YulRun Posted November 7, 2021 Posted November 7, 2021 Good day all, currently trying to find the best way to determine where the zone map would start. Using a Classic Minimap you can use local maps by zone ID and localMap x/y. Using Necropolis of Disciples as an example (The one the classic map comes with) It is Zone ID 140 and it's color is 249, below is the ZoneName image (128x128px) Based on shape alone I can determine that the 249 must be the red shape. I know a Map tile is 32,768 units and origin 0,0 starts at 20_18. Using the math to calculate the top left corner of this graphic at 19,57 I did the math: 9/128 = 0.1484375 * 32,768 = 4,864 57/128 = 0.4453125 * 32,768 = 14,592 Calculated the size for 25_17 (25 - 20) * 32,768 = 163,840 (17 - 18) * 32,768 = -32,768 163,840 - 4,864 = 158,976 -32,768 + 14,592 = -18,176 On that file it says the X and Y are 163,000 x -26,100 so I know somewhere I'm doing the math wrong lol curious if anyone can provide some insight into it, so I can start making the maps for the other catacombs. Cheers
911reg Posted November 7, 2021 Posted November 7, 2021 Just asking, could you explain exactly what you're trying to do? what do you need this for? might be able to give you a hand i'm not entirely sure if this is what you're looking for, but it might help, this is Grand Crusade's geomap, shared by demev
YulRun Posted November 7, 2021 Author Posted November 7, 2021 (edited) 38 minutes ago, 911reg said: Just asking, could you explain exactly what you're trying to do? what do you need this for? might be able to give you a hand i'm not entirely sure if this is what you're looking for, but it might help, this is Grand Crusade's geomap, shared by demev Thanks, I got that, what I'm trying to do is make dungeon maps for the Radar Map. To do that I need Co'ordinates to do so. I think I may have figure out a solution to do so. So by default the minimap script takes the player x,y and subtracts the map x,y that we set and divides it by 20 to determine how to place the UV, changing it to 32 makes my numbers line up and work, but messes up all the town maps, so gonna have to keep thinking So rather than bashing my head on the wall anymore, I went with the easiest solution to figure out how to determine the local x/y coordinates, and how to cartograph my own maps. Since I have access to the RadarMap script and know by default they use a division of 20, I first must make 2 references to get the numbers required. One is the center of a room ingame, and 2 is the x,y of that location on the map picture. Then it's just solve for X, Y essentially. 172672 - X = (485 * 20) X = 162,972 -17600 - Y = (423 * 20) Y = -26,060 So by determining a start position on the map and having it line up on the mini map, you can then go to the corners of rooms using your new Local Map X/Y to Cartograph the rooms out by doing /loc to get the x,y, then run the math in the right direction to get your x,y on the image to start drawing your squares. Hope this helps anyone else trying to figure out this shit lol. Edited November 7, 2021 by YulRun
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