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Unread 12-12-2021, 05:47 PM  
JLPicard
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Thanks much for the effort I do enjoy your mods! I did get the breadcrumbs to work, I am not sure what my problem was I suspect it was improper logging out. Works now, I posted in the Terrainmap thread before I realized breadcrumbs were for MoorMap is why I double posted. Where do I download the additional overlays, or is there no place for the public? Are there instructions for creating your own? I kinda get the gist from your posting answers to my other questions but not 100% sure.

Last edited by JLPicard : 12-12-2021 at 05:50 PM.
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Unread 12-12-2021, 06:04 PM  
Garan
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Quote:
Originally Posted by JLPicard
Thanks much for the effort I do enjoy your mods! I did get the breadcrumbs to work, I am not sure what my problem was I suspect it was improper logging out. Works now, I posted in the Terrainmap thread before I realized breadcrumbs were for MoorMap is why I double posted. Where do I download the additional overlays, or is there no place for the public? Are there instructions for creating your own? I kinda get the gist from your posting answers to my other questions but not 100% sure.
Glad it's working. FWIW, Breadcrumbs for Terrainmap is one of those things on the uber-super-secret ToDo list. Don't tell anyone Seriously, it's one of the things that I really want to get around to.

Anyway, as to Overlays, there is no place to down load the other default overlays because they are part of MoorMap and will automatically be available when their maps are displayed. Custom Overlays could be downloaded from anyone who has published them but I do not know of anyone who has made their overlays available to the public. That shouldn't stop you from creating your own. There are some instructions in the readme.txt file in the MoorMap plugin folder. It is a pretty easy process. I've considered making a video of how to create an overlay but just haven't had the time.
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Unread 12-13-2021, 05:49 PM  
JLPicard
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Ok, I see, you don't know you have an overlay until you are IN the zone that the overlay applies to, that's why I didn't realize I had any other overlays cept Barry's Data. I'm new! I read the readme and created an overlay for Frostbluff, not anything really useful mind you, but I did go through the process. Thank you!

Last edited by JLPicard : 12-13-2021 at 05:49 PM.
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Unread 12-18-2021, 11:53 AM  
Garan
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Ver 1.48

Version 1.48 with Gundabad is now available.

1.48 also includes the Overlays for Deepscrave to better illustrate which areas are accessible on each level.

EDIT:
Known issue: I forgot to include the 'Deep Beneath Gundabad' custom map so I will be adding that in an update in the near future (it already exists, I just forgot to copy it to the maps directory and add it to defaults.lua ). I will also look into whether any other areas that do not have maps, like some of the missions, should get custom maps.

Last edited by Garan : 12-18-2021 at 11:57 AM.
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Unread 01-27-2022, 11:00 AM  
Garan
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Bug related to custom annotations in TerrainMap

There is a bug, introduced when the Rhovanion map expanded to account for Gundabad. This causes some custom annotations created/modified in MoorMap to display incorrectly in TerrainMap (they will be placed in the wrong location) - this only affect annotations in Rhovanion (region 2). Additionally, any custom annotations in Rhovanion that are created or modified in TerrainMap will display incorrectly in MoorMap.

MoorMap ver 1.49 will fix the export from MoorMap to TerrainMap (additional instructions will be provided with 1.49 to easily replace all invalid annotations already displaying incorrectly in TerrainMap), but until TerrainMap can be properly fixed, please only create/modify annotations in MoorMap.

Last edited by Garan : 01-27-2022 at 11:08 AM.
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Unread 02-17-2022, 09:32 PM  
Aegrion
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Map Bug

Hi, I'm having a little issue displaying the Trollshaws map (There's no map showing, not sure it's the only one tho) It's only me? And if so, what can I do to fix it?

Thank you for your awesome tool!


Edit* Just noticed is listed in known issues, Thank You!

Last edited by Aegrion : 02-17-2022 at 09:35 PM.
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Unread 02-18-2022, 03:25 AM  
Garan
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Re: Map Bug

Quote:
Hi, I'm having a little issue displaying the Trollshaws map (There's no map showing, not sure it's the only one tho) It's only me? And if so, what can I do to fix it?

Thank you for your awesome tool!


Edit* Just noticed is listed in known issues, Thank You!
What happened is that the map of Trollshaws was not only updated with the addition of the Angle of Mitheithel, the existing image resource was removed and a new map image resource was added. So, instead of displaying with a distorted scale and the annotations out of place, it won't show at all until I update the plugin with the new map ID. I already have all of the new/changed map IDs, but I also have to revisit each area to fix the scale of the maps, add/move annotations, etc. Fortunately, there are only four maps in the update, (housing and glittering caves are already done) so this shouldn't take too long.

