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sMAPedit - simple MAP editor

RaGEZONER
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which download ? sMAPedit ? [ ronny1982 signatur ] the screen [ loddata.pck ] ? or what ...

---------- Post added at 12:37 PM ---------- Previous post was at 12:36 PM ----------

ohhh - sry i have see this too late - i think the new name / link of this tool is:
 
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or maybe I was wrong to take his client's version.? but I see on the map surfaces perfectly formed .. within surfaces/ingame/a26 and surfaces/minimap/26 litmodel I also take from the client PWindo ..

if you cannot enter into the fb109 hell after you have fixed the map and it shows it runnning then the issue is the demon world map. see if u can exit to the mortal map. when i was using hraces vbox i had to replace the demon world map with a known working one from another client to enter fb99 exit demon world or enter into fb109 same with celestial. This is most likly yer issue. the fixs for fb109 hell are pretty easy and work a charm. The new issues is fixing the fb109 misty city heaven that has a broken tele. it teles u to an area that doesnt even show on the map program and the heightmaps are shot the mobs fall through the floor and u get stuck in the ground. i am trying to figure out how to fix it but no luck so far.
 
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My problem is with all my fb109 versions(fixed or not) No walls,floor,roof show everything other then thats 100%(ill figure it out some day whats causing it to much on the go atm hehe)

And R3D not sure if you noticed or not there is also places like that castle south off the main PW map by GM area. You will see the illusive house we all have seen but never released, there is also old expansion buildings and boats kicking around depending how your maps configured. I was able to get off the map closer to some of it but there is a limit to how far off the map you can go(will shouw you just under the outline of the map by hitting M key)

Im sure all thats stuff is simaler to the tideborn area when it comes to no walk/no go areas.
 
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aringaso the issue you had was definatly your demon world this effect the entrance and exits to the fbs. i had to change both my celestial world map and my demon world map. both of these are instances.

and DDnut yeah i checked out all those areas that seem to have issues, down the gm area and i notice the maps floating in the sky and the town and castle south. cool stuff would be fun to get that stuff working. for custom content. ive not attempted to really dig into it.

Right now im playing with fb109 heaven,and learning how to really use this tool. i hope ronnie considers 2 things for upcoming release. a help button that tells what everything does, and a undo feature for when u accidentally mis-click cause it kinda stinks when u right click and it erases everything. Maybe im missing something but id definalty love to see that and hopefully when ronnie is done with the gfx fixer he will come back to this and attack dhmaps.

Im still trying to figure out how to properly fix fb109 heaven, fb 109 hell was easy. i still dont get what changes the teleportation location. I would love to see that feature added to a teleport control feature so u can set where that goes. idk i could just be dreaming im still new to map editing. :blushing:
 
Robb
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new smapedit taking a very very long time to load, it eats ram.....
 
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I'm using some PWI 1.3.9 files for Demon/Celestial World and FB109's and they seems to work fine (Client Side)...



btw. sMAPedit v0.7e is out with more complex hmap editing...

yeah the client side worked fine, with proper maps but the server side heaven fb109 has issues, there is an area u tele to that doesnt even show up on rmap, and when you arrive from tele you get stuck and the mobs fall through the floor. the hard part about it is that its at a high altitude, like 53 something and the tele spot is just a little to low, so when it teles you into the area you get stuck in the object your supposed to be standing on. if you can fly u can break free, but then when u drop down your at 54 but when u walk your floating above the ground everywhere. i have seen the fixed map for heaven fb109 and it just bypasses this area not fixes but it ends up skipping a boss called soul lous. So i am working on trying to fix it but im a noob with this map editor. so hopefully i can fix it. I wish the Hmap section was more zoomed like the rmap section is.

Danke for the new update on sMap ronnie
 
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Ok ronnie plz help here give me some insight. The first pic i posted is heaven fb109 the areas that are encircled by red are the areas that are the issue. Basically when you move from the first section at one of the green dots, it teles you on same side to one of the yellow dots. when you tele to this area you get stuck, basically the tele in location seems to be right below the ground height map. On the left side and on right it has the same effect as when you are teleing as a gm, into adc west on a road, you tele to the ground underneath the road and get stuck. but when i fly and land the area you walk on is well above the ground so the walking looks funny. I am trying to fix this using the height maps in your smaptool, being a noob and there not really being a manual i'm guessing at a lot of the smaller things. :blushing:

The second picture of is of the background toggled off, here is my confusion map A_05 shows the actual fb the floating but the hmap05 which corresponds does no include any of the height maps for the actual fb, or more clearly the part the players use the floating area. So im not sure how to proceed, i pointed out the water area in the height map. This instance is a bit odd as it is a hovering city so it begins at roughly 500 and rises to about 660. Any insight on how to proceed to fix this instance would be good

2 side notables, The mobs in the red encircled areas, fall through the floor and the boss you cant even see till you arrive where he aggroes you. Also none of these areas even were on the Rmap. so i drew them in not sure quite what this even does. from what i've read i assume it controls the x/z axis where mobs walk. shrugs :blushing: I am a noob and wish there was a bit more clear info on what all this stuff is and does. Thanks for any help.
 

