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Geodata, NPCPOS logics


iPlay.GG - KromBacher

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Happy Christmas MxC community, wish you best of the best - about 4 weeks ago I've begun my journey into L2OFF (never tried L2J), and it's e-FFing interesting. Especially want to thank Eressea who has been really helpful in lots of ways.


I'm interested to understand how Geodata and npcpos is working hand in hand. As I understand  (correct me if I'm wrong), but geodata is based on colormaps from Unreal engine? - The lighter the area the shallower it is and the darker area is height of something.

- Now after that, there are Zones aka territories which is splitted into Neutral, Gludio, Giran, Goddard, Etc.
- Zones are using XYZ coordinates, which can be made in any formation, but not less than 2 points (else its line), so you can create minimum a TRIANGLE, HEXAGON zone and infinitely above
- Inside zones you got grouped areas, which follow the same logic as Zones, but they are miniature
- and finally inside a zones you got NPC's standing in

I would assume that certain action does not tell NPC to do something, but actually tells to a zone ? - I went through a siege territory coordinates and noticed that for some reason there are multiple territories in 1 territory, why is that? Could it be something to do with Loading data for zones? Bigger zone = more resources to load ? So rather than loading large zone it works faster with many smaller ones ?

Example, correct me if I'm wrong:
(This is Territory Data, basically if user enters into that zone, it will flash up saying "Gludio Territory", teleporting SOE inside that zone, will return user to town)


