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Development::Development Forum for development topics and for those interested in EQEMu development. (Not a support forum) |

09-25-2008, 01:27 PM
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Derision;
No matter what map I use here, the Mobs stand under the huts instead of in them.
They used to stand in them
here's the updated hollowshade map
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09-25-2008, 01:48 PM
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Quote:
Originally Posted by Angelox
Derision;
No matter what map I use here, the Mobs stand under the huts instead of in them.
They used to stand in them
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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.
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09-25-2008, 01:57 PM
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Quote:
Originally Posted by Derision
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.
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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.
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09-25-2008, 02:39 PM
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Quote:
Originally Posted by Angelox
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.
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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).
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09-25-2008, 03:29 PM
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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!).
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09-25-2008, 04:31 PM
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When I did all my work in Hollowshade, must have been before Best Z fixes - time flies in cyberworld!
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10-03-2008, 09:04 PM
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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.
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10-05-2008, 07:58 AM
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Quote:
Originally Posted by Derision
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.
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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.
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10-05-2008, 09:16 AM
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Ok thanks, I still have my azone.ini file, and will re-make the maps and post the new ones during the week.
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10-23-2008, 09:27 PM
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Here is all the maps I had posted on this thread earlier, but with the new updated Azone2. These include placeable objects in them.
Last edited by Angelox; 02-16-2009 at 06:18 PM..
Reason: Fixing Links
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02-16-2009, 10:22 AM
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Here's two more Maps;
Crystal
GreatDivide
All the new Maps are still posted here
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05-05-2009, 09:39 AM
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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
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