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Unread 02-08-2013, 05:47 PM  
Garan
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Quote:
Originally Posted by Crell
Hmm. Maybe users could donate their own node /location data and you could only load layers we have checked? Just a thought =)

I was looking for something to make my resource gathering runs more efficient
That is exactly the point behind Overlays, a transparent image that acts just like the quest tracker overlays in the built-in map. The instructions on creating an Overlay are in the readme.txt file. A single Overlay uses far less resources than several hundred annotations and can be shared fairly easily. Also, an Overlay can either specify distinct points for known nodes or a general area.

There is no easy way to share Annotations since it would involve merging LOTs of user data and there is no mechanism for easily exporting data to a central location for distribution. That is part of the reason why no plugins share data between clients. The only way to do it would be to distribute an external executable application which opens the door to viruses and malware which is more than enough reason to avoid that. The alternative is for users to upload their own zipped Overlay images to this site which can be distributed without any negative impact. Other users would just have to download the images and follow the instructions on defining an Overlay in the plugin.

If users aren't comfortable creating the Overlay image, they could instead post screenshots of MoorMap to a free hosting site like Flickr with their annotations filtered to just the nodes. That way anyone interested could make their own Overlays or, if I find the time, I can generate overlays and add them to the source. If I had the time, I would love to create such overlays for all of the tiers of ore, wood and scholar nodes in every region. Unfortunately, I'm already booked and already have many projects on the ToDo that are being neglected due to lack of time

EDIT: After checking, Overlay Opacity is not available in ver 1.19 but will be available in ver 1.20

Last edited by Garan : 02-08-2013 at 07:10 PM.
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Unread 02-08-2013, 05:17 PM  
Crell
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Hmm. Maybe users could donate their own node /location data and you could only load layers we have checked? Just a thought =)

I was looking for something to make my resource gathering runs more efficient
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Unread 02-07-2013, 04:10 PM  
Garan
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Quote:
Originally Posted by Crell
Are there T8 nodes locations in this yet?

Edit: No matter what I do, I cant seem to get nodes to display, is there actually any node data in this already?
Nodes are not provided with the default data (default data is basically the annotations that were in the built-in map). Nodes are added as user annotations. Because indicating all possible nodes would add a tremendous amount of overhead it is best to only add a few nodes in a specific area to remind yourself what kind of nodes spawn in each area.

There is a known issue with tier 7 and tier 8 nodes which will be addressed in 1.20 when ever I get around to publishing it - I am focusing on AltInventory at the moment as Turbine introduced a bug which caused the client to crash after using some plugins, including AltInventory. AltInventory Ver 3.0 no longer has this issue but functionality has been severly cut back and I am still working on reintroducing some of the inventory functionality.

Note, the default data in MoorMap has not yet been updated for the Moria revamp although ver 1.2 will have the new Bree default data.
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Unread 02-07-2013, 10:18 AM  
Crell
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Are there T8 nodes locations in this yet?

Edit: No matter what I do, I cant seem to get nodes to display, is there actually any node data in this already?

Last edited by Crell : 02-07-2013 at 12:31 PM.
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Unread 12-14-2012, 06:16 PM  
Vreejack
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Quote:
locale=Turbine.Engine.GetLocale(); -- seems to always return "en" regardless of which client is running, so it is probably picking up the OS setting. Unfortunately, that is useless
You might be able to use the Windows "setlocale" feature on the application. I use a tool to set certain programs to japanese locale. Sorry I cannot help more.
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Unread 12-14-2012, 12:04 PM  
Vreejack
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Re: Re: Re: Re: Re: Re: wrong maps being annotated

Quote:
For routes, I found the Breadcrumb feature to be useful. Just walk/ride the route in question adding a breadcrumb every few meters and then take a screenshot of the whole route...
I will probably use that as well, if for nothing more than verifying alignment. But some areas, (like the mistys) have huge areas that are completely inaccessible mountains that look accessible on the map, and it might be easier to identify them on the satellite map. I am using GIMP by the way--an open source Photoshop clone

I scaled the wood and ore nodes down to 16 pixels like most everything else and they look decidedly better. GIMP will alias them properly. Before the icons were drowning the map and it was just a mess. The plugin still thinks they are 24 pixels, though. I will have to find where that is recorded.

