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KayotRO This is the forum for Kayot's Editor. |

03-22-2008, 10:34 AM
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Discordant
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Join Date: Sep 2006
Location: Subsection 185.D354 C.12
Posts: 346
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Map Spawn Viewer (WIP)
So no one thinks I'm slacking off, heres what I'm working on.
Screen Shot - 1
Alfa Program - 1
It loads the map files in the eq map folder. If you want all the maps go to eqatlas and get the color ones as they are pretty.
This program will be integrated into the main program sooner or later. Right now it just loads the map. But soon it will list spawn points and paths along with trade skill platforms and ground spawns. This is more of a look up tool due to the lack of the TRUE y-coord (Y is up and down while z is distance, EQ messes this up by swapping Y and Z). Maybe deep in the future when I figure out 3D rendering etc, I'll make a true map editor.
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If at first you don't succeed destroy all evidence that you ever tried.
God doesn't give second chances... Hell, he sets you up the first time.
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03-30-2008, 02:34 PM
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Forum Guide
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Join Date: Sep 2003
Location: California
Posts: 1,474
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I forgot to say - this is a great idea if implemented right. I like what you have so far.
Some moons ago, I tried this, but realised z-height was not possible to retirieve - even tried converting to .obj with no/limited sucess.
I'm afraid only WC can do this (can decode .s3d's) easily, and adding pathing would be fantastic. You could ask him about it - if he's done with project.
GeorgeS
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03-30-2008, 04:08 PM
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Discordant
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Join Date: Sep 2006
Location: Subsection 185.D354 C.12
Posts: 346
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I wish it could be 3D, but VB.net has its limitations (Funny that C# doesn't have as many and compiles to the same exe type through the translation). For now, I'm trying to make a Data Viewer (Which doesn't work in Kedge Keep without a height filter, the raid had promise too. Thank god for Shadowrest.).
My problem is this, I'm trying to get it to paint it once for zoom level and not for moving it around. I was thinking about using an Imagebox and storing the drawn map in memory and allowing the SQL markers to move with the map (Imagebox), which can be mouse moved. The concept is mind boggling, so much that I've kind of put it on a back burner while I get full item and mob lookup (Which is key to the SQL marks, after all the npc id tells didily squat and who wants to look it up over and over?)
On the flip side, the item desc now used HTML which means colors and tables. However all the added item info kills the load time which is now 1.8 seconds which is an eternity. I think it has to do with reading the spell tables. I figure, get the program finished then optimize
My goal this week is to make the program do most of what allakhazam does. Quest come later somehow :(
P.S. GD Giants drop crappy loot and have poor exp. May as well keep non-KOS faction.
__________________
If at first you don't succeed destroy all evidence that you ever tried.
God doesn't give second chances... Hell, he sets you up the first time.
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04-26-2008, 02:08 AM
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Forum Guide
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Join Date: Sep 2003
Location: California
Posts: 1,474
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Actually vb/net can do excellent 3D (truevision API dll), but I am not sure it would help me anyway. How did you decode the eq map files - they have syntax like
L 3.2725, 216.7370, 0.6260, -58.9923, 331.4005, 0.6260, 150, 100, 0
L -58.9923, 331.4005, 0.6260, -148.8005, 426.0498, 0.6260, 150, 100, 0
L -148.8005, 426.0498, 0.6260, -260.0621, 494.2486, 0.6260, 150, 100, 0
I'm looking into this as well for a future update..
GeorgeS
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04-26-2008, 04:36 AM
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Developer
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Join Date: Mar 2007
Location: Ohio
Posts: 648
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Quote:
Originally Posted by GeorgeS
How did you decode the eq map files - they have syntax like
L 3.2725, 216.7370, 0.6260, -58.9923, 331.4005, 0.6260, 150, 100, 0
L -58.9923, 331.4005, 0.6260, -148.8005, 426.0498, 0.6260, 150, 100, 0
L -148.8005, 426.0498, 0.6260, -260.0621, 494.2486, 0.6260, 150, 100, 0
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It looks like it's broken down in to the following:
Type ( Line, Point, etc)
X Coordinate (looks to be inverted, so negatives are positive & vice versa)
Y Coordinate (looks to be inverted, so negatives are positive & vice versa)
Z Coordinate (doesn't look to be inverted)
Attribute 1
Attribute 2
Attribute 3
Attribute 4
Attribute 5
Attribute 6 (optional?)
It looks like Attributes 1-5 depend on what type of coordinate it is.
For example, on a Point, Attributes 1-3 look like they may be the color (yellow is 255, 255, 0 & black is 0, 0, 0, so it looks to be Red, Green, & Blue), Attribute 4 looks to be the size (2 for Medium), and Attribute 5 is the actual text for the Point. It doesn't look like there is a 6th attribute for Points.
On a Line, Attributes 1-3 look to be the ending X, Y, & Z coordinates (Z & Y being inverted like the first set) and Attributes 4-6 look to be the color of the line (RGB like the text colors).
On a somewhat side note, I found this website while looking up some other stuff. It basically creates an image using the map files with what looks to be a CGI script. It's not downloadable, but it might give you some ideas.
Hope this helps 
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04-28-2008, 07:25 AM
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Forum Guide
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Join Date: Sep 2003
Location: California
Posts: 1,474
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Thanks - that pretty much explains it. I added a few more map file and shortly will attempy to do this in 2D overlay, then try it in 3D
GeorgeS
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