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Category: Maps, coordinates & compassesTerrain Map
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Name: Terrain Map   Popular!
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Date: 10-08-2017 08:54 AM
Size: 15.72 MB
Version: 1.18
Rate File: 5 out of 5 with 8 votes  
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The Search window showing results for "bat cave"
 
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Eriador, Overview - note, the Overview is scaled to fit the display window
 
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Gondor, zoom x16 showing rough art for Eastern Gondor
 
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Breeland at zoom=2 with annotations
 
Description
This plugin uses the in-game compass resource images to display a large, scrollable and zoomable terrain map of the game world. The map is broken down by regions - Eriador and Rhovanion - since there are different coordinate systems in use for the different regions.

Since this uses the in-game tiles, there are a number of locations that are not reachable by players but have been partly built by Turbine so they may show as complete terrain or as rough terrain with artist markups.

Think of this project as a 26 thousand piece jigsaw puzzle where not all pieces are guaranteed to exist, some pieces are covered in crayon and others are duplicates. If you believe I've accidentally placed a tile in the wrong location, let me know the coordinates and I'll double check. Note that some locations have multiple versions with slight differences - in general I use the tile with the highest resource number but sometimes that led to record keeping issues so I occaisonally retained whichever tile I came across first.

The zoom currently supports x1 to x32. Since most maps will be entirely displayed at x32, I do not anticipate providing higher zooms.

TerrainMap now supports Annotations in Zoom levels 1 and 2. Unfortunately, due to Turbine's constraints on loading data, it is not practical to allow Annotations at higher zoom levels. I have not (yet) implemented Custom Annotations, so the only annotations are those that are in the MoorMap Default Data files - basically all of the annotations from Turbine's Parchment maps plus a few things like Treasure caches. If multiple annotations overlap each other, you can hover the mouse over them to see a list of the annotations that are overlapped.

I have also implemented a Search window which allows you to enter search text and then search all of the default annotations (the same defaults that are also included in MoorMap), including names and descriptions. The entire search of all annotations on all maps takes about 10 seconds on my slowest computer. Once the results list is displayed, you can click on the name of a search result and an animated 'Ping' will be temporarily added to TerrainMap and the map will center on that location. The search is both case-insensitive and accent-insensitive (you can enter "A" instead of "Š" and the search will match).


Installation:
Just download and unzip the file to your Plugins folder. There are no dependancies and the file can be safely unzipped over my other plugins.

Usage:
"/plugins load terrainmap" to load
"/terrainmap show" to show the map if you closed it (or just use the icon)

To move the map, grab the top left corner with the mouse and drag to your desired location. You can not drag the map entirely off screen, if you want to hide the map, you can use the Esc key or click the close button (top right). To resize the map, grab the bottom right corner - note, the map will not allow you to size it larger than your current screen size or smaller than 30x30.

You can scroll the map quickly by using the scrollbars or slower by grabbing the map with the mouse and dragging it. There is an overview map of each zone that can be used to quickly view the entire region. The button to the left of the search magnifying glass opens the Overview. If you click on the overview, the map will display with the clicked location in the top left.

To quickly center the map on your current location, click the button to the left of the overview button (the one just to the right of the zoom level selection). An annotation (large red X) is added at your current location - unfortunately this can not be automatically updated due to limitations in the API.

Additionally, there is an Options window which you can open with the "Gears" button near the top left. Currently there are very few options but this does allow you to choose whether to start the plugin minimized, whether to display the icon and whether to use the mini (16x16) compass-ring style icon.

The icon is initially placed in the top left of the screen. You can reposition it by holding the Ctrl key and then dragging it to the desired location. If another window is blocking the icon, you can alternatively use the Options Window to specify coordinates for the icon Top and Left.

Version History:
Ver 1.18
Added Zirakzigil
fixed an internationalization issue reported by maddog1169 on lotrointerface
added maps and data for Mordor expansion

Ver 1.17
Fixed search bug reported by maddog1169

Ver 1.16
Added U20 maps and data (The Wastes)
Fixed pre-zoomed tiles for Gondor housing area
Fixed cropping of region 4 pre-zoomed tiles

Ver 1.15
Added region 4, Mordor. Note that Region 4 uses the same overall coordinates as Region 3 but has different bounds which allows the terrain to be displayed contiguously but I chose to keep them seperate due to slight geographical changes, particularly the banks of the river, and overlapping annotation data in the area of pelennor fields due to the Before Battle and After Battle states.
Added default data for U19
Known Issue: The Region radio buttons will cut off the region names as there is not enough space in the control now with four regions. However, in 1024x768 there is not enough space to make the control larger, I will tackle this in a later update, probably by converting to a drop-down control.


