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Simple Map Modifier
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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. |
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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 ... |
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.
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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 |
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? |
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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 |
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. |
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 ? |
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 :( |
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. |
It's possible, but I don't about it in detail.
I try to find way to do that. :) |
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:
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Ok, I made it.
But MSIE needed. Code:
procedure summitdata(const URL, iname, itype, izone, iloc, nodesc, idesc, user : string); |
Source code.
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It's source code.
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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 |
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? |
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)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. |
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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) :) |
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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) |
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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 |
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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 |
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 |
My head hurts now, thanks taco:P lol
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great ! :)
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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? |
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:
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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.) |
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It's source code.
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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. |
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. |
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Updated !
It Applied suggestions except 'Open Zone'. |
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.
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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 |
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Thank you. :)
Updated ! :nana: 'Open Zone' function is added. It depend on 'zonenames.dat' file. |
your welcome, im always happy to help :)
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I forget uploading source code.
:) |
Updated to 0.79(memory leak fixed)
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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. |
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what's new?
- Fixed bug in function calculating MAP zonerect. New function get ZoneRect more accurately with removing POIs big difference.(selective) |
Eq2MAP Editor 0.81 beta
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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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