Edit: Found it in defaults.lua and main.lua. Set them all to 16,16 but it is still trying to display them as 32,32.

Last edited by Vreejack : 12-14-2012 at 06:49 PM.
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Unread 12-14-2012, 11:35 AM  
Garan
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Re: Re: Re: Re: Re: wrong maps being annotated

Quote:
Originally Posted by Vreejack
Okay, got an overlay to work. I traced out the roads of Rivendell from a satellite map and scaled them to the parchment map. Not especially useful but it was small. Now onto Misty Mts.
For routes, I found the Breadcrumb feature to be useful. Just walk/ride the route in question adding a breadcrumb every few meters and then take a screenshot of the whole route, use that as the original layer of a new tga file and trace between the breadcrumbs on a new layer then remove the original layer leaving just the route. It's incredibly fast and easy (that's how I did the boss route examples).
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Unread 12-14-2012, 08:49 AM  
Vreejack
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Re: Re: Re: Re: wrong maps being annotated

Okay, got an overlay to work. I traced out the roads of Rivendell from a satellite map and scaled them to the parchment map. Not especially useful but it was small. Now onto Misty Mts.

Last edited by Vreejack : 12-14-2012 at 08:51 AM.
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Unread 12-12-2012, 12:26 PM  
Garan
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Re: Re: Re: wrong maps being annotated

Quote:
I understood that. I only mentioned it to be precise.

Other small issues I noticed: Rich skarn ore and birch nodes are appearing as points of interest instead of ore and wood.

Some of the tunnel markers in the Iron Pit are missing, and the C/D pair is wrong. WOuld not be an issue if not for the fact that it cannot be fixed by the user, outside of manually editing the data, maybe.

Personally, I find the ore, wood and scholar nodes a bit ugly, probably because of the low res. And they are too large. I would just use colored dots, distinguishing between weapon/armor ore nodes and jewelery nodes like silver, gold, platinum,etc. Copper and tin always seem to share the same node but never with silver. You could use a darker shade of the same color to specify a rich node. Pity they use the same icon on the mini-map for everything or I would have suggested using that.

Finally: is there an example of an overlay? No idea how to start.
Rich Skarn and Heavy Birch will both be fixed in the next version as will Rich Riddermark

I'll have to revisit the Iron Pit - the locations used to be correct but may have been changed by Turbine.

As to nodes, there is no point in tracking rich nodes versus regular nodes since rich nodes are not a special type of node, rather every node has a percentage chance to spawn as a rich node each time it spawns.

Creating an overlay is fairly simple, there are instructions at the bottom of the "readme.txt" file included with the plugin. You will need a paint program that can create/edit .tga files, preferably one that supports layers - paint.net works great for this. There are a couple of samples of overlays included in the plugin, the "Isengraf" and "The Ancient Tomb" maps both include an overlay that displays a path to the "boss". To see "interior" locations in the map list, let the mouse hover over an area name and the list will expand to show "interior" maps in that area - the interior names are hidden by default to keep the map list from being too large (this note was in the version history when interiors were introduced but will have to be added to the basic plugin desciption/usage notes now).

Last edited by Garan : 12-12-2012 at 12:38 PM.
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Unread 12-12-2012, 10:33 AM  
Vreejack
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Re: Re: wrong maps being annotated

Quote:
Adding the annotations to the Eriador map is curently working as intended ...
I understood that. I only mentioned it to be precise.

Other small issues I noticed: Rich skarn ore and birch nodes are appearing as points of interest instead of ore and wood.

Some of the tunnel markers in the Iron Pit are missing, and the C/D pair is wrong. WOuld not be an issue if not for the fact that it cannot be fixed by the user, outside of manually editing the data, maybe.

