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-   -   Adding Placeable objects to azone generated map files (https://www.eqemulator.org/forums/showthread.php?t=25464)

Derision 09-25-2008 02:39 PM

Quote:

Originally Posted by Angelox (Post 156897)
Any idea on how I can bring it back to how it was? I tried the original azone hollowshade map, and that had same results.

Since the BestZ changes were first introduced, those mobs should always have been standing underneath the huts. Setting Map:FixPathingZMaxDeltaSendTo to 1 (or 0) should fix it for static mobs (not on a grid), at least it did on the one I tried, but as always when changing these global rules, you don't know what side effects it may have (shouldn't cause pathing mobs to hop though).

Angelox 09-25-2008 03:29 PM

Well, Mr 'D, you fix things with out even trying to fix it!

I started my blundering ( I always do when things don't want to work); my first idea was to set all of the Map:FixPathingZ* from 20 to 12 (since it worked so nicely with the Map:FixPathingZMaxDeltaMoving fix), and now they stand in the huts (glad it was a short blunder, I've blundered for days, even weeks).
I checked the old 'hopper zones', and it all looked good (no hopping at all). So I guess they are better to default to 12 instead of 20.

Now, if I could only get the moonwalkers to stop ( I hate moonwalkers!).

Angelox 09-25-2008 04:31 PM

When I did all my work in Hollowshade, must have been before Best Z fixes - time flies in cyberworld!

Angelox 10-03-2008 09:04 PM

Today I noticed many missing maps in my current posted Map package. I think Azone2 didn't make them all, as I used the same batch-script as the one for Azone (not sure though).
I just made a new package which should have all the maps, including all the ones I had posted here to date.
You can get it here
If you were seeing problems like spells not landing, or bots/pets not attacking in certain zones, then this might solve your problem.
I took away all other links to map files on my site, since they are all in this new package, and these files are humongous HD space- eaters.
If you spot any more missing zone maps, post here and I'll add it.

Derision 10-05-2008 07:58 AM

Quote:

Originally Posted by Derision (Post 156895)
I think you found a bug. The aspect ratio of the huts in Hollowshade looks wrong in OpenEQ (using the same file loader routines as in Azone2). I'll look into it at some point, but it won't be for a while.

I found the cause of this. Each instance of a placeable object in the .WLD file has an X and Y scale factor associated with it. This is so that a single base model can be included for that object, then various different size instances of that object can be placed in the zone.

There doesn't appear to be a Z scale factor. (I checked in OpenZone and that doesn't use a Z scale either), so the WLD processing code in OpenEQ and azone2 just sets the ZScale to 1.0.

This turns out to mean that any object that is scaled in relation to the base object looks skewed in OpenEQ and is put into the .map with the wrong geometry by azone2.

I analysed every S3D file, and in every case, the X and Y scale factors were always the same, so I changed the code so that the Z scale factor is set to whatever the X and Y scales are. The huts in Hollowshade seem to have the correct proportions now, and I built a hollowshade.map including models 9 and 10 (the huts on stilts) and the mobs stand on them correctly, even with Map:FixPathingZMaxDeltaSendTo set to the default value.

I've updated the downloads:

Source: http://www.rama.demon.co.uk/azone2/azone2.rar

Windows Executables: http://www.rama.demon.co.uk/azone2/az2exes.rar

This means that any maps with placeable objects using the previous versions should really be rebuilt. This only affects placeable objects. If you have azone2 generated base maps with no placeable objects, then they will be fine.

Angelox 10-05-2008 09:16 AM

Ok thanks, I still have my azone.ini file, and will re-make the maps and post the new ones during the week.

Angelox 10-23-2008 09:27 PM

Here is all the maps I had posted on this thread earlier, but with the new updated Azone2. These include placeable objects in them.

