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a simple map tool

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Old   #1
 
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a simple map tool

Heya all !
been trying to work on a simple program when you feed it in-game coordinates (x,y) it will print a mark on the map, just liket the rev6 maps, which is currently un-available.

anybody know form where to the the pictures of the maps?
should it be based on in-game cords / pixels conversion?
and if so? its a constant one? or based on specific images.
please shed some light on the matter, yours truly.



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Rly? Nobody ?


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Get the map from the client. PK2 Extractor will help you with that. Too get up with a mapping formula should not be too hard.

Greetings,
qqdev
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Quote:
Originally Posted by eitai123 View Post
should it be based on in-game cords / pixels conversion?
and if so? its a constant one? or based on specific images.
Silkroads coordinates exist in two different representations:
Internally, the world is split into squared Regions. The coordinates are stored as relative offset to the regions 0,0.
Note: The region size the engines calculations are based off is different from the ground-texture size for the region!
Since the majority of the playerbase of SRO would not be able to understand this, they made a simple representation of X and Y where the formular is something like:

Code:
SimpleX = (RegionX * RegionSize + RelativeX) + StaticOffsetX
SimpleY = (RegionY * RegionSize + RelativeY) + StaticOffsetY
The Region is often stored as a combined 16 bit value. But its actually two 8 bit values.

Your tool should be able to handle both representations.


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This can be usefull http://www.elitepvpers.com/forum/pri...nubwaffle.html
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Quote:
Originally Posted by eitai123 View Post
Heya all !
been trying to work on a simple program when you feed it in-game coordinates (x,y) it will print a mark on the map, just liket the rev6 maps, which is currently un-available.

anybody know form where to the the pictures of the maps?
should it be based on in-game cords / pixels conversion?
and if so? its a constant one? or based on specific images.
please shed some light on the matter, yours truly.
anybody know form where to the the pictures of the maps?

media minimap or you can download from phbot minimap

should it be based on in-game cords / pixels conversion?

yes it based in cords
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Quote:
Originally Posted by cardoso125874 View Post
anybody know form where to the the pictures of the maps?

media minimap or you can download from phbot minimap

should it be based on in-game cords / pixels conversion?

yes it based in cords
ofc its gonna be based on in-game cords that the point !
the tricky thing is to pin point the chords on a map form, so it will point to a specific location, easier said then done.
could anybody show an example for just 1 region?
please help.

Quote:
Originally Posted by florian0 View Post
Silkroads coordinates exist in two different representations:
Internally, the world is split into squared Regions. The coordinates are stored as relative offset to the regions 0,0.
Note: The region size the engines calculations are based off is different from the ground-texture size for the region!
Since the majority of the playerbase of SRO would not be able to understand this, they made a simple representation of X and Y where the formular is something like:

Code:
SimpleX = (RegionX * RegionSize + RelativeX) + StaticOffsetX
SimpleY = (RegionY * RegionSize + RelativeY) + StaticOffsetY
The Region is often stored as a combined 16 bit value. But its actually two 8 bit values.

Your tool should be able to handle both representations.
i can get my X,Y cords from the game easily, i just cant figure out how by those, it will pin point a (mark) location on the map images.
can you help a wee bit, please?
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Absolute to Relative
Code:
xPosition = (x % 192) * 10;
yPosition = (y % 192) * 10;
xSector = (x - xPosition / 10) / 192 + 135;
ySector = (y - yPosition / 10) / 192 + 92;
Relative to Absolute
Code:
realXCords = (xSector - 135) * 192 + x / 10;
realYCords = (ySector - 92) * 192 + y / 10;
(C) As found in every bot source code around
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Quote:
Originally Posted by florian0 View Post
Absolute to Relative
Code:
xPosition = (x % 192) * 10;
yPosition = (y % 192) * 10;
xSector = (x - xPosition / 10) / 192 + 135;
ySector = (y - yPosition / 10) / 192 + 92;
Relative to Absolute
Code:
realXCords = (xSector - 135) * 192 + x / 10;
realYCords = (ySector - 92) * 192 + y / 10;
(C) As found in every bot source code around
i have these formulas but how could i convert those to the map picture pixels
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Quote:
Originally Posted by eitai123 View Post
i have these formulas but how could i convert those to the map picture pixels
Code:
MouseX.value=tempX;
MouseY.value=tempY;
		
if (b=="0"){tempXX = 68;}
else if (b=="1"){tempXX = 189;}
else if (b=="2"){tempXX = 190;}
else if (b=="3"){tempXX = 191;}
else if (b=="4"){tempXX = 192;}
XX = (mX - tempXX) * 256;
YY = (mY - 88) * 256;
PosX.value=Math.round((((tempX + XX) - 16896) * 0.75) - 192);
PosY.value=Math.round((((tempY - YY) + 768) * -0.75) + 384);
Attached Files
File Type: txt a2.txt (29.0 KB, 10 views)


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