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  #1  
Old 10-05-2008, 07:58 AM
Derision
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Quote:
Originally Posted by Derision View Post
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.
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  #2  
Old 10-05-2008, 09:16 AM
Angelox
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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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  #3  
Old 10-23-2008, 09:27 PM
Angelox
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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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  #4  
Old 02-16-2009, 10:22 AM
Angelox
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Here's two more Maps;
Crystal
GreatDivide

All the new Maps are still posted here
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  #5  
Old 05-05-2009, 09:39 AM
Angelox
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Default 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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  #6  
Old 05-05-2009, 12:17 PM
Aldest
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Thank you for this post and the map SVN Angelox. It is a big help!
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  #7  
Old 05-10-2009, 05:53 PM
Angelox
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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.
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