Angelox 02-16-2009 10:22 AM

Here's two more Maps;
Crystal
GreatDivide

All the new Maps are still posted here

Angelox 05-05-2009 09:39 AM

Google Map Repository started
 
We got the Eqemu Maps Repository working -
You should be able to hook up to the Maps SVN and easily keep your Maps up to date.

I've placed some utilities for making Maps in the Trunk - most of them were made by Derision. It's a simple process, the s3d files in your Eveyquest directory are what you use for converting. for example crushbome.s3d is one you can run "azone2.exe crushbone" and it will create crushbone.map. But azone2 has more features; For example, in Crushbone Castle's main room, where Lord Darish spawns, there's a big table and a rug where players like to camp ("mua"). The default map doesn't include details like this unless you add them. So, before, when mobs/kill were getting stuck there, now after I added these objects to the azone.ini file like so;
crushbone.s3d,22,23,24,29,32,33,23,24,28,31,39,43
They now "see" the table and stand on it instead of in it.
The process is simple, the more people we have making new, detailed maps. the faster this work will get done - if you want to help and are not a member please post.
The source for azone2 is in the EqEmulator source/utils.
If you do make updates, please update the azone.ini file located in the azone_utils directory - so we can keep a history of what we added

Aldest 05-05-2009 12:17 PM

Thank you for this post and the map SVN Angelox. It is a big help!

Angelox 05-10-2009 05:53 PM

I just realized a mistake I was making, I'll post it maybe others are also; the viewer-tools default to s3d. for example, "listobj.exe tutorialb" looks at tutorialb.s3d. "listobj.exe tutorialb.eqg" will tell you it can't find tutorialb.eqg.s3d. But if you pull tutorialb.s3d out of the directory, then it will properly display tutorialb.eqg objects with just a plain "listobj.exe tutorialb".

Apparantly, it looks for the S3d first, if no S3d, then the eqg. probably should be the other way around, since if there is an eqg with the same name, that's what the client will use.

This was a problem I had and why I was wondering some things would not display with me.
All three tools will do this (put S3d files up front and not display eqg, if both are present).
Make sure you're working with the right file when you make the maps.

trevius 09-25-2009 05:59 AM

Probably a good idea about switching around the order the tools check for file types.

BTW, I was wondering if there is any reason not to just include all of the objects that objlist outputs, instead of only selecting a key few that are most important to LoS. I realize that objects like trees and rocks aren't ultra-important for LoS, but I don't think it is particularly bad to have trees and stuff blocking LoS. The main question I have is; does adding every object in the object list cause a huge overhead on LoS processing? I have tried it with a few SoF zones which produce 20MB+ map files in some cases. If the CPU isn't going to go crazy by doing that, I don't see any reason not to do it. And, if so, maybe Azone2 could have an option put in that will combine itself with the object list tool. Then, it will list all objects for the zone and automatically build the map file to include all of those objects to save considerable work and time to check each one out by hand manually. Maybe a feature like that could be added as an option when running Azone2 or something.

Derision 12-27-2009 05:26 PM

Quote:

Originally Posted by Leere (Post 155347)

DAT

The format for the terrain files. I haven't really managed to display these yet, but they are at least parsing correctly.

From the ZON file, two parameters are needed to generate any kind of worthwhile terrain. QUADSPERTILE, to load the height values correctly, and UNITSPERVERT, to create an actual quad grid.

...

I ignored this post when Leere first made it, as I had no interest in the EQG 'Version 4' format at the time, however there are a number of Secret Of Faydwer Zones that use this format, so I started to look into it further and am finally at a point to be able to create .maps for these zones, e.g.

Dragonscale Hills, in-game view:
http://www.rama.demon.co.uk/dsingame.jpg

.map file (shown as coloured triangles)
http://www.rama.demon.co.uk/dspolys.jpg

.map file (show as pure triangles)
http://www.rama.demon.co.uk/dstris.jpg

I'm in the final testing/code cleanup phase before comitting the azone2 patches to create maps for these SoF EQGV4 zones, however this post is really just to recognise Leere's great contribution here, which was the foundation for that work, and which if he hadn't have shared, I may never have got this far.