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Ok ronnie plz help here give me some insight. The first pic i posted is heaven fb109 the areas that are encircled by red are the areas that are the issue. Basically when you move from the first section at one of the green dots, it teles you on same side to one of the yellow dots. when you tele to this area you get stuck, basically the tele in location seems to be right below the ground height map. On the left side and on right it has the same effect as when you are teleing as a gm, into adc west on a road, you tele to the ground underneath the road and get stuck. but when i fly and land the area you walk on is well above the ground so the walking looks funny. I am trying to fix this using the height maps in your smaptool, being a noob and there not really being a manual i'm guessing at a lot of the smaller things. :blushing:

The second picture of is of the background toggled off, here is my confusion map A_05 shows the actual fb the floating but the hmap05 which corresponds does no include any of the height maps for the actual fb, or more clearly the part the players use the floating area. So im not sure how to proceed, i pointed out the water area in the height map. This instance is a bit odd as it is a hovering city so it begins at roughly 500 and rises to about 660. Any insight on how to proceed to fix this instance would be good

2 side notables, The mobs in the red encircled areas, fall through the floor and the boss you cant even see till you arrive where he aggroes you. Also none of these areas even were on the Rmap. so i drew them in not sure quite what this even does. from what i've read i assume it controls the x/z axis where mobs walk. shrugs :blushing: I am a noob and wish there was a bit more clear info on what all this stuff is and does. Thanks for any help.


instead of editing the height map you should edit the teleports for the map... i've raised each teleport destiny altitude by 0.5 and all teleports are working without problem (don't forget to export to server)

region.clt

Each Block:

  • Target_Map_ID Source_Map_ID UNKNOWN
    Source_X, Source_Altitude, Source_Z
    Spread_X, Spread_Altitude, Spread_Z
    Destiny_X, Destiny_Altitude, Destiny_Z

Code:
//  Element region file (client version)

version  5
1136977519

[trans]
121  125  0
-360.932678, 565.643372, -338.439850
4.000000, 4.500000, 4.000000
761.241028, 193.587006, -476.464996

[trans]
125  125  0
-308.880310, 567.739563, -154.509201
10.000000, 10.000000, 10.000000
-197.447006, 553.135986, -47.182499

[trans]
125  125  0
-321.995209, 569.619873, 3.852619
10.000000, 10.000000, 10.000000
-349.403992, 564.151001, 108.793999

[trans]
125  125  0
-294.8847*** 564.588135, 202.949783
10.000000, 10.000000, 10.000000
-13.340000, 565.440979, -96.666901

[trans]
125  125  0
-176.924789, 568.710144, -340.374451
10.000000, 10.000000, 10.000000
144.397995, 534.432983, -303.194000

[trans]
125  125  0
198.111130, 531.823303, -333.804047
10.000000, 10.000000, 10.000000
346.299011, 564.158020, -224.830994

[trans]
125  125  0
349.5502*** 563.653442, -296.936371
10.000000, 10.000000, 10.000000
-13.340000, 565.440979, -96.666901

[trans]
125  125  0
-121.657715, 565.345276, 340.812469
10.000000, 10.000000, 10.000000
27.0077*** 565.385010, 382.799988

[trans]
125  125  0
340.481**** 564.979431, 257.458466
10.000000, 10.000000, 10.000000
-350.243988, 566.224976, -336.365997

[trans]
125  125  0
9.778427, 350.4562*** -63.434750
1000.000000, 100.000000, 1000.000000
-350.518005, 566.215027, -337.197998

hmap is ground map and contains height values for terrain only, no litmodels, dynamic objects, trees, ...

for litmodels i think there is a special server side height map, the dhmap, but it's currently not decoded...

when the dhmap seems corrupted (mobs falling down to terrain/hmap) you can raise the hmap (terrain) up to the floating islands because the terrain below isn't used so it dosen't matter...

ronny1982 - sMAPedit - simple MAP editor - RaGEZONE Forums


white areas on rmap are areas where mobs are allowed to enter, black not... my rmap has also missing areas for those both flying islands, drawing them was a good improvement...
 
