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Thread: Map Mode Switch ?

  1. #1
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    Map Mode Switch ?

    Is there a global switch in SEQ to allow SOE style maps to be loaded by default? I have been converting SOE maps to SEQ with the menu commands but I am thinking there must be a switch to do this for me. I found lots of information on scripts to convert SOE into the .MAP SEQ style (now built in) but it has to be manually triggered. Maybe I missed it but is there a simple way to do this ?

    Guess I am getting lazy ...

  2. #2
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    Re: Map Mode Switch ?

    No. You need to convert.

  3. #3
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    Re: Map Mode Switch ?

    Just get the maps you need from mapfiend in the correct format

    http://eq.mapfiend.net/
    Last edited by LordCrush; 11-08-2005 at 04:00 AM.
    -- Lord Crush

    Greater Faydark has to be cleaned from all Elves !

    This is a HOTKEY !!!

  4. #4
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    Re: Map Mode Switch ?

    well I could understand why he wants to do them himself.. all of mapfiends seem to be just one layer

  5. #5
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    Re: Map Mode Switch ?

    Actually, we are in the process of splitting every map.

    Layer 1 will be your map.
    Layer 2 will be your labels.
    Layer 3 will be grid lines.

    You will be able to submit mob locations, points of interest etc. It should definately be a better process soon.

  6. #6
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    Re: Map Mode Switch ?

    be nice if you could split the layers of multi level zone

  7. #7
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    Question Re: Map Mode Switch ?

    I'd like to suggest one more thing -- a way to store the default way the map should be displayed, in the map itself -- i.e. enable certain maps to be shown as depth-filtered or faded, and a similar switch for the mobs, along with some default 'head' and 'floor' distances.

    For most zones, the default representation is fine, but for others (runnyeye is the one that reminded most recently), unfiltered maps are almost unreadable.

    Also, there should be a way of changing the colour that lines are drawn when they are the same as that of the background... black lines from SOE-converted maps are generally invisible on the standard SEQ black background.
    Last edited by Whizzie Wiz; 11-24-2005 at 02:12 AM.

  8. #8
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    Re: Map Mode Switch ?

    Quote Originally Posted by eqhunter
    be nice if you could split the layers of multi level zone
    This is what depth-filtering is for.

    Saving map configuration per zone is a good idea. I wouldn't save it in the map though.

    There is a way to change colors. It's just a text file. Edit it to your heart's content!

  9. #9
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    Re: Map Mode Switch ?

    I tried the depth-filtering and you can't do neg numbers.. I was in HP layer maps like EQ would would better

  10. #10
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    Re: Map Mode Switch ?

    What did you expect to accomplish using negative numbers? Not seeing the floor you were on?

  11. #11
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    Re: Map Mode Switch ?

    not seeing the floors below me.

  12. #12
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    Re: Map Mode Switch ?

    You have two settings, head and floor. Floor controls how far below your current position to draw. Head controls how far above your current position to draw. So a given map Z-position must be > floor and < head in order to be drawn.

  13. #13
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    Re: Map Mode Switch ?

    hmm I probably tried to use it wrong.

  14. #14
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    Re: Map Mode Switch ?

    probably, eqhunter, since all the various depth filters are height relative to you.

    Lowest visible = Your Z minus Floor (hence why floor shouldn't be negative)
    Highest visible = Your Z plus Ceiling

  15. #15
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    Re: Map Mode Switch ?

    Actually, I can think of a valid use for negative values -- to be able to look at the mobs on only a certain level of a zone, NOT including everything from your height to the mob's height inclusive. For example the maps of Ssra temple are highly detailed with Z-axis information, so you could use it while in the basement to see exactly what mobs are up on the 2nd level up without being confused by the mobs on the entry level.

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