domain_end
domain_begin	[gludio_1624_001]	domain_id=1	{{-131056;196736;-5212;788};{-98380;196648;-5212;788};{-98428;229188;-5212;788};{-130988;229224;-5212;788}}	domain_end
domain_begin	[gludio_1625_001]	domain_id=1	{{-131020;229516;-4820;1180};{-98484;229588;-4820;1180};{-98396;262080;-4820;1180};{-131064;261872;-4820;1180}}	domain_end
domain_begin	[gludio_1720_001]	domain_id=1	{{-97868;65836;-4904;1096};{-76324;65972;-4904;1096};{-77528;77712;-4904;1096};{-98100;87216;-4904;1096}}	domain_end
domain_begin	[gludio_1720_002]	domain_id=1	{{-98172;87344;-4832;1168};{-80156;79000;-4832;1168};{-78324;86876;-4832;1168};{-80152;98052;-4832;1168};{-98256;98092;-4832;1168}}	domain_end
domain_begin	[gludio_1720_003]	domain_id=1	{{-78308;87376;-3848;2152};{-70516;89252;-3848;2152};{-65788;93912;-3848;2152};{-65736;98076;-3848;2152};{-80084;98040;-3848;2152}}	domain_end
domain_begin	[gludio_1720_004]	domain_id=1	{{-86388;79308;-3468;-2468};{-82064;78388;-3468;-2468};{-80872;84576;-3468;-2468};{-88852;84796;-3468;-2468};{-88992;82552;-3468;-2468}}	domain_end
domain_begin	[gludio_1721_001]	domain_id=1	{{-98388;98168;-3808;2192};{-65688;98296;-3808;2192};{-65600;131076;-3808;2192};{-98300;131356;-3808;2192}}	domain_end
domain_begin	[gludio_1722_001]	domain_id=1	{{-98272;131164;-5024;2976};{-65828;131248;-5024;2976};{-65764;163676;-5024;2976};{-98732;165048;-5024;2976}}	domain_end
domain_begin	[gludio_1723_001]	domain_id=1	{{-98236;163948;-5004;996};{-65724;163856;-5004;996};{-65880;195756;-5004;996};{-98388;196880;-5004;996}}	domain_end
domain_begin	[gludio_1725_001]	domain_id=1	{{-98320;229472;-5036;964};{-65752;229436;-5036;964};{-65468;261984;-5036;964};{-98200;261776;-5036;964}}	domain_end
domain_begin	[gludio_1820_001]	domain_id=1	{{-65488;93628;-4148;1852};{-33092;89240;-4148;1852};{-32964;98112;-4148;1852};{-65476;98100;-4148;1852}}	domain_end
domain_begin	[gludio_1821_001]	domain_id=1	{{-65484;98340;-3780;2220};{-33068;98676;-3780;2220};{-33020;130852;-3780;2220};{-65528;131016;-3780;2220}}	domain_end
domain_begin	[gludio_1822_001]	domain_id=1	{{-65484;131176;-4172;1828};{-32972;131168;-4172;1828};{-33024;163632;-4172;1828};{-65388;163568;-4172;1828}}	domain_end
domain_begin	[gludio_1823_001]	domain_id=1	{{-65440;163896;-5616;384};{-32844;163852;-5616;384};{-32996;196452;-5616;384};{-65532;196488;-5616;384}}	domain_end
domain_begin	[gludio_1824_001]	domain_id=1	{{-65368;196732;-4880;1120};{-33032;196776;-4880;1120};{-33076;229244;-4880;1120};{-65012;229212;-4880;1120}}	domain_end
domain_begin	[gludio_1920_001]	domain_id=1	{{-5032;72868;-4088;-2088};{-24;79252;-4088;-2088};{108;98528;-4088;-2088};{-21568;98404;-4088;-2088};{-22548;90904;-4088;-2088};{-20236;76952;-4088;-2088};{-12260;70068;-4088;-2088}}	domain_end
domain_begin	[gludio_1920_002]	domain_id=1	{{-22232;77188;-5408;-4408};{-10864;77036;-5408;-4408};{-11192;88548;-5408;-4408};{-21852;88044;-5408;-4408}}	domain_end
domain_begin	[gludio_1921_001]	domain_id=1	{{-32480;98448;-4044;1956};{-192;98440;-4044;1956};{388;131392;-4044;1956};{-32692;130880;-4044;1956}}	domain_end
domain_begin	[gludio_1922_001]	domain_id=1	{{-32744;131188;-3904;2096};{-252;131164;-3904;2096};{-124;163732;-3904;2096};{-32696;163648;-3904;2096}}	domain_end
domain_begin	[gludio_1923_001]	domain_id=1	{{-32644;163916;-4464;1536};{-148;163948;-4464;1536};{132;196496;-4464;1536};{-32716;196364;-4464;1536}}	domain_end
domain_begin	[gludio_1924_001]	domain_id=1	{{-32720;196704;-6988;-988};{-64;196664;-6988;-988};{-216;229148;-6988;-988};{-33140;229576;-6988;-988}}	domain_end
domain_begin	[gludio_2125_001]	domain_id=1	{{33600;229712;-5196;804};{65364;230072;-5196;804};{65324;262096;-5196;804};{31612;262128;-5196;804}}	domain_end


This here is a castle positions: Basically it's quite clear, territory begins and all npc's are inside territory, also says whats the maximum amount of npc's etc.