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Thanks ronnie ill give it a try, see if that fixs things. The odd part was i switched the litmodels.pck for my heaven fb109 for an older map, might be where i went wrong. Shrugs, but i cant open the litmodels.bmd files dont know how to even look at them. And as u said u have not yet decoded Dhmap hope u do would be sweet if we could edit every aspect of map. hopefully since as you say the terrian isnt used i can yank the ground up to the floating buildings and the mobs will fall to the hmap and follow the rmap area that i drew in.

i think i will try to raise the terrain and see if this fixes mobs before i implement the teleport fix. My goal is to see if i can repair the height of the ground, as its off the teleport that gets u stuck is at perfect height 533.883 but the ground is at 534.551, and when you walk around its elevated. but i will play with your fix thanks for the info very much appreciated ronnie. :thumbup1:

oh and please make an undo feature so when yer clicking, if u misclick u dont have to erase and start over again :)

oh and what are the Stars in the region.clt info? i see a few numbers have them is that supposed to be like that?

i also dont understand the spread part of this?
Target_Map_ID Source_Map_ID UNKNOWN
Source_X, Source_Altitude, Source_Z
Spread_X, Spread_Altitude, Spread_Z
Destiny_X, Destiny_Altitude, Destiny_Z
is spread the distance between teleportation locations? do you have to calculate that or something?

[trans]
125 125 0
{349.5502***}<--here 563.653442, -296.936371
10.000000, 10.000000, 10.000000
-13.340000, 565.440979, -96.666901

---------- Post added at 05:02 AM ---------- Previous post was at 04:37 AM ----------

i am having a strange problem with the file converter idk if i'm doing something wrong. but as far as i know i should be able to select a directory which has client side maps and take and check to only export a region.clt then select an output location and export and it changes region.clt to region.sev yes? when i hit export nothing happens? it creates the maps/bsdata/and a alot of empty folders. Also how come with version E my heightmap is now black and white no longer color?

Please help. :blushing:
 
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spread is the volume around the source point. if you enter these volume you'll be teleported...

i.e. spread of 1000.0, 100.0, 1000.0 is for the whole ground, if you enter you'll be teleported to the entrance...

converter needs the map folder and converts all maps, to convert just a single map create a new folder name "map_" copy in the "a25" folder choose "map_" in converter...

sMAPtool v0.7e uses a powerful color value expansion bar, right click on it to choose the color scheme...
 
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thanks for clarifying that ronnie, and I've fixed the hmap and the mobs move fine, all except on the slope of the ramp. if i try to slice it up into small segments {which is very hard without a zoom feature} it kinda steps and i get some issues with walking, but if i set it just at top of ramp and bottom i cant get enough of a gradient from top to bottom to keep mobs near the platform so I'm gonna have to work on that to tweak it.

As for the convert im not 100% clear on what you mean i have a folder with all my client maps, when i select the input folder i select A25 then the output folder i have a folder created called Client to server, and when i hit export it does not export anything. it creates a Map folder which is setup like, maps then in that folder is nothing but, bsdata folder, then in that one has airmap,decompressed,map,movemap,watermap. So is it becasue i'm not naming map_a25? i don't understand why the region.sev isnt now in the map folder?

thanks for the input ronnie. When i get the fb109 map sorted so its working to my standards ill release it.:):
 
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thanks for clarifying that ronnie, and I've fixed the hmap and the mobs move fine, all except on the slope of the ramp. if i try to slice it up into small segments {which is very hard without a zoom feature} it kinda steps and i get some issues with walking, but if i set it just at top of ramp and bottom i cant get enough of a gradient from top to bottom to keep mobs near the platform so I'm gonna have to work on that to tweak it.

As for the convert im not 100% clear on what you mean i have a folder with all my client maps, when i select the input folder i select A25 then the output folder i have a folder created called Client to server, and when i hit export it does not export anything. it creates a Map folder which is setup like, maps then in that folder is nothing but, bsdata folder, then in that one has airmap,decompressed,map,movemap,watermap. So is it becasue i'm not naming map_a25? i don't understand why the region.sev isnt now in the map folder?

thanks for the input ronnie. When i get the fb109 map sorted so its working to my standards ill release it.:):


To get into the new bounding rectangle feature which can be used to create 'ramps', draw a simple rectangle on a test map and set different values at the cornes and see what happens...

ronny1982 - sMAPedit - simple MAP editor - RaGEZONE Forums


you can't choose an a** folder as input root directory, the software expects the a** folders inside the choosen root directory, so the choosen root directory must be "maps" which contains the "a25"...

if you only want to convert a single map you have to create a new root directory i.e. "test" than you can copy the "a25" directory into "test". In the converter you choose "test" as input root directory and now only the "a25" map inside your "test" directory will be converted...
 
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Alright that makes sense thanks ronnie so the software just needs a certain order of files to do its thing. thanks alot for clarifying this i very much appreciate your patience.:laugh:

Also for the bounding rectangle thing that's exactly what i did, i set the rectangle at one corner and created a gradient hoping to catch the right angle so far no luck. I fixed the walking issues but not the mobs. I am trying to adjust it properly but as u see in the picture the red arrow shows the top then the yellow shows where the slope takes a hefty dip down to the green. i will keep playing with it but is there a way to zoom in? to work closer on the map i would love to be able to select pixel by pixel on that map :wink:
 

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Hmm yeah understandable is it possible to make the Hmap section work like the rmap section. If you dont fullscreen it it has sliders and the map is quite a bit larger and a bit easier to draw on. Is it possible to make the map scale based on the size of your window like the rmap section does?
 
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