Ver 1.14
The map will now load displaying the region/coordinates that were last displayed.
FINALLY! I have implemented full map annotation. While the mechanism may be a bit laggy on slower machines in areas with large densities of annotations such as Bree, it IS functional. Unfortunately, due to the method required to work with Turbine's restrictions, the map uses too many resources when displaying annotations beyond zoom=2 so annotations only display when at zoom level 1 or 2 (on many machines you may not want to scroll through areas with many annotations at zoom=2).
If you find that displaying annotations makes the map no longer viable due to your machine running too slowly (significant hitching when trying to scroll map), you can disable annotations in the settings dialog.
NOTE: using the filters to hide all Annotations will not appreciably clear hitching caused by Annotations since it is the underlying data retrieval, not the display that causes most of the hitching and so you have to uncheck the Show Annotations in the Options dialog.
Added a hover list for Annotations that are displayed on top of each other - hovering over an Annotation will show the list of all Annotations that are overlapped by the Annotation. Clicking on an entry in the list will display the description for that Annotation.
Added tiles for Update 18
With the addition of full map Annotations, clicking on a Search result in the Search window will now place a "Ping" at the location (instead of trying to add a duplicate annotation), similar to the functionality in MoorMap.
Added Default data for U18

Ver 1.13
Fixed a few tiles that Turbine broke in Update 17

Ver 1.12
Added Old Anorien map tiles

Ver 1.11
Added ability to center and zoom-in by double left clicking on map (to zoom out, double right click). If you are already zoomed all the way in, double click will simply center on the mouse.
Changed Zoom to position on center of screen when clicking zoom levels instead of positioning at top left corner (a realllllly old bug that was, well, bugging me)
Added Grimbeorn's Lodge and Erebor map tiles to Rhovanion region
Added East Gondor
Fixed bug in player location icon when zoomed

Ver 1.10
Finally added pre-zoomed tiles to support zoom levels above x2 - zoom now goes to x32
NOTE, this has significantly increased the download size but was necessary for zoomed performance
Changed overview window to display an image of the used tiles instead of the ugly grid
Fixed a number of bugs regarding map positioning when zoomed (previously only affected x2)

Ver 1.09
Added some Eastern Gondor tiles. Note, many of these are concept art but they show what the World Builders have been up to...

Ver 1.08
Bug fix for TMSearch error reported by PBLCelt

Ver 1.07
Fixed bug in Russian language option. Added translations provided by Bleaur.
Added Central Gondor maps and default data.

Ver 1.06
Added Western Gondor maps and Dead Marshes map and default data

Ver 1.05
Added Nan Curunir (flooded) and Entwood maps and default data

Ver 1.04
Fixed missing TMSearch.plugin file
Changed search window to process search when Enter is pressed in the search field
Fixed conflict bug that would cause search to hang when TerrainMap and MoorMap were both loaded
Added workaround for bug in GetCommands() that sometimes returns a non-sorting 0th element in the command table which would cause search to hang

1.03
Updated Western Rohan map tiles
Added Western Rohan default data

1.02
Added search data for Wildermore and Forlaw

1.01
Added icon at player location when centering on player
Added Search Window and temporary annotations

1.0 First release
Archive List (Old Versions)
File Name
Version
Size
Author
Date
1.17
15.25 MB
Garan
04-22-2017 03:16 PM
1.16
15.25 MB
Garan
04-05-2017 01:21 PM
1.15
17.46 MB
Garan
12-03-2016 10:40 AM
1.14
13.08 MB
Garan
04-12-2016 01:11 PM
1.13
24.60 MB
Garan
11-19-2015 05:38 PM
1.11
11.39 MB
Garan
06-23-2015 09:32 PM
1.10
11.34 MB
Garan
03-24-2015 12:27 PM
1.09
1.19 MB
Garan
03-11-2015 10:05 PM
1.08
1.18 MB
Garan
03-06-2015 09:28 PM
1.07
1.18 MB
Garan
11-09-2014 09:42 AM
1.06
1.17 MB
Garan
09-16-2014 07:56 PM
1.05
1.14 MB
Garan
04-18-2014 08:29 AM
1.04
1.13 MB
Garan
03-01-2014 10:19 PM
1.03
1.14 MB
Garan
01-20-2014 01:40 AM
1.02
1.11 MB
Garan
08-03-2013 09:51 PM
1.01
1.10 MB
Garan
07-20-2013 10:37 PM
1.00
863.73 Kb
Garan
07-13-2013 11:44 PM
0.99
852.79 Kb
Garan
07-08-2013 10:09 AM
File Statistics
User Rating:
5 out of 5 with 8 votes
Downloads: 52221
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Unread 12-03-2017, 10:45 PM  
Garan
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Quote:
Originally Posted by ENDrain
So, you will place an instance on the map only if itís in the right place? It would be actually interesting to see what the physical locations of instances in the game world are. Or maybe you could create another plugin, instance-maps atlas? That would be really useful for many people.
Correct placement is important since TerrainMap not only shows the cursor coordinates as you move over the map but also places annotations on the map as well as showing the player position when the position icon is clicked.

