The only way I know how to create new path files is from within the game (via an account with sufficient administrator privileges).
I pulled this from an older post a few years ago, but it describes the available commands pretty well:
Code:
#path shownodes: Spawns a npc to represent every npc node.
#path info node_id: Gives information about node info (requires shownode target).
#path dump file_name: Dumps the current zone->pathing to a file of your naming.
#path add [requested_id]: Adds a node at your current location will try to
take the requested id if possible.
#path connect connect_to_id [is_teleport] [door_id]: Connects the currently
targeted node to connect_to_id's node and connects that node back
(requires shownode target).
#path sconnect connect_to_id [is_teleport] [door_id]: Connects the
currently targeted node to connect_to_id's node (requires shownode
target).
#path qconnect [set]: short cut connect, connects the targeted node to
the node you set with #path qconnect set (requires shownode target).
#path disconnect [all]/disconnect_from_id: Disconnects the currently
targeted node to disconnect from disconnect from id's node (requires
shownode target), if passed all as the second argument it will disconnect
this node from every other node.
#path move: Moves your targeted node to your current position
#path process file_name: processes the map file and tries to automatically
generate a rudimentary path setup and then dumps the current
zone->pathing to a file of your naming.
#path resort [nodes]: resorts the connections/nodes after you've manually
altered them so they'll work.
#path meshtest - loops through every node and tries to connect it to every
other node in the map, and reports any broken paths. Very slow and will
cause you to disconnect.
#path meshtest simple - does the same thing but only tries to connect node
0 to every other node, not as accurate as it could fail to find errors on paths
that have one way connections but is usable in realtime.
#path hazard - tries to figure out if there's a hazard between you and your
target, a hazard being a swift jump or drop in z distance between x and y.
#path allspawns - similar to mesh test but tries to find a path from your
current position to every npc in the zone, not likely to disconnect you but
still can be fairly slow.
Of the few path files that I've created, I tend to manually connect each node before using the #path dump <filename> command (which will generate the actual .path file). The #path process command can automate connecting the nodes to one another (making the creation of path files much easier and quicker), but I've found it to be a bit touchy. Sometimes it seems to create "ghost" node connections that I can't remove and ultimately ends up corrupting the file. So, in short, I stay away from #path process -- although you may end up having better luck with it than I have.
If you want to visually check out a path-file that you've created (or if you just want to see some previously made path files), you can use the Map and Path Viewer Tool that can be downloaded from this site. It's a neat tool, and I've found it extremely useful when double-checking a .path file in order to make sure that there weren't any stray nodes I missed or illogical connects.
One of the former EQEmu developers, image, has put up a repository for path files that fills in more zones than just the "stock" Maps SVN repository. If you end up creating a few path files yourself, you may want to see if they can get put up on his site (and available to the community-at-large), at least until they're committed to the Maps SVN repository.
http://www.eqpvp.com/paths/
Lastly, I don't know if it's considered poor form or not, but there is one other public repository that has some extra EQEmu .path files -- if you browse to the server_map_updates directory in the axclassic repack (
https://code.google.com/p/axclassic-...ource/checkout), you'll be able to snag some more path files to fill in a few more gaps. I've never spoken with the developers at that site, but it is a public repository, so I hope they wouldn't mind me linking their SVN repository in this post. One of these days, with some luck, all the various .path files can be consolidated/unified into the Maps SVN repository.
Anyways, that should be enough to get you started.
Madrigal