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  #1  
Old 01-21-2002, 03:13 PM
UrbelT
Fire Beetle
 
Join Date: Jan 2002
Posts: 22
Default Zone line Compilation...

Zone lines compilation:

Hello everyone, yesterday I was putting zone lines into the database so I can run through the world, it is extremely hard to get all of these zone lines with one or two people so I am posting this message, I am going to attempt to compile a list of all the zone lines so people can just add them to the database without searching for them. I will post the list constantly so if you have any zone lines or get new ones that have not been posted yet it would be great if you would post them in a reply to this.

Format of posts (Exactly like in DB seperated by =):

East Commonlands = 0 = 0 = 0 = West Commonlands = 0 = -1600 = -49 = 0 = 1

Thanks
-UrbelT
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  #2  
Old 01-21-2002, 04:03 PM
Windcatcher
Demi-God
 
Join Date: Jan 2002
Posts: 1,175
Default

Do they work when you enter them into the database? The reason I ask is I've been digging into the .WLD files and it looks like zone info is there for all zones, but it isn't in the format we thought. It looks like the WLD files specify a set of polygons at each zone point, and when you enter that set, you then zone. I've built a tool that takes a WLD file and renders it with OpenGL, where you can rotate it around, and it renders polygons marked as "zone" polygons in red and others in white. It's still buggy, which is why I haven't released it yet, but that's what I'm seeing. It also looks like the same mechanism is used to mark water and PvP areas. Basically it's an enhanced version of ZoneConverter that I converted to Delphi with the added OpenGL capability and the ability to dump the world data either as a text file or as a DXF file (in addition to the two types in the original ZoneConverter).

Windcatcher
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  #3  
Old 01-21-2002, 04:06 PM
UrbelT
Fire Beetle
 
Join Date: Jan 2002
Posts: 22
Default yes they do work.. I think

Hmm, well when I cross zone lines that are not in the database it says the zone is down, but when they are in the database it zones properly... ? I tested with commons ---> befallen where there is a zone line set but I could not find a zone line out of befallen back to commons and could not set one either... Maybe its a 2 part thing right now?
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  #4  
Old 01-21-2002, 05:03 PM
Windcatcher
Demi-God
 
Join Date: Jan 2002
Posts: 1,175
Default

That's very interesting. When I render Befallen, no polygons show up red (zone polygons). I figured it was a bug in my program, but maybe it isn't. Maybe there is some other mechanism at work, or maybe these zone polygons I'm finding are obsolete and aren't in all zones?

Windcatcher

Edit: I just looked at the text dump of the befallen WLD data and it does specify a 3D zone sprite, so my program must simply not be rendering it...I think. I have to find time to look more closely at it at some point.
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  #5  
Old 01-21-2002, 07:07 PM
madborg
Banned
 
Join Date: Jan 2002
Posts: 322
Default

Quote:
Originally Posted by Windcatcher
It also looks like the same mechanism is used to mark water and PvP areas. Basically it's an enhanced version of ZoneConverter that I converted to Delphi with the added OpenGL capability and the ability to dump the world data either as a text file or as a DXF file (in addition to the two types in the original ZoneConverter).

Windcatcher
I sure would be interested in seeing your stuff.

My guess is that the polygons are on some zones and not in others. Look for them in the old zones (qeynos,n qeynos, q hills, maybe karanas, maybe freeport. They also will not show up in some zones.

Probably qeynos is the most fruitful area to look at. I would also guess that Kunark and Velious dont use them at all -- at least not in the zone file.

**added **

those markers may actually be teleporters.
Here is what I see in the HQ emu files dealing with zones:

common = 0 teleporters
ecommons =teleporters -> Nro
freeporte =teleporters 3 to -> freportw, 1 -> nro
freeportn =4 teleporters ->freportw
freeportw= 10 teleporters

qeynos = 4 teleporters to qcat
qeynos2=2 teleporters -< qeynos2, 3 teleporters -> qcat

then no surprise dreadlands has 0 teleporters
but Halas has one to Everfrost
and Everfrost has one each for Halas, Blackburrow, Permafrost, and Everfrost.

See if your poly count matches the count for these teleporters.
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  #6  
Old 01-22-2002, 06:37 AM
Windcatcher
Demi-God
 
Join Date: Jan 2002
Posts: 1,175
Default

I think the best way is to release the tool so you can see what I'm seeing. When I get home I'll ZIP it up and post it to SourceForge. Basically you use EQInside to extract the WLD file, then open my tool and click Import, just as you would in ZoneConverter. It will import the data and build a 3D model that the OpenGL component can render. Then you can use the buttons to manipulate the model or do it directly with the mouse by left- or right-clicking and dragging the model around.

As far as the text dumps go, clicking on "Export" opens up a dialog where you can specify a .DMP file to save it. Then just dump it into any text editor that can handle REALLY big files.

Windcatcher
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