Last edited by Garan : 12-03-2017 at 10:46 PM.
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Unread 12-03-2017, 06:53 PM  
ENDrain
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So, you will place an instance on the map only if itís in the right place? It would be actually interesting to see what the physical locations of instances in the game world are. Or maybe you could create another plugin, instance-maps atlas? That would be really useful for many people.
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Unread 12-03-2017, 04:29 PM  
Garan
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Quote:
Originally Posted by barnak
I love this plugins, i was just wondering why we can't see places like instances, private instances, etc.
Thanks.

As to instanced areas being excluded, mostly it is because they use coordinates that don't work with the rest of the world. Interiors have a separate coordinate system and most of the instanced exteriors are simply placed in parts of the world where they don't really belong. Areas like Sammath Naur are exterior areas but if you look at your compass coordinates while you are there you will see that you have been suddenly teleported many, many leagues away from where you should be. In the case of Sammath Naur it seems the world builders couldn't fit the Sammath Naur terrain into the area on the top of Orodruin where it belongs so they just moved it far north of where they expect any real Mordor terrain to ever exist. Moria is an exception since it is a huge cave but uses exterior coordinates in Rhovanion and sort of fits into the right place.

There are a few instances that use exterior locations that do fit with their actual locations in the world such as the lonely mountain and dale instances. Those that I have identified are on the map. Odinson just provided a clue that helped me place the terrain from the Session Play "At the Stone of Erech" which is a second age version of Blackroot Vale but uses coordinates from the Eriador region. I have assembled many other small terrain segments that represent instances and if I ever get a chance to verify the coordinates for any of them and they fit into the right place on the map I will eventually add them.

Last edited by Garan : 12-03-2017 at 04:29 PM.
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Unread 12-03-2017, 01:42 PM  
barnak
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I love this plugins, i was just wondering why we can't see places like instances, private instances, etc.
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Unread 12-01-2017, 02:31 PM  
ENDrain
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Yes, thank you for a thorough answer. I've had the impression that it's about respect, a respect of one developer towards another. I personally sometimes put common sence above other things - like you said, it's PUBLIC beta. But there you go, its your plugin. As for me, I pay respect to SSG and their work in cash.

Oh, and thank you for long-expected update!

Last edited by ENDrain : 12-01-2017 at 02:32 PM.
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Unread 11-25-2017, 03:19 PM  
Garan
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Quote:
Originally Posted by ENDrain
Quote:
Originally Posted by Garan
I don't publish or discuss anything that isn't on the live servers as that has a way of irking SSG. So Beta, even open Beta, stuff is off limits.
I'm sorry, but why do you care about SSG's opinion so much? Do they own this website or something?
Short answer: Respect

Long answer: There are usually many ways to approach any relationship but I have found that when you respect others they will tend to respect you as well. Turbine and now SSG are the owners of the material that I work with for these plugins so I always try to respect their licensing and work within the limits of their intended use for their product. There are times that I stretch those limits but I always try to avoid breaking them outright. Why do I care? There are many reasons, first and foremost, it is the right thing to do, morally, ethically and legally. Secondly, it makes for a much better, mutually respectful relationship. Most of what I do is only possible because Turbine/SSG provides an environment where my plugins can run and provide resources for those plugins to present which allows players to have a more enjoyable experience in some way. It is a win-win scenario, Turbine/SSG get happier clients and I get to play with plugins. As a professional software engineer I've spent the last 30 years (yech! has it really been that long?!) developing software applications, many for fortune 500 companies, some with rigorous schedules and client demands. I write plugins to relax. They are fun. The last thing I want to do is create an antagonistic relationship with a company that lets me have fun. Respect has always been a much better approach in my experience. There will undoubtedly be those who can not grasp the concept of a mutually respectful relationship, nor the desire for such a relationship. I have no desire to argue the case, it's my chosen approach and has worked well for me. Hopefully that answers your question.

