Go Back   EQEmulator Home > EQEmulator Forums > Development > Development::Database/World Building

Development::Database/World Building World Building forum, dedicated to the EQEmu MySQL Database. Post partial/complete databases for spawns, items, etc.

Reply
 
Thread Tools Display Modes
  #1  
Old 07-28-2015, 12:11 PM
N0ctrnl's Avatar
N0ctrnl
Discordant
 
Join Date: Jan 2007
Posts: 443
Default View pathing grids?

Is there a (current) tool to load pathing grids from a zone? I know there have been a few of them over the years, but can't seem to find anything current.

I'm trying to assign NPCs to pathing grids in a few zones, but having to find the grid_entries manually and line them up isn't working well at all for me and this would hopefully help.

Thanks!
Reply With Quote
  #2  
Old 07-28-2015, 12:39 PM
Shendare
Dragon
 
Join Date: Apr 2009
Location: California
Posts: 814
Default

There used to be an in-game command to make pathing grid waypoints appear as NPCs so you could visualize them. That still working?
Reply With Quote
  #3  
Old 07-28-2015, 01:18 PM
N0ctrnl's Avatar
N0ctrnl
Discordant
 
Join Date: Jan 2007
Posts: 443
Default

I guess I've got a disconnect in my mind on that. Yeah, it still works (#path shownodes), but that just loads from the zone's .path file, does it not?
Reply With Quote
  #4  
Old 07-28-2015, 01:33 PM
Shendare
Dragon
 
Join Date: Apr 2009
Location: California
Posts: 814
Default

Ah, maybe it is. Not useful for db waypoints at all, then.
Reply With Quote
  #5  
Old 07-28-2015, 01:42 PM
N0ctrnl's Avatar
N0ctrnl
Discordant
 
Join Date: Jan 2007
Posts: 443
Default

Doesn't seem to be. I appreciate the reply though!

Here's what I've found so far...

Theeper's grid viewer tool from 2008: http://www.eqemulator.org/forums/sho...d.php?p=159530 - It's old VS source code, so I'm working through getting the environment setup to compile it. No luck yet.

The (deprecated) Map and Path viewer from the source tree years ago: https://code.google.com/p/projecteqe...w.zip&can=1&q= - The EXE actually runs, but that's as far as I get.
Reply With Quote
  #6  
Old 07-28-2015, 01:59 PM
Shendare
Dragon
 
Join Date: Apr 2009
Location: California
Posts: 814
Default

Hopefully somebody's got something more recent and functional they can chime in with.

One idea that I've been rolling around in the palm of my brain has been trying to put together a mapping module that can display npc spawns, grids, ground spawns, objects, etc. as layers on vector maps drawn from the LoY maps for each zone.

Would make some things so much easier. Would also take some time to play with and implement, though.
Reply With Quote
  #7  
Old 07-28-2015, 02:03 PM
provocating's Avatar
provocating
Demi-God
 
Join Date: Nov 2007
Posts: 2,175
Default

It would be cool indeed. Ideally something like what we have for the pathing files (ninja's) would be cool. You could even do a format like 15-60 to show waypoint 15, 60 second pause. I find the pathing system pretty easy, as long as you do not have to manually connect nodes too much, which can crash when adding/removing too many manually. The waypoint system would be better if you could see them visually, I guess you could use ShowEq and have it draw trails on the screen.

Totally missed Theeper's program being out there, should be pretty easy to get it to compile again.
Reply With Quote
  #8  
Old 07-28-2015, 02:38 PM
Shendare
Dragon
 
Join Date: Apr 2009
Location: California
Posts: 814
Default

Can you expound on "something like what we have for the pathing files (ninja's)"?
Reply With Quote
  #9  
Old 07-28-2015, 03:10 PM
provocating's Avatar
provocating
Demi-God
 
Join Date: Nov 2007
Posts: 2,175
Default

Go to a zone with a working path grid, like unrest. Then do a #path shownodes
Reply With Quote
  #10  
Old 07-28-2015, 03:11 PM
N0ctrnl's Avatar
N0ctrnl
Discordant
 
Join Date: Jan 2007
Posts: 443
Default

If you're using mq2, make sure you unload the map plugin first or it'll crash in most zones.
Reply With Quote
  #11  
Old 07-28-2015, 05:19 PM
Tabasco's Avatar
Tabasco
Discordant
 
Join Date: Sep 2009
Posts: 269
Default

http://www.eqemulator.org/forums/showthread.php?t=38911
__________________
http://dungeoncrawl.us.to
Reply With Quote
  #12  
Old 07-28-2015, 05:21 PM
Shendare
Dragon
 
Join Date: Apr 2009
Location: California
Posts: 814
Default

Oh my.

Gonna have to take a look at this!
Reply With Quote
  #13  
Old 07-28-2015, 06:57 PM
N0ctrnl's Avatar
N0ctrnl
Discordant
 
Join Date: Jan 2007
Posts: 443
Default

While that tool is super cool and really useful, it still doesn't do what I'm after.
Reply With Quote
  #14  
Old 07-28-2015, 07:17 PM
Tabasco's Avatar
Tabasco
Discordant
 
Join Date: Sep 2009
Posts: 269
Default

You have a full grid list and you can reference an existing NPC's grid just by clicking on it. From there you just click the new NPC, hit the second edit icon, and input the grid. It might be possible to optimize that pipeline, but you're talking about a difference of about two clicks.

Creating a fresh grid might actually yield better results and can be done very quickly.
The interface is daunting at a glance, but it's actually pretty simple once you get used to it.
__________________
http://dungeoncrawl.us.to
Reply With Quote
  #15  
Old 07-28-2015, 07:22 PM
N0ctrnl's Avatar
N0ctrnl
Discordant
 
Join Date: Jan 2007
Posts: 443
Default

The issue at hand here is having dozens of grids in a zone, and not being able to align a zone full of mobs that don't path to a grid that exists somewhere under my feet.

I understand what you're saying as far as copying grids. What I'm after here is something that'll show me what grids exist so I can easily see what a path is going to look like without having to plot it all out. Unless I'm missing something, your tool lacks that functionality.

The only thing I've found thus far is the grid viewer from '08. I got it to compile, but having a couple other issues getting it to work properly.
Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

   

All times are GMT -4. The time now is 12:22 PM.


 

Everquest is a registered trademark of Daybreak Game Company LLC.
EQEmulator is not associated or affiliated in any way with Daybreak Game Company LLC.
Except where otherwise noted, this site is licensed under a Creative Commons License.
       
Powered by vBulletin®, Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Template by Bluepearl Design and vBulletin Templates - Ver3.3