Any updates on this? I didn't realize how much of the map you had mapped out already. I'd be happy to help on the texture part if you want to share the source image files.
Lemme know,
-Drum
I would rather an out line map that I can use than waiting weeks for a pretty textured map. Functionality over looks for me.
I mapped out the whole zone last night. I hate to dupe work, and I don't wanna waste anyone else's time put forward....
But this is a major zone and I feel it's something that really needs to be done, and done back a while ago. Just didn't have the time previously to help out.
I'm gonna start editing my locs and texturing it probably tonight.
I mapped out the whole zone last night. I hate to dupe work, and I don't wanna waste anyone else's time put forward....
But this is a major zone and I feel it's something that really needs to be done, and done back a while ago. Just didn't have the time previously to help out.
I'm gonna start editing my locs and texturing it probably tonight.
Thanks for working on it. I hope we will see it very, very soon.
sorry guys for not responding, i havent checked back until now. i guess i was a bit discouraged, and seeing your map, drumstixx (which is great, well done!) i guess i wanted to overcomplicate it a bit too much. probably i should try with smaller maps first until i get the hang of it
btw i guess you know that with only a few tweaks the north and south maps can be used for the respective hole instances as well, just like the whole hole map for the underfoot raid zone
Np. I know you probably put some good time into what you had done, but I really wanted to see on of the most used zones get a map live!
And yes, I'll try to get the internal zone names for both the 3 instances + the new raid zone. The maps should be close enough to be used without any editing really required.
I don't know if you've collected this stuff or not... but the raid zone is just exp06_dun_thehole_raid_0, etc. I'm sure people would love to be able to use it for the raid zone if it was pushed to the updater.
I don't know if you've collected this stuff or not... but the raid zone is just exp06_dun_thehole_raid_0, etc. I'm sure people would love to be able to use it for the raid zone if it was pushed to the updater.
I'm not collecting anything, I just do as I'm told. So if I understand this correctly the map works for the raid zone but does not get used automatically, thus we will have to add a specific reference to that mapstyle name.
Got no time for that now but will try to remember it tonight, if I don't feel free to PM me about it. Oh, if someone could post the raid zone name I'd be obliged, I'm getting fairly clueless about the details of the game these days, sorry.
Erm, about collecting... I was referring to Drumstix saying he was going to find the internal names for the other instances and raid zone. So I was mentioning what the raid zone was.
The friendly name of the zone is "Underfoot Depths".
I put something very similar into my _User.MapStyles.xml and it worked surprisingly well.
Surprisingly because I couldn't figure out how any references pointed to the styles. But I guess who cares.
I'm afraid that I don't run heroic instances, so I don't know what the friendly names are for:
exp06_dun_thehole_wing1
exp06_dun_thehole_wing2
exp06_dun_thehole_wing3
Erm, about collecting... I was referring to Drumstix saying he was going to find the internal names for the other instances and raid zone.
Sorry, that was my failed attempt at humor I think.
I realized you were responding to Drumstix but I responded since the "I'm sure people would love" thing went in the direction of jnils or I.
Thanks for the names, the missing ones I'll grab from eq2i, they usually have cross references. It's just text anyway, we can always change it later if necessary. I'll hop into the database later an add both instances (we still haven't written an admin tool for this kind of map duplication, doesn't happen often).
Not sure I understand your surprise correctly but the part of the map window calling up the correct map styles is in code, based on the mapstyle name which must be identical to the internal zone name used by the client.
{...}
Not sure I understand your surprise correctly but the part of the map window calling up the correct map styles is in code, based on the mapstyle name which must be identical to the internal zone name used by the client.
That's sort of why I'm confused. The internal name is "exp06_dun_thehole_raid" but the ImageStyles are named "exp06_dun_thehole_raid_0" to "exp06_dun_thehole_raid_4".
I expected that I would need to find the original "exp06_dun_thehole" definition, make a copy of it for the raid zone and make sure it referenced the five new ImageStyles.
But apparently it's more hidden and automatic than that. If the game just automatically searches for numbered definitions that match a prefix, that's fine... it just seems too automatic.
For the raid zone the maps should be good as they are (image wise), but 2 of the 3 instances might need a little editing first.
Minus dartain's fortress, the other 2 you start in a cave that's more in the center of the zone, so I'll see about getting them updated. I'm not really too worried about the fine details of the map that would change (bridge being down in Dimitrik's Bastion).
I just haven't run any of those group instances in a while.
That's sort of why I'm confused. The internal name is "exp06_dun_thehole_raid" but the ImageStyles are named "exp06_dun_thehole_raid_0" to "exp06_dun_thehole_raid_4".
I expected that I would need to find the original "exp06_dun_thehole" definition, make a copy of it for the raid zone and make sure it referenced the five new ImageStyles.
But apparently it's more hidden and automatic than that. If the game just automatically searches for numbered definitions that match a prefix, that's fine... it just seems too automatic.
Oh, ok, I can explain that. The client recognizes the exp06_dun_thehole_raid part and that is enough to link map to zone, the integers at the end are ignored, they could be anything, they are basically just there to write conformant XML where you cannot have duplicate node names. The client applies all mapstyles to the same map anyway and only uses the additional information in the mapstyle - in this case heightmin/heightmax - to select which one to display. If several mapstyles have identical "priority", i.e. usually identical properties, it will simply display the first one of those it has encountered.