I've been playing around with grids lately and I made a simple C++ app to overlay them onto the in-game maps so I could see what they look like. Granted it's not 3D, but it gives me an idea of where everything is. I think Kayot gave me the idea a while back.
I noticed in the PEQ DB, zones like PoK have a ton of paths that are probably redundant. I'm wondering if there's a reason for all these that I'm overlooking, or it's just a result of packet collects and could be manually cleaned up.
I was thinking of running some queries to merge waypoints that are within a reasonable distance from one another and then to update the NPC grids as well. I know Derison was working on some pathing tools that probably solve this anyway, but I have never messed with OZ.
Here's what PoK looks like (it has over 2K waypoints). The waypoints are little purple circles and the paths are the purple lines).
And here's Dagnor's Cauldron
In contrast, here's Grobb which I manually added some paths to.
