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Difference between revisions of "Category:Loc Mapped"

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= Which Zones Have Loc Maps =
 
= Which Zones Have Loc Maps =
  
The following zones currently have "loc maps":
+
All of the zones in this category (ie. in the list at the bottom) have loc maps.  This includes every zone on [[Odus]](!), and every city except:
  
* [[East Commonlands]]
+
* [[Erudin]]: the main zone (both the harbor and main map for it) have been added, but the palace map ... which is actually three separate maps (all of which need to be done separate; ugh) is still needed
* [[West Commonlands]]
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* [[South Kaladim]]
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* [[Kithicor Forest]]
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* [[East Karana]]
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* [[Butcherblock Mountains]]
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* [[Greater Faydark]]
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* [[North Karana]]
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* [[Surefall Glade]]
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* [[West Karana]]
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* [[Qeynos Hills]]
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* [[Lake Rathetear]]
+
 
+
The following city zones are still needed:
+
 
+
* [[Southern Felwithe]]
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* [[Erudin]] (two zones, but currently 3 maps; two will need to be combined into a single map image)
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* [[Paineel]]
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* [[Grobb]]
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* [[Neriak]] (3)
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* [[Ak'Anon]]
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* [[Kelethin]]
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* [[The Overthere]]
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* [[Firiona Vie]]
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* [[Thurgadin]]
+
* [[Kael]]
+
  
 
The following zones don't have maps with accurate locs, and so are off limits for the project (until we can find better maps):
 
The following zones don't have maps with accurate locs, and so are off limits for the project (until we can find better maps):
  
* [[Freeport]] (all parts, locs don't line up)
+
* [[Neriak]] (all three zones lack locs)
* [[Skyshrine]] (no locs)
+
* [[Skyshrine]] In progeress. --[[User:Rotnpop|Rotnpop]] ([[User talk:Rotnpop|talk]]) 00:24, 18 March 2023 (UTC)
* [[Highpass Hold]] (no locs)
+
* [[Highpass Keep]] (very 3D zone ... but loc maps currently are very 2D)
+
  
 
= Adding Loc Maps =
 
= Adding Loc Maps =
  
== Only Admins Can Add New Zones ... ==
+
See [[Adding a Loc Map]].
 
+
In order for loc maps to work they need to know information about a zone's image file (it's dimensions, how much it "stretches", etc.).  For performance reasons, that info is kept in a Javascript file, which means only wiki admins can edit it.
+
 
+
(That info ''could'' be kept in a wiki page that everyone could edit ... but those files aren't "cached" by browsers the same way as Javascript files, so whenever anyone visited ''any'' NPC page, the wiki would have to load that page also to check for the zone info.)
+
 
+
== ... But The Wiki Needs Non-Admin Help ==
+
 
+
However, anyone (not just admins) can help to determine a zone's information.  Once they have they can send it to Loramin, either through a forum private message (if you have an active forum account) or through [[User_talk:Loramin]] (if not).
+
 
+
== How to Help ==
+
To determine a zone's info, you don't need to be a programmer, you just need to fill in a template:
+
 
+
<pre>{
+
      height: *image file height*,
+
      image: '*zone file name*',
+
      test: {
+
        interval: *how far between the grid lines on the map*,
+
        maxX: *the highest X loc on the map*,
+
        maxY: *the highest Y loc on the map*,
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        minX: *the lowest X loc on the map*,
+
        minY: *the lowest Y loc on the map*
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      },
+
      width: *image file width*,
+
      zeroX: *the browser "x" position for the 0,0 point on the map*,
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      zeroY: *the browser "y" position for the 0,0 point on the map*,
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      zoomX: *the x-axis "zoom"*,
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      zoomY: *the y-axis "zoom"*
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}</pre>
+
 
+
for example:
+
 
+
<pre>{
+
      height: 452,
+
      image: 'Map_eastern_wastes.jpg',
+
      test: {
+
        maxX: 7000,
+
        maxY: 1000,
+
        minX: -6000,
+
        minY: -9000,
+
        xInterval: 1000,
+
        yInterval: 1000
+
      },
+
      width: 550,
+
      zeroX: 284,
+
      zeroY: 62,
+
      zoomX: 0.038,
+
      zoomY: 0.038
+
}</pre>
+
 
+
To find those values you need to follow the instructions below and use your browser's "developer tools".  These instructions assume you're using Chrome, but other browsers have similar tools.
+
 
+
== Finding a Zone's Basic Map Info ==
+
 
+
Go to the zone page you want to add; I'll use [[Eastern Wastes]] as an example.  Right-click on the map image and choose "Inspect".  You'll see a bunch of HTML code.  Don't worry, you don't need to understand it, you just need to find the highlighted section, which will look like this (except without the bolding):
+
 
+
<code><nowiki><</nowiki>img alt="<b>Map eastern wastes.jpg</b>" src="/images/Map_eastern_wastes.jpg" width="<b>550</b>" height="<b>452</b>" class="thumbborder" title="Map eastern wastes.jpg"<nowiki>></nowiki></code>
+
 