Personally, I find the ore, wood and scholar nodes a bit ugly, probably because of the low res. And they are too large. I would just use colored dots, distinguishing between weapon/armor ore nodes and jewelery nodes like silver, gold, platinum,etc. Copper and tin always seem to share the same node but never with silver. You could use a darker shade of the same color to specify a rich node. Pity they use the same icon on the mini-map for everything or I would have suggested using that.

Finally: is there an example of an overlay? No idea how to start.
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Unread 12-11-2012, 10:26 PM  
Dag
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Re: Re: Re: Re: Scholar nodes aren't marked in Enedwaith?

Quote:
Originally Posted by Garan
the annotations were being added as points of interest rather than scholar nodes since the tool was looking for the string "Locker" rather than "Lockbox".
I had just realized this and came here to let you know. Glad to see you've already figured out the cause! Thanks very much for all of the work you're doing on this plugin (and on AltInventory, another of my 'must have' plugins).
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Unread 12-10-2012, 10:49 PM  
Garan
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Re: wrong maps being annotated

Quote:
Originally Posted by Vreejack
Adding ore and wood nodes in the Misty Mts. will add nodes to the Eriador map as well as Sprigley's Cellar, from Archet.
Sprigley's Cellar has a bug that I accidentally added while testing Breadcrumbs on interior maps which causes it to match all coordinates. This will be fixed in the next version.

Adding the annotations to the Eriador map is curently working as intended since the item being added falls within the bounds of the Eriador map as well as the Misty Mountains map. This is due to the fact that Turbine does not expose any map information to Lua so everything is based on the coordinates and the plugin has no way to determine which map is the correct one so it is currently designed to simply add the annotation to all maps that contain the coordinates. I have considered changing this behaviour to only add annotations to the map with the highest zoom level that contains the coordinates, but several people have expressed the desire to have the annotations automatically added at the zoomed out levels. I may eventually add the restriction as a user controlled option.

Last edited by Garan : 12-10-2012 at 10:55 PM.
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Unread 12-10-2012, 08:38 PM  
Vreejack
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wrong maps being annotated

Adding ore and wood nodes in the Misty Mts. will add nodes to the Eriador map as well as Sprigley's Cellar, from Archet.
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Unread 12-10-2012, 05:44 PM  
Garan
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Re: Re: Re: Scholar nodes aren't marked in Enedwaith?

Quote:
Originally Posted by dag
Quote:
Originally Posted by Garan
Did you check the Filter panel? I suspect the Max display Tiers might be set incorrectly since they probably got stuck at 6 if you were using MoorMap before Tiers 7 and 8 were added. I'll have to look into how to fix that in the updating function...
I have the filter set to show all tiers. It will show me the tier 7 scholar nodes in Dunland (just south of Enedwaith), but none of the tier 6 scholar nodes in Enedwaith itself. It shows ore and wood nodes just fine.

The nodes are apparently getting added, by the way, because if I attempt to add a node twice, I'm told the 2nd time that it was already on the map. They just aren't being displayed.

Also, if I use the Search function, I can see a list of nodes that I've added (Sage's Lockboxes), and if I click one of the nodes in that list, it highlights that location. There's just no icon displayed there.
Still looking into this. Got sidetracked by AltInventory issues and an
unpleasant week of the flu (*wonders* is there a pleasant variety?).

EDIT:
This was due to a typo in the annotation tool, the annotations were being added as points of interest rather than scholar nodes since the tool was looking for the string "Locker" rather than "Lockbox". I have fixed the string error for the next version and will look into a script to automate updating the existing annotations that were added with the wrong type.

Last edited by Garan : 12-10-2012 at 07:43 PM.
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Unread 12-10-2012, 05:41 PM  
Garan
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Re: Custom maps?

Quote:
Originally Posted by Vreejack
Any way to replace the parchment maps with one of our own design? I am thinking especially of Misty Mountains, which often seems to have little in common with the actual terrain.

Edit: Maybe I want to do some overlays. Will take a look at that
Overlays sound like a perfectly good solution to what you are looking for. I'd be interested in seeing what you develop.

Last edited by Garan : 12-10-2012 at 05:42 PM.
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