territory_begin	[gludio_siege03]	{{-18652;112279;-2646;63090};{-17728;112276;-2646;63090};{-17705;112698;-2646;63090};{-18657;112699;-2646;63090}}	territory_end				
npcmaker_begin	[gludio_siege03]	initial_spawn=all	spawn_time=siege_warfare_start(1)	maximum_npc=30			
npc_begin	[gludio_bow_guard_s_e]	pos={-18410;112356;-2498;15900}	total=1	respawn=3hour	dbname=[gludio_siege_068]	dbsaving={death_time;parameters;pos}	npc_end
npc_begin	[gludio_bow_guard_s_e]	pos={-18380;112355;-2499;15900}	total=1	respawn=3hour	dbname=[gludio_siege_069]	dbsaving={death_time;parameters;pos}	npc_end
npc_begin	[gludio_wizard_s]	pos={-18350;112358;-2498;15900}	total=1	respawn=3hour	dbname=[gludio_siege_070]	dbsaving={death_time;parameters;pos}	npc_end
npc_begin	[gludio_bow_guard_s_e]	pos={-18320;112359;-2498;15900}	total=1	respawn=3hour	dbname=[gludio_siege_071]	dbsaving={death_time;parameters;pos}	npc_end
npc_begin	[gludio_bow_guard_s_e]	pos={-18291;112360;-2497;15900}	total=1	respawn=3hour	dbname=[gludio_siege_072]	dbsaving={death_time;parameters;pos}	npc_end
npc_begin	[gludio_bow_guard_s_e]	pos={-18640;112422;-2496;15900}	total=1	respawn=3hour	dbname=[gludio_siege_073]	dbsaving={death_time;parameters;pos}	npc_end
npc_begin	[gludio_bow_guard_s_e]	pos={-18610;112421;-2497;15900}	total=1	respawn=3hour	dbname=[gludio_siege_074]	dbsaving={death_time;parameters;pos}	npc_end
npc_begin	[gludio_wizard_s]	pos={-18581;112424;-2496;15900}	total=1	respawn=3hour	dbname=[gludio_siege_075]	dbsaving={death_time;parameters;pos}	npc_end
npc_begin	[gludio_bow_guard_s_e]	pos={-18551;112425;-2496;15900}	total=1	respawn=3hour	dbname=[gludio_siege_076]	dbsaving={death_time;parameters;pos}	npc_end
npc_begin	[gludio_bow_guard_s_e]	pos={-18521;112426;-2495;15900}	total=1	respawn=3hour	dbname=[gludio_siege_077]	dbsaving={death_time;parameters;pos}	npc_end
npc_begin	[gludio_bow_guard_s_e]	pos={-18107;112560;-2497;31664}	total=1	respawn=3hour	dbname=[gludio_siege_078]	dbsaving={death_time;parameters;pos}	npc_end
npc_begin	[gludio_bow_guard_s_e]	pos={-18104;112590;-2498;31664}	total=1	respawn=3hour	dbname=[gludio_siege_079]	dbsaving={death_time;parameters;pos}	npc_end
npc_begin	[gludio_wizard_s]	pos={-18106;112619;-2497;31664}	total=1	respawn=3hour	dbname=[gludio_siege_080]	dbsaving={death_time;parameters;pos}	npc_end
npc_begin	[gludio_bow_guard_s_e]	pos={-18105;112649;-2497;31664}	total=1	respawn=3hour	dbname=[gludio_siege_081]	dbsaving={death_time;parameters;pos}	npc_end
npc_begin	[gludio_bow_guard_s_e]	pos={-18104;112679;-2496;31664}	total=1	respawn=3hour	dbname=[gludio_siege_082]	dbsaving={death_time;parameters;pos}	npc_end
npc_begin	[gludio_sword_guard_s_e]	pos={-17840;112354;-2600;65480}	total=1	respawn=3hour	dbname=[gludio_siege_083]	dbsaving={death_time;parameters;pos}	npc_end
npc_begin	[gludio_knight_s]	pos={-17839;112320;-2600;65480}	total=1	respawn=3hour	dbname=[gludio_siege_084]	dbsaving={death_time;parameters;pos}	npc_end
npc_begin	[gludio_sword_guard_s_e]	pos={-17835;112279;-2599;65480}	total=1	respawn=3hour	dbname=[gludio_siege_085]	dbsaving={death_time;parameters;pos}	npc_end
npc_begin	[gludio_spear_guard_s_e]	pos={-17861;112354;-2589;65480}	total=1	respawn=3hour	dbname=[gludio_siege_086]	dbsaving={death_time;parameters;pos}	npc_end
npc_begin	[gludio_spear_guard_s_e]	pos={-17860;112320;-2590;65480}	total=1	respawn=3hour	dbname=[gludio_siege_087]	dbsaving={death_time;parameters;pos}	npc_end
npc_begin	[gludio_spear_guard_s_e]	pos={-17856;112279;-2589;65480}	total=1	respawn=3hour	dbname=[gludio_siege_088]	dbsaving={death_time;parameters;pos}	npc_end
npc_begin	[gludio_court_guard_s]	pos={-17879;112354;-2575;65480}	total=1	respawn=3hour	dbname=[gludio_siege_089]	dbsaving={death_time;parameters;pos}	npc_end
npc_begin	[gludio_court_guard_s]	pos={-17878;112320;-2576;65480}	total=1	respawn=3hour	dbname=[gludio_siege_090]	dbsaving={death_time;parameters;pos}	npc_end
npc_begin	[gludio_court_guard_s]	pos={-17874;112279;-2575;65480}	total=1	respawn=3hour	dbname=[gludio_siege_091]	dbsaving={death_time;parameters;pos}	npc_end
npc_begin	[gludio_cleric_s]	pos={-18207;112313;-2498;22676}	total=1	respawn=3hour	dbname=[gludio_siege_092]	dbsaving={death_time;parameters;pos}	npc_end