So, if anyone other than Trevius ;) is interested in creating content for the SoF EQG v4 zones with working .maps, then it should soon be possible.

/salute Leere

pfyon 12-27-2009 06:01 PM

Wow that's awesome. I didn't think we knew how to do that.

trevius 12-27-2009 10:04 PM

Derision, you never cease to amaze! I don't know about others, but I am really excited about your work on this. Many thanks to you and Leere :D

If the collector tools ever get to working order again, I am sure more people will be able to start filling in SoF content. The EQGv4 zones after Titanium are mostly the outdoor zones, and IMO, many of them are some of the coolest zones EQ has ever seen. That dragonscale zone alone is amazing, and the new revamps of the old zones like Sro/Oasis and Commonlands are pretty cool too. There are a total of about 35 EQGv4 zones that come with SoF, and other than the Burried Sea ones (which are mostly too much alike each other), there are some really great and unique zones.

Here is a list of all of the EQGv4 zones as far as I know, including the short name, the long name and some brief notes I made about the zones when I first started exploring them in EQEmu:

Code:

arcstone - Arcstone - Big outdoor zone. Looks pretty nice!
atiiki - Jewel of Atiiki - Very cool tropical volcano zone with desert and a few pyramids
barren - Barren Coast - Tropical coastline with huts, a lighthouse and some islands
blacksail - Blacksail Folly - Small island with a big pirate camp
buriedsea - The Buried Sea - Sea with some islands like OOT
commonlands - Commonlands - Nice remake of east and west commons combined
cryptofshade - Crypt of Shade - Decent dungeon - Looks unfinished
deadbone - Deadbone Reef - Didn't make notes on this yet.
devastion - The Devastation - Huge outdoor desert/tundra/hills zone with cool forts and camps
direwind - Direwind Cliffs - Large outdoor zone that looks like a modern burning woods
dragonscale - Dragonscale Hills - Huge and cool outdoor zone with lots of structures and valleys
elddar - The Elddar Forest - Huge and awesome woodsy outdoor elven zone with forts
hillsofshade - Hills of Shade - Huge and cool hilly zone with a coast and shipwreck and an island
icefall - Icefall Glacier - Nice snowy mountain range area with lots of camps and caverns with chambers
innothuleb - Innothule Swamp - Looks almost just like the original accept updated
jardelshook - Jardels Hook - Cool tropical island zone with a shripwreck bar
lopingplains - Loping Plains - Very nice wooded outdoors with hills and a river. Looks like Vangaurd
maidensgrave - Maidens Grave - Island that is mostly rocks
mesa - Goru`Kar Mesa - Really cool and huge outdoor zone with valleys, caverns and a river
mistythicket - Misty Thicket - Great remake of Misty Thicket. Same exact layout just updated
monkeyrock - Monkey Rock - Another cool tropical island with watchtowers and an observatory
moors - Blightfire Moors - Nice large outdoor elven looking farmland and fields
northro - North Ro - Great large remake of North Ro
oceanoftears - Ocean Of Tears - Nice remake of OOT - Similar setup as before
redfeather - Redfeather Isle - Nice medium size island with above the ground huts
southro - South Ro - Cool remake of South Ro and Oasis combined
steamfontmts - Steamfont Mountains - Nice remake
steppes - The Steppes - Large outdoor zone with tundra, forest and ruins
suncrest - Suncrest Isle - Very cool little island with a high volcano surrounded by smoke
sunderock - Sunderock Springs - Large outdoor badlands with springs and caverns
thalassius - Thalassius, the Coral Keep - Large outdoor zone with lots of underground rooms
theater - Theater of Blood - Huge vampire looking outdoor zone with red grass and gothic castle structures
toxxulia - Toxxulia Forest - Nice remake of Tox and maybe Kerra Isle?
valdeholm - Valdeholm - Amazing medium sized icey Giant town. Definitely worth using!
zhisza - Zhisza, the Shissar Sanctuary - Valleys with paths and trees and a big pyramid with lots of hallways

I updated my Server's Wiki with these EQGv4 zones, and will probably get some screenshots of each of them up on that page soon as well.

http://stormhavenserver.com/mediawik...ets_of_Faydwer

Secrets 12-28-2009 09:52 AM

Very nice, Derision! I'm impressed.