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This will give you the filename of the map image, and tell you its width and height.
+
 
+
<pre>{
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      height: 452,
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      image: 'Map_eastern_wastes.jpg',
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      width: 550
+
}</pre>
+
 
+
== Finding 0,0 On the Map ==
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Next, we need to figure out where "0,0" is on the map.  Go to a page for any NPC in the zone. For example in [[Eastern Wastes]] we could choose [[Boridain Glacierbane]].
+
 
+
Your browser developer tools should still be up (if they aren't, right-click and inspect anything on the page, it doesn't matter what).  There should be tabs along the top for "Elements", "Console", "Network", etc.; click on "Console".
+
 
+
You will see a white area with a blue angle bracket on the left.  Click on the row to the right of that blue bracket and paste in the following code:
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<pre>testZeroZero(*your zone info*)</pre>
+
 
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For instance:
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<pre>testZeroZero({
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    height: 452,
+
    image: 'Map_eastern_wastes.jpg',
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    width: 550
+
})</pre>
+
 
+
A map should appear with a big red X ... in the upper left corner :(  To fix that, we need to try guessing at where the 0,0 point is.  For instance, let's try 100, 100:
+
 
+
<pre>testZeroZero({
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    height: 452,
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    image: 'Map_eastern_wastes.jpg',
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    width: 550,
+
    zeroX: 100,
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    zeroY: 100
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})</pre>
+
 
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Now our X is closer to the 0,0 point, but still wrong.  If we keep playing with it, we can eventually get the X perfectly aligned:
+
 
+
<pre>testZeroZero({
+
    height: 452,
+
    image: 'Map_eastern_wastes.jpg',
+
    width: 550,
+
    zeroX: 284,
+
    zeroY: 62
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})</pre>
+
 
+
== Finding the "Zoom Factor": Making the Test Grid ==
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We're almost done.  We just need to determine how the image scales vs. how the locs on the map scale, or in other words the "zoom factor".
+
 
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To do this we need to draw some test Xs along the map's grid. To do that we need to know how far apart the lines on the map are.  That means adding a new "test" section to the code we have so far:
+
 
+
<pre>test: {
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    interval: 1000,
+
    maxX: 7000,
+
    maxY: 1000,
+
    minX: -6000,
+
    minY: -9000
+
},</pre>
+
 
+
To get these numbers, we just have to look at the map itself:
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+
[[File:Map_eastern_wastes.jpg |500px]]
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The numbers along the top of the Eastern Wastes map go from 6000 to -5000 ... but really there are grid lines that go all the way to 7000 and -6000.  Those numbers become our "maxX" (7000) and "minX" (-6000).
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In the same way our "maxY" becomes the highest number on the right-side (1000) and our "minY" becomes the lowest (-9000).
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Finally, in both directions the numbers go in intervals of 1000, so we set the "interval" to 1000.
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+
== Finding the "Zoom Factor": Showing the Test Grid ==
+
 
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Now that we've figured out our testing coordinates we can again go to that blue bracket line, only this time we're going to use slightly different code:
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+
<pre>testGrid(*your zone info*)</pre>
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+
eg.
+
 
+
<pre>testGrid({
+
    height: 452,
+
    image: 'Map_eastern_wastes.jpg',
+
    test: {
+
        interval: 1000,
+
        maxX: 7000,
+
        maxY: 1000,
+
        minX: -6000,
+
        minY: -9000
+
  },
+
    width: 550,
+
    zeroX: 284,
+
    zeroY: 62
+
})</pre>
+
 
+
Once you do that you should see a "grid" of red X's aligned along the map's grid ... but instead you'll probably see them all over the place.  We need to fix that, and once we do we'll be done.
+
 
+
== Finding the "Zoom Factor": Aligning the Test Grid ==
+
 
+
To tell the wiki how much to "zoom" the grid in, you need to add two last bits, the zoomX and zoomY.  The default value if you don't provide these is 0.1, so if we set that we'll see the same grid.
+
 
+
<pre>testGrid({
+
    height: 452,
+
    image: 'Map_eastern_wastes.jpg',
+
    test: {
+
        interval: 1000,
+
        maxX: 7000,
+
        maxY: 1000,
+
        minX: -6000,
+
        minY: -9000,
+
  },
+
    width: 550,
+
    zeroX: 284,
+
    zeroY: 62,
+
    zoomX: 0.1,
+
    zoomY: 0.1
+
})</pre>
+
  
They're too far apart, so let's try cutting that value down to 0.05 in each direction:
+
= Zones With Multiple Maps =
  
<pre>testGrid({
+
Some zones have multiple maps, either as separate image files, or sometimes even on the same image file. It's possible for the wiki to show NPCs on both maps, if an intrepid wiki editor [[Adding a Loc Map|has added them]].
    height: 452,
+
    image: 'Map_eastern_wastes.jpg',
+
    test: {
+
        interval: 1000,
+
        maxX: 7000,
+
        maxY: 1000,
+
        minX: -6000,
+
        minY: -9000
+
  },
+
    width: 550,
+
    zeroX: 284,
+
    zeroY: 62,
+
    zoomX: 0.05,
+
    zoomY: 0.05
+
})</pre>
+
  
