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[Tutorial] porting to custom/new maps

A.K.A /v\aX /--/ PHP Guru
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For the newbies ^^! hope it helps you.

Say you have a map : n_041_033.ksm
but no coorinates to get there.. what do you do??

Multiply the map numbers by 8192 to get in game coorinates.
41 x 8192 = 335872
33 x 8192 = 270336

if you're using KOSP/KOCP you can use this command ingame:

/move2 0 335872 270336 to port to the map...
 
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Newbie Spellweaver
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Re: [Guide] porting to custom/new maps

nice 1 =) didnt knew how to get there nice guide keep it up :)
 
aka Reb3lzrr
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Re: [Guide] porting to custom/new maps

Nice info... but (I dont want to offend,) you might take look @ my application KalOnline Maps:



My application auto-comes with a FULL Dungeon Map + An Outdoor map. You can load custom maps too. You can jump to a cordinate, and you can "Get" the info by moving your cursor over the image. Doing this you will get several info:
- X cordinate
- Y cordinate
- X map
- Y map
This application has a thousand more uses...

I think this is 100x faster then your way.
 
Arrogant Wizard
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Re: [Guide] porting to custom/new maps

but it's still based on unprecise graphical informations :p
 
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Re: [Guide] porting to custom/new maps

For the newbies ^^! hope it helps you.

Say you have a map : n_041_033.ksm
but no coorinates to get there.. what do you do??

Multiply the map numbers by 8192 to get in game coorinates.
41 x 8192 = 335872
33 x 8192 = 270336

if you're using KOSP/KOCP you can use this command ingame:

/move2 0 335872 270336 to port to the map...
move2 is NOT kosp/kocp feature !
http://forum.ragezone.com/f315/release-mainsvr3-exe-teleport-command-183358/
 
aka Reb3lzrr
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Re: [Guide] porting to custom/new maps

but it's still based on unprecise graphical informations :p

Not really; the 'dungeon', and the 'load from file' uption + the 'get' function is as accurate as that calculation....
 
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