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Posted

Good day, 

I searched the forums but every download I came across ended up being a deadlink sadly. I'm looking to add Dungeon/Catacomb etc maps to the Interlude client.

Anyone have them Available? Or know a guide of how to implement it?

I can surmise I have to add them to L2Font-e.utx but I'm not sure where I tell the client when to use each one.

Cheers

Posted
17 minutes ago, iRmaxCheater said:

Bom dia, 

Pesquisei nos fóruns, mas cada download que encontrei acabou sendo um deadlink infelizmente. Estou tentando adicionar mapas de Masmorras / Catacumbas etc. ao cliente Interlude.

Alguém os tem disponíveis? Ou conhece um guia de como implementá-lo?

Posso supor que preciso adicioná-los ao L2Font-e.utx, mas não tenho certeza de onde direi ao cliente quando usar cada um.

Saúde

L2Font.Utx

Posted
19 hours ago, L2VANPER said:

L2Font.Utx

It's more than just adding Textures there, I've tried that.

I need to know where in the files I Reference what texture to use when. I tried using L2PE but had no idea where to look.

Posted
4 minutes ago, YulRun said:

It's more than just adding Textures there, I've tried that.

I need to know where in the files I Reference what texture to use when. I tried using L2PE but had no idea where to look.

 

It's L2Font.utx / Zonename-e.dat / Localization.ini which u need

Posted (edited)
8 minutes ago, Celestine said:

 

It's L2Font.utx / Zonename-e.dat / Localization.ini which u need

Aha, I'll take a look. I now see in zonename-e.dat at the end of the string it shows a texture reference.

 

First attempt got me a crit error xD but at least I know i'm in the right spot now that the map showed up when I was in the location.

@Celestine

Are you able to provide any guidance on what each of the 5 coord columns are?

I'm assuming at least 1 or 2 are for the map pin location of where the zoom in button is, and potentially 3 are for the map location start point.

However I'm not sure if they're in map grid marks, pixels etc.

Edited by YulRun
Posted

copy it from any patch :) files L2Font.utx / Zonename-e.dat and must it work.. but later can edit with L2tool and replace maps what u like ;)

Posted (edited)

I'm not sure what's wrong.

I confirmed my Z levels and they're within range, my Curser lines up with the map, however when I start to walk a little bit past the spawn, if I re-open my map, it is no longer the dungeon map.

Any ideas?

 

54	254	20	21	-11000.00000000	-12800.00000000	a,Cruma Tower - 3 floor\0	0	0	7600	103880	1024	1024	0.05000000	a,dungeon_map_cruma_tower3\0
55	253	20	21	-8000.00000000	-10000.00000000	a,Cruma Tower - 2 floor\0	0	0	7660	103880	1024	1024	0.05000000	a,dungeon_map_cruma_tower2\0
56	254	20	21	-6200.00000000	-7500.00000000	a,Cruma Tower - 1 floor\0	0	0	7630	103930	1024	1024	0.05000000	a,dungeon_map_cruma_tower1\0



The answer was the zone_id_color not sure what this does..

I added all 3 at bottom of the list and swapped them from 254,253,254 to 253,254,253 with all other information the same, obviously changed id's from 54,55,56 to 363,364,365. 

And now it works. If anyone can explain why, I'd like to know. Cheers.

Edited by YulRun
  • 2 weeks later...
Posted
On 6/2/2021 at 8:03 AM, YulRun said:

I'm not sure what's wrong.

I confirmed my Z levels and they're within range, my Curser lines up with the map, however when I start to walk a little bit past the spawn, if I re-open my map, it is no longer the dungeon map.

Any ideas?

 


54	254	20	21	-11000.00000000	-12800.00000000	a,Cruma Tower - 3 floor\0	0	0	7600	103880	1024	1024	0.05000000	a,dungeon_map_cruma_tower3\0
55	253	20	21	-8000.00000000	-10000.00000000	a,Cruma Tower - 2 floor\0	0	0	7660	103880	1024	1024	0.05000000	a,dungeon_map_cruma_tower2\0
56	254	20	21	-6200.00000000	-7500.00000000	a,Cruma Tower - 1 floor\0	0	0	7630	103930	1024	1024	0.05000000	a,dungeon_map_cruma_tower1\0



The answer was the zone_id_color not sure what this does..

I added all 3 at bottom of the list and swapped them from 254,253,254 to 253,254,253 with all other information the same, obviously changed id's from 54,55,56 to 363,364,365. 

And now it works. If anyone can explain why, I'd like to know. Cheers.

Every square has a texture which is used for zonename. This texture has areas marked with different colors. For example you have dion and plains of dion which will have different colors in that texture. The texture itself uses level heightmap for xy zone coordinates.

What you specify in zone_id_color is RGB value which refers to this texture. It is stored in l2zonename.utx package.

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