They're still too far apart, but if we experiment a bit more we can get all the X's to align by using the values of 0.38 and 0.379:
+
For instance, [[Greater Faydark]] has its own map, and a map for the city of [[Kelethin]]. All NPCs within the boundaries of [[Kelethin]] (eg. [[Innkeep Wuleran]]) will be shown on the [[Kelethin]] map. NPCs outside the city (eg. [[Faelin Bloodbriar]]), will appear on the main zone map.
  
<pre>testGrid({
+
= Goals =
    height: 452,
+
    image: 'Map_eastern_wastes.jpg',
+
    test: {
+
        interval: 1000,
+
        maxX: 7000,
+
        maxY: 1000,
+
        minX: -6000,
+
        minY: -9000
+
  },
+
    width: 550,
+
    zeroX: 284,
+
    zeroY: 62,
+
    zoomX: 0.038,
+
    zoomY: 0.0379
+
})</pre>
+
  
== Victory ==
+
There are 122 zone pages in this wiki.  Not every one has maps with accurate locs (some don't even have maps at all), but the ultimate goal is to get every zone with accurate locs mapped.
  
That was a hassle, but now we've figured out the info for a zone map!
+
Is there a particular zone you'd like to have mapped? Add them to the list of desired zones:
  
<img src="https://i2.wp.com/i.imgur.com/t8zvc.gif"/>
+
== Desired Zones ==
  
We can PM it to Loramin (or paste it onto his [[User_talk:Loramin|talk page]] if you don't have a forum account), and then he can add it to the wiki, and now anyone looking for NPCs in that zone will be able to find them much more easily thanks to you!
+
* Add your desired zone here!
 +
* <s>[[Unrest]] Only the ground floor has been mapped.  The other levels need mapping, but before that can happen someone needs to add loc lines to the map; it doesn't currently have them.</s>
 +
* <s>[[Tower of Frozen Shadow]] Only the first two floors have been loc-mapped.</s>
 +
* <s>[[Permafrost]] The main area has been loc-mapped, but the lower right sub-section has not been.</s>
 +
* <s>[[Cobalt Scar]]</s>
 +
* <s>[[Mistmoore Castle]]</s>
 +
* [[Velketor's Labyrinth]]</s> Does this need a new map?
 +
* Neriak Foreign Quarters the bottom left portion is at wrong angle. Need new cartographer to create improved map.

Latest revision as of 00:32, 23 May 2024

Contents

What Are Loc Maps?

NPCs (from enabled zones) now have "(Show On Map)" links next to their location. When you hover your mouse over this link, you will be shown a map of the zone, and the NPC will have a red "X" marking their location on that map. If the NPC has multiple possible locations, the map will display an X at every possible one.

Which Zones Have Loc Maps

All of the zones in this category (ie. in the list at the bottom) have loc maps. This includes every zone on Odus(!), and every city except:

  • Erudin: the main zone (both the harbor and main map for it) have been added, but the palace map ... which is actually three separate maps (all of which need to be done separate; ugh) is still needed

The following zones don't have maps with accurate locs, and so are off limits for the project (until we can find better maps):

Adding Loc Maps

See Adding a Loc Map.

Zones With Multiple Maps

Some zones have multiple maps, either as separate image files, or sometimes even on the same image file. It's possible for the wiki to show NPCs on both maps, if an intrepid wiki editor has added them.

For instance, Greater Faydark has its own map, and a map for the city of Kelethin. All NPCs within the boundaries of Kelethin (eg. Innkeep Wuleran) will be shown on the Kelethin map. NPCs outside the city (eg. Faelin Bloodbriar), will appear on the main zone map.

Goals

There are 122 zone pages in this wiki. Not every one has maps with accurate locs (some don't even have maps at all), but the ultimate goal is to get every zone with accurate locs mapped.

Is there a particular zone you'd like to have mapped? Add them to the list of desired zones:

Desired Zones

  • Add your desired zone here!
  • Unrest Only the ground floor has been mapped. The other levels need mapping, but before that can happen someone needs to add loc lines to the map; it doesn't currently have them.
  • Tower of Frozen Shadow Only the first two floors have been loc-mapped.
  • Permafrost The main area has been loc-mapped, but the lower right sub-section has not been.
  • Cobalt Scar
  • Mistmoore Castle
  • Velketor's Labyrinth</s> Does this need a new map?
  • Neriak Foreign Quarters the bottom left portion is at wrong angle. Need new cartographer to create improved map.

Pages in category "Loc Mapped"

The following 106 pages are in this category, out of 106 total.

A

B

C

D

E

F

G

H

H cont.

I

K

L

M

N

O

P

Q

Q cont.

R

S

T

U

W