_sundered_splitpaw_1
Stormhold Level 1 befallen_0
Stormhold Level 2 befallen_1
Stormhold Level 3 befallen_2
Stormhold Level 4 befallen_3
Sullon Mines orcishwastes_mini01_1
Tallon Hording Halls orcishwastes_mini01_0
The Caves Level 1 qey_adv03_caves_0
The Caves Level 2 qey_adv03_caves_1
The Caves of Wonder enchanted_mini01_0
The Crypt of Betrayal qey_catacomb03
The Deathly Scarab Hive qey_catacomb_epic03
The Down Below qey_catacomb01
The Enchanted Lands East enchanted_1
The Enchanted Lands West enchanted_0
The Eternal Gorge cmmn_epic02_mage
The Forest Ruins qey_adv02_ruins
The Isle of Refuge tutorial_island02
The Peat Bog qey_adv04_bog
The Serpent Sewer fprt_sewer02
The Thieves Way fprt_sewer01
The Tomb of Valor befallen_epic01
The Vault of the Fallen fallengate_epic01_boss
The Wailing Caves (East) wailingcaves_1
The Wailing Caves (West) wailingcaves_0
Thundering Steppes steppes
Tombs of Night I mod01_dun_tombs_of_night_0
Tombs of Night II mod01_dun_tombs_of_night_1
Tombs of Night III mod01_dun_tombs_of_night_2
Underrot Caverns Moldy Crypt nektulos_mini03
Unearthing nektulos_mini01
Vermins Snye qey_catacomb02
Zek orcishwastes

nomas 08-22-2005 01:33 AM

1 Attachment(s)
Thank you. :)

Updated ! :nana:

'Open Zone' function is added.

It depend on 'zonenames.dat' file.

taco-man 08-22-2005 02:14 AM

your welcome, im always happy to help :)

nomas 08-24-2005 07:19 AM

1 Attachment(s)
I forget uploading source code.

:)

nomas 09-01-2005 07:05 AM

Updated to 0.79(memory leak fixed)
 
1 Attachment(s)
Updated to 0.79.

:nana:

What's New?
(0.77)
- In 'Add ZoneRect', added function calculating MAP zonerect with two point.
Beside 'Zonerect' edit control, '...' button is that. It also can update 'core_mapstyles.xml'. It use min and max POIs in calculation.
It will use zonerect calculation.
- At 'Rearrange propertis...', Rearrange XML properties at saving file.
(0.78)
- 'Open MAP Zone' function don't need 'zonenames.dat' file.
- In 'Add zonerect' window, added delta pathfindlocation value per pixel.
(0.79)
- fix memory leak at loading MAP.

nomas 09-15-2005 01:40 AM

1 Attachment(s)
what's new?

- Fixed bug in function calculating MAP zonerect.
New function get ZoneRect more accurately with removing POIs big difference.(selective)

nomas 09-23-2005 10:11 PM

Eq2MAP Editor 0.81 beta
 
1 Attachment(s)
0.81 beta

What's new?
- can load UTF8BOM header in core_mapstyles.xml.
#xEF #xBB #xFF <?xml...?> #x0a
With UTF8BOM, First Line-Break must be #x0a.
Not #x0d #x0a.


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