Derision 12-29-2009 03:22 PM

I'm still 'prettying up' the source :) , however I did a test compile on Windows and have uploaded EQGV4 compatible .exes for azone2/listobj and glmodelviewer to the
download section of the SVN if anyone wants to try them out:

http://code.google.com/p/projecteqem...8.rar&can=2&q=

By default, all objects except for stuff like trees/small rocks etc, are included in the .map for EQG V4s, so you shouldn't have to bother with listobj/azone.ini etc.

Secrets 12-29-2009 04:28 PM

Works for me! I'll upload the maps shortly for servers who are lazy.

Secrets 12-29-2009 07:20 PM

These maps are HUGE! 407mb compressed.

http://www.sendspace.com/pro/dl/kt6h8l

Derision 12-29-2009 07:54 PM

What concerns me is that some of your maps are significantly smaller than those I generated on my own system.

E.g. your archive has buriedsea.map at 28,010,918 bytes, whereas when I generate the map, I get one of 85MB+

Code:

M:\SoF>azone2 buriedsea
AZONE2: EQEmu .MAP file generator with placeable object support.
Attempting to load EQG buriedsea
Unable to open monkeyrocktog.tog
There are 1464324 vertices and 488108 faces.
EQG V4 Placeable Zone Support
ObjectGroupCount = 6398
Processing azone.ini for placeable models.
No azone.ini entry found for zone buriedsea.eqg
After processing placeable objects, there are 4509813 vertices and 1503271 faces.
Bounding box: -5760.00 < x < 6144.00, -5760.00 < y < 6144.00
Building quadtree.
Done building quad tree...
Match counters: 10761035 easy in, 31531640 easy out, 167337 hard in, 0 hard out.
Writing map file.
Map header: Version: 0x01000000. 1503271 faces, 15881 nodes, 1745816 facelists
Done writing map (81.59MB).

M:\SoF>dir buriedsea.map
 Volume in drive M has no label.
 Volume Serial Number is C80A-2DCA

 Directory of M:\SoF

29/12/2009  23:42        85,550,395 buriedsea.map
              1 File(s)    85,550,395 bytes
              0 Dir(s)  131,352,825,856 bytes free

Strange ... Secrets, could you run azone2 on buriedsea and post your output like I just did above ? Thanks :)

Secrets 12-29-2009 07:58 PM

Quote:

AZONE2: EQEmu .MAP file generator with placeable object support.
Attempting to load EQG buriedsea
Unable to open monkeyrocktog.tog
There are 1464324 vertices and 488108 faces.
EQG V4 Placeable Zone Support
ObjectGroupCount = 6398
azone.ini not found in current directory. Not processing placeable models.
After processing placeable objects, there are 1464324 vertices and 488108 faces.
Bounding box: -5760.00 < x < 6144.00, -5760.00 < y < 6144.00
Building quadtree.
Done building quad tree...
Match counters: 2904768 easy in, 8363781 easy out, 112831 hard in, 0 hard out.
Writing map file.
Map header: Version: 0x01000000. 488108 faces, 8848 nodes, 602022 facelists
Done writing map (26.71MB).
10 characters

Derision 12-29-2009 08:09 PM

Thanks ... that's strange. Our outputs match up until 'Building Quadtree', then yours seems to go wrong.

Both my Windows and Linux boxes give the exact same results.

If anyone else can run azone2 on buriedsea and post the results here, it would be useful. Thanks.