But what does not make sense for me is, WHY territory coordinates are using FACE Direction ?
        Example: {{-18652;112279;-2646;63090} - First number is X, Y then Height Z, But why "63090" Face direction ? What role does that play?

how to determine "Z" for positioning NPC'S?

        Example: {{-18652;112279;-2646;63090} - height is -2646, but NPC is located in -2498 example, Question is: NPC must be ALWAYS lower or Equal of that zone, but never higher, else it will give errors like NPC is outsider ?
MINUS and NEUTRAL numbers?
        Probably stupid question, but "-" befor enumber means negative, which is DOWN and neutral is UP? - if that's the case, why X and Y are negative? Could it be something to do with territory positions ?
Face direction?

       What is the logic behind face directions? How does that value is being calculated?
       Could it be that MALLOC >32 is based on loading npc's ? - Which means too many data to handle, to solve that , reduce area into smaller zones ? - or it has nothing to do with that?
       Again, Can I use More points (example around the castle) instea traditional 4 points ill give 10 points?

       Any tools out there that will help creating territories and editing NPC position + face direction ? For Gracia Final
 

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1. these heading are for npc spawns, so given npc always spawn looking in same direction. Don't really get what do you miss here :D 65536 stands for full 360 degrees.

2. i guess difference comes from different models collision, also some might be floating etc

3. because that's how l2 world always been :D 0,0 coords are somewhere near rune.

 

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The fourth number in territory definition isn't direction but maxZ - it's x, y, minZ, maxZ for each point.

If you need to spawn NPC on specific location, go there, get your /loc and use it. Z coordinate should be within minZ and maxZ from territory (and X and Y coordinates should be inside territory).

Direction is 16384 per 90° so 0 ~ 0°, 16384 ~ 90°, 32768 ~ 180°, 49152 ~ 270°.

Ignore that malloc, it's just for developers (NCsoft) to see how many memory they allocate - they just log all allocations larger than 32 KB.

You can use as many points as you need (of course at least 3) but I'm not sure if it requires them to be clock-wise or whether it doesn't matter (in some systems when you make polygon counter-clock-wise, it's area is outside, when you make it clock-wise, it's area is inside) - not sure how this works, I haven't tried to reverse engineer any of these (it always just worked for me)

 

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3 hours ago, eressea said:

The fourth number in territory definition isn't direction but maxZ - it's x, y, minZ, maxZ for each point.

If you need to spawn NPC on specific location, go there, get your /loc and use it. Z coordinate should be within minZ and maxZ from territory (and X and Y coordinates should be inside territory).

Direction is 16384 per 90° so 0 ~ 0°, 16384 ~ 90°, 32768 ~ 180°, 49152 ~ 270°.

Ignore that malloc, it's just for developers (NCsoft) to see how many memory they allocate - they just log all allocations larger than 32 KB.

You can use as many points as you need (of course at least 3) but I'm not sure if it requires them to be clock-wise or whether it doesn't matter (in some systems when you make polygon counter-clock-wise, it's area is outside, when you make it clock-wise, it's area is inside) - not sure how this works, I haven't tried to reverse engineer any of these (it always just worked for me)

 


I'm close to solve all positioning errors, what about :

[252] Cannot generate random position sky in territory[rune16_npc2017_sp04]



 

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