Respectfully,

Garan

Last edited by Garan : 11-25-2017 at 04:45 PM.
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Unread 11-25-2017, 12:12 PM  
ENDrain
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Quote:
Originally Posted by Garan
I don't publish or discuss anything that isn't on the live servers as that has a way of irking SSG. So Beta, even open Beta, stuff is off limits.
I'm sorry, but why do you care about SSG's opinion so much? Do they own this website or something?
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Unread 11-22-2017, 08:15 AM  
Odinson
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Thanks guys! I've just downloaded. It's interesting that there's a lot of new tiles in Pelennor Fields, I wonder if that is After the Battle or if it's a newer version that is yet to be released.
Thurallor, please update the plugin again with U21.3 when it releases. I think we might already see a little glimpse of Northern Mirkwood...
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Unread 11-21-2017, 10:39 PM  
Thurallor
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Re: Re: Re: Re: Re: Re: One more question

Quote:
Originally Posted by Thurallor
Still, it is probably far better than the old version of IRV. Does it at least allow filtering or sorting by image size? That would be the one feature that Odinson would be looking for since all of the terrain tiles are 200x200 images.
Yep, it's very good at that.
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Unread 11-21-2017, 10:22 PM  
Garan
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Re: Re: Re: Re: Re: One more question

Quote:
Originally Posted by Thurallor
It also has a couple of bugs that I'm not very motivated to fix.
Alas, I know that feeling all too well

Still, it is probably far better than the old version of IRV. Does it at least allow filtering or sorting by image size? That would be the one feature that Odinson would be looking for since all of the terrain tiles are 200x200 images.
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Unread 11-21-2017, 09:04 PM  
Thurallor
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Re: Re: Re: Re: One more question

Quote:
Originally Posted by Garan
You should probably check out AssetBrowser - I don't know what features it has, but it should at least let you see the set of valid image resources.
It doesn't have a scan feature in it. The only images it knows about are the ones I found in my scan the last time I updated the plugin. I do keep it updated at major game updates, though.

It also has a couple of bugs that I'm not very motivated to fix.
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Unread 11-21-2017, 08:50 PM  
Garan
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Re: Re: Re: One more question

Quote:
Originally Posted by Odinson
Cool! Thank you for the explanation! So you use IRV to scan for new tiles? How can I do the same?
Well, as I explained, the version I now use is several versions newer than the one I published years ago - that one predated the Turbine bug fix for invalid image resources (around 3 years ago) which prevented it from effectively scanning for new images (I wouldn't even waste the time downloading that version if I were you). I don't have any time or motivation to consider refining and publishing the latest version, there's simply not enough interest to justify the time and effort required.

You should probably check out AssetBrowser - I don't know what features it has, but it should at least let you see the set of valid image resources.
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Unread 11-21-2017, 08:12 PM  
Odinson
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Re: Re: One more question

Cool! Thank you for the explanation! So you use IRV to scan for new tiles? How can I do the same?
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Unread 11-21-2017, 07:02 PM  
Garan
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Re: One more question

Quote:
Originally Posted by Odinson
How do you search new tiles with Terrain Map? Like how you searched the tiles of SA Blackroot Vale.
short answer: You don't.

long answer: You don't.
The only legitimate way (without violating the EULA) is to use a Lua plugin to view all of the available resource files (there are many, many thousands at this point) and identify potential terrain tiles (over 26 thousand actual tiles at last check). Once you have identified which resources are tiles then you have to try to figure out where each tile fits in the world map. As the TerrainMap plugin description says, it's like a "26 thousand piece jigsaw puzzle where not all pieces are guaranteed to exist, some pieces are covered in crayon and others are duplicates" and the overall puzzle is an unknown irregular shape.

That is why I wrote a couple of utility plugins for my own use to make identifying and organizing the resources a bit more manageable. I had previously published IRV, the Image Resource Viewer, but the published version is horribly out of date (may not even run anymore) and I haven't kept up maintenance on it enough to try publishing any of the newer versions - it's crude but works well for this one purpose, scanning for new resources and creating a list of all 200x200 pixel resources (the potential tiles). Once I have the current list of potential tiles I import that into another plugin, MapMaker which was written expressly to help manage tracking which tiles go where in which regions. Basically it is a series of grids where I can place tiles, either representing a region or a "scrap bin". Tiles that are totally blank and not in a sequence with other valid tiles go on the scrap region. The plugin also lets me flag a tile as a duplicate of another existing tile. That way, when a new release comes out all I have to concern myself with are the tiles that aren't already placed or flagged as duplicates. MapMaker also automatically cleans up any tiles that are no longer valid - i.e. they are no longer 200x200 images. MapMaker also assists in creating the pre-zoomed tiles as well as the regional overviews. Neither of those utilities will ever get published, mostly because they are quite ugly and unwieldy - they have obscurely or incorrectly labeled buttons for undocumented functions and in some cases require use of the debug window to call functions manually to crank them along - it would take far more time to clean up the UIs and make them suitable for anyone else to use than it would be worth - I run through a checklist on them once every 6 months or so (whenever new content comes out) and then forget about them for another 6 months.

Last edited by Garan : 11-21-2017 at 07:03 PM.
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Unread 11-21-2017, 03:33 PM  
Odinson
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One more question

How do you search new tiles with Terrain Map? Like how you searched the tiles of SA Blackroot Vale.
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