Thread: 667 Mapviewer

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  1. #11  
    SERGEANT OF THE MASTER SERGEANTS MOST IMPORTANT PERSON OF EXTREME SERGEANTS TO THE MAX!

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    Holy shit, thanks for this

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  2. #12  
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    changed the map (again), removed alpha channel since i wasn't using it anymore, this makes the scaling a LOT faster which results in much smoother dragging when not using default zoom

    download v1.2.1
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  3. #13  
    Registered Member Tony12's Avatar
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    Vincent first of all im sooo happy that u released it but can u make a more detailed map cuz its hard to see what it is.

    EDIT:

    Holy F*ck !!! that goes fast and smooth Really really thanks zooming + drawning is much easier now!!

    Only detailed map and ur soo o aweeessoomee!
    Working on 637.
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  4. #14  
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    Quote Originally Posted by Tony12 View Post
    Vincent first of all im sooo happy that u released it but can u make a more detailed map cuz its hard to see what it is.

    EDIT:

    Holy F*ck !!! that goes fast and smooth Really really thanks zooming + drawning is much easier now!!

    Only detailed map and ur soo o aweeessoomee!
    I should be able to add object sprites for trees and rocks etc, although i'm working on something else first
    + i'm not sure how exactly the white and red lines work
    I'm also pretty sure i will have to make it use more then 1 pixel per tile for both these features, which will drasticly increase map size and not allow me to load the full map into the memory at once
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  5. #15  
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    Quote Originally Posted by Vincent View Post
    i'm not sure how exactly the white and red lines work
    I have pretty good drawing for object maps:
    http://www.rune-server.org/runescape...ap-editor.html

    ^if u copy a pic and paste it in paint, and then zoom - u can see that doors are in red color.

    Quote Originally Posted by Vincent View Post
    I'm also pretty sure i will have to make it use more then 1 pixel per tile for both these features, which will drasticly increase map size and not allow me to load the full map into the memory at once
    On my area tool im just loading the part of the image im viewing, maybe just do that as its kinda easy to do..?
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  6. #16  
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    Quote Originally Posted by mige5 View Post
    On my area tool im just loading the part of the image im viewing, maybe just do that as its kinda easy to do..?
    Well i originally made this to have a quick overview of xtea and to look for specific shapes of maps i need coordinates for, so that's why i made it load everything at once

    edit: i guess i can draw the objects etc seperately only when zoomed in far enough, does anyone know how much pixels the client draws per tile on the minimap?
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  7. #17  
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    Quote Originally Posted by Vincent View Post
    Well i originally made this to have a quick overview of xtea and to look for specific shapes of maps i need coordinates for, so that's why i made it load everything at once

    edit: i guess i can draw the objects etc seperately only when zoomed in far enough, does anyone know how much pixels the client draws per tile on the minimap?
    Four.
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  8. #18  
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    this has been done thousands of times before... gj though, bet it doesn't work on 669 plus though :/


    also doors are a flag u gotta add tile property generation from the landscape files
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    Quote Originally Posted by `Discardedx2 View Post
    this has been done thousands of times before... gj though, bet it doesn't work on 669 plus though :/


    also doors are a flag u gotta add tile property generation from the landscape files
    afaik the others are all private and havn't been released

    and this works fine on higher revs

    here's 686 maps: Download 686.rar @ UppIT
    i accidently forgot to change something though which made it use 667 floordefs so the new floor in the desert is purple but you can see the abbey of citharde, dominion tower and stuff like polypore dungeon is on it
    cba regenerating them as it takes a few mins and i have no use for them
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  10. #20  
    Registered Member Tony12's Avatar
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    Does this get updated?
    Working on 637.
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