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[INFORMATION]Duplicating a Map

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Old   #1
 
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[INFORMATION]Duplicating a Map

Because of a user who asked this question I just wanna share my insight on it, I will have to say I can not assure any of this will work but with my knowledge of the mapping system in Rappelz I'm pretty sure it will.

First decide which map you're gonna use, in this example we are going to use map m006_001 e.g. Cubrick Dungeon. So if you're trying to follow this guide I will go ahead and assume that you have a dumped client ready, so now you need to go into the dump area and type m006_001 in the search and let it bring up all the map parts (you can safely filter out anything that is not .nf? -- you wont need any .dds, .nx3 etc so don't copy them)

Now place all of the files in a seperate folder and create a batch script to rename all the files in that directory from m006_001 to a map name not being used currently like m014_003

The thing about the Rappelz mapping system is the map name actually determines the in-game coordinates, so you can literally keep adding and adding if you aim to do it for a dungeon only, but in the case of a city you may have to play around with the SeamlessWorld.cfg etc..etc.. (I won't be going into that here)

Now hash all these files into your client and restart the client, you must also add these maps to your game-servers newmap folder. Restart the GS, now to test if it has worked do the following:

So using the way the map system works to enter the new map you would only have to say a coordinate between 16128 x 16128 (which is the map length in both directions)

So you'd for example make test coords of x: 1221 y: 6220 and then you do some math by saying

x-coord (1221) / map_length (16128) * map_part_x (m014 becomes just 14)

1221 / 16128 * 14 = In-Game Coordinate for your new map

you do this same thing for y accepting you replace m014 with 003 and it becomes 3 for:

6220 / 16128 * 3 = In-Game Coordinate for your new map

I can't be sure that any of that will work, but in theory it should



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how would one determain the max height?
id assume maps run square but they would be boxes are they 4 sides by 4 directions = 16128 all sides thoughts?


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From top to bottom = 16128, from left to right = 16128 would be the best way I could explain it
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yep thats confirms what i asked i figured it was a 4 sided 16128 cube


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very useful info, thanks.
btw, i didnt check it yet, is there some way to make own collisions for new area? means places where i can go and where i can't. using some already released tools for noobs as i am or whatever.
dont ask me why i am asking=)
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i forget but collisions should be in one of the map files i cant rember if its nfs but that should be right as that controls event offsets

hey mong hit me on skype if u have more questions i had an idea id run past ya
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Thanks ismoke
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NFA = Walls or Collisions
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Quote:
Originally Posted by ismokedrow View Post
NFA = Walls or Collisions
thanks, thats the part of what i needed to know=)
as i know there is only NFA viewer or there is a way to change these files and set own collisions?
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Like I said in the map viewer release, saving is just the reverse of reading my friend. If you really need some help just add me on skype
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Quote:
Originally Posted by mongreldogg View Post
thanks, thats the part of what i needed to know=)
as i know there is only NFA viewer or there is a way to change these files and set own collisions?
The best way to do this is to write your drawing in the picture, or at points (per-click) or by movement of the mouse. I wrote a very long time for the program but left a piece of code, I hope it helps you.

You must register and activate your account in order to view images.

Drawing by clicking

Drawing on the movement of the mouse

and yes 3072 is my picture size instead of 16128

P/s
I turn my algorithm checkbox draw mouse turn off the checkbox and the number of points that I drew substituted and recorded at the end


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