I'll probably post the source tomorrow, so it will be interesting to see if you get the correct results from compiling it yourself.
----------------------------------------------------------------------------------------------------------------------------

EDIT: Scratch that. I think I see the bug.

EDIT: If there is no azone.ini file, azone2 will not add the default placeable models that it should. If you could create an empty azone.ini file in the same directory as azone2.exe and your .EQGs and try again ? (This is what you get for using beta software ... sorry :-( )

Derision 12-29-2009 08:21 PM

Confirmed. No azone.ini in the same directory as azone.exe is the problem:

Code:

M:\SoF>move azone.ini azone.ini.old
        1 file(s) moved.

M:\SoF>azone2 buriedsea
AZONE2: EQEmu .MAP file generator with placeable object support.
Attempting to load EQG buriedsea
Unable to open monkeyrocktog.tog
There are 1464324 vertices and 488108 faces.
EQG V4 Placeable Zone Support
ObjectGroupCount = 6398
azone.ini not found in current directory. Not processing placeable models.
After processing placeable objects, there are 1464324 vertices and 488108 face
Bounding box: -5760.00 < x < 6144.00, -5760.00 < y < 6144.00
Building quadtree.
Done building quad tree...
Match counters: 2904768 easy in, 8363781 easy out, 112831 hard in, 0 hard out.
Writing map file.
Map header: Version: 0x01000000. 488108 faces, 8848 nodes, 602022 facelists
Done writing map (26.71MB).

M:\SoF>

Sorry Secrets, but your .maps are no good ... I'll go and hide now, but thanks for finding the bug so quickly ;-)

PS: The default placeable objects are essential in V4 zones as they are used for key structures.

/facepalm

Secrets 12-29-2009 08:24 PM

Yup, that was it. Good catch :)

I'll re-upload the maps shortly.

Secrets 12-29-2009 09:44 PM

http://www.sendspace.com/pro/dl/hmooea

cavedude 12-30-2009 02:04 PM

I'm uploading these maps to the map SVN. Secrets, if you want access shoot me a PM with a gmail address or an address tied to google.

cavedude 12-30-2009 03:35 PM

Nevermind that, we only have 2GB and our maps dir is currently 5.5GB. We'll need to come up with some other solution. Compression saves a ton of space, luckily so that's in our favor.

Secrets 12-30-2009 08:34 PM

Quote:

Originally Posted by cavedude (Post 182191)
Nevermind that, we only have 2GB and our maps dir is currently 5.5GB. We'll need to come up with some other solution. Compression saves a ton of space, luckily so that's in our favor.

That sendspace link lasts 30 days, so you have quite a bit of time to find an option. Maybe sourceforge for these? I'm not quite sure :P

trevius 01-11-2010 07:21 AM

I updated my wiki with screenshots for almost all of the EQGv4 zones. This page now has screenshots for almost every zone available in SoF (after Titanium):

http://stormhavenserver.com/mediawik...ets_of_Faydwer

For the few that don't have screenshots yet, I will get some up for them soon as well. I figure this reference will make it easier for people to narrow down which zones from SoF they might want to use on their server.

I would put these screenshots on the EQEmu wiki too, but I am waiting until we get MediaWiki going and hoping we allow uploading of screenshots on it. It is so easy to upload a screenshot in Mediawiki that it really makes it worthwhile to do them. Not only is it easy to upload them, but it is extremely easy to insert them into the wiki page.

pfyon 01-11-2010 11:03 AM

Quote:

Originally Posted by trevius (Post 182669)
I would put these screenshots on the EQEmu wiki too, but I am waiting until we get MediaWiki going and hoping we allow uploading of screenshots on it. It is so easy to upload a screenshot in Mediawiki that it really makes it worthwhile to do them. Not only is it easy to upload them, but it is extremely easy to insert them into the wiki page.

We get it, you like mediawiki ;) . You're preaching to the choir, I don't think anyone here believes that wakka wiki is better than mediawiki.


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