For anyone looking for the map IDs, they are:
Abodes of Erebor (housing) 0x41214d91
The Angle of Mitheithel 0x41216d0e
New map of Trollshaws 0x412169ae
Glittering Caves 0x41216ddb
Note: Glittering Caves actually has two distinct sets of coordinates, the landscape version and the instanced version
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Unread 02-22-2022, 08:38 AM  
Garan
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Ver 1.49

Ver 1.49 is now available.

Known issues:
The FR and DE translations are still missing quite a few items from Gundabad as well as the new Angle of Mitheithel. I will be working on this in the coming weeks and should have another update to cover this soon.

New feature: Custom Maps. Since there has been a lot of interest in viewing a more 'Hand Drawn' looking map, MoorMap now supports replacing the default map with a custom image. To use this feature, you must first draw or acquire a custom version of the map THAT FITS THE COORDINATES OF THE CURRENT IN-GAME MAP. I can not stress enough that the custom map must match the borders and scale of the in-game map. For parchment maps, this means the resolution must be 1024x768 and it must cover the same exact landscape as the in-game map. While this may sound complicated, it is actually very simple.

To create your own map, first, take a screenshot of the existing in-game map. Now find that screenshot and open it in an editor like paint.Net which supports layers. Change the resolution to 1024x768. Add a layer ontop of the current image. Draw your interpretation of the map over the existing map using the background layer as a guide to make sure your landmarks and labels will line up - be sure to put your labels for map connectors (the text that says 'To whereever' for adjoining maps) at the same location since the connector hotspots are not customizable. When you are done drawing your new custom map, delete the background layer and save your image as either a .jpg or .tga (.jpg is prefered for maps since they should not have transparency). Your image should be saved or copied to the Maps folder under the MoorMap folder - i.e. Documents\The Lord of the Rings Online\Plugins\GaranStuff\MoorMap\Maps

To use your new custom map instead of the default map, start the game, load moormap and open the plugin. In the plugin, select whichever map it is that you wish to replace. Left click on the plugin to display the menu, click the new option, 'Custom Map'. In the pop-up dialog, enter the path to your map relative to the Plugins/GaranStuff folder. For a map saved in the maps folder with a name 'testmap.jpg' the path will be: 'GaranStuff/MoorMap/Maps/testmap.jpg' and click 'Save'. If you have entered a valid path, the size will be displayed in green and the 'Save' button will be enabled - click 'Save'. Viola!, you will now see your custom map as the background for the selected map instead of the default client map.

Note, you can replace any map, but most interior maps will have a different resolution (they use several various multiples of 800x600) - you can figure out the resolution from the defaults.lua file, the resolution are the fourth and fifth values in each tmpMapInfo entry.

To share your map, simply host it on an image sharing site and post a link on the forums or email it to friends. They can download it and save it to their maps folder and use it. If you choose to share your map, I suggest you include a small signature on the map image.

If you draw a map and would like to grant permission for it to be shared as an optional map to be included with the MoorMap plugin, PM me here and I will include the terms (there will be no compensation other than attribution) and instructions on how to submit your image for review and possible inclusion in a future version.
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Unread 04-13-2022, 07:52 PM  
lunarwtr
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Having problems with Wildermore coordinates taking... ping_r works
/moormap ping_r 2:-32.2:-73.1:asf:asfd

Normal ping does not.. Gives failure on the EW coord
/moormap ping 277:-32.2:-73.1:asf:asfd
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Unread 04-14-2022, 05:12 AM  
Garan
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Quote:
Having problems with Wildermore coordinates taking... ping_r works
/moormap ping_r 2:-32.2:-73.1:asf:asfd

Normal ping does not.. Gives failure on the EW coord
/moormap ping 277:-32.2:-73.1:asf:asfd
Hi Lunar,

That is because you are using the string resource ID (the index of the map's name from the string table), not the map ID. The map ID for wildermore is 112 (the index of the map table).
/moormap ping 112:-32.2:-73.1:asf:asfd
works (pings a location in Balewood in the NW of the Wildermore map). Good luck.
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Unread 06-12-2022, 09:20 AM  
paladini
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:D MoorMap

Thanks alot per your addon, its really helpfull for us that started some time ago playing this game.

I have 1 doubt about this addon, is it possible to use a hotkey to open it fast?
Like I do when I press M, opens my map.

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Unread 06-12-2022, 12:17 PM  
Garan
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Re: :D MoorMap

Quote:
Originally Posted by paladini
Thanks alot per your addon, its really helpfull for us that started some time ago playing this game.

I have 1 doubt about this addon, is it possible to use a hotkey to open it fast?
Like I do when I press M, opens my map.

Hi. Thanks for your interest in MoorMap. You can assign the chat command "/moormap toggle" to any of the built in quickslots and then use the keybind for that quickslot to toggle MoorMap. If you have never set a shortcut (alias) in a quickslot, the syntax is "/shortcut x /moormap toggle" where x is the number of the quickslot. The quickslots are numbered 1-12 for bar 1, 13-24 for bar 2, etc.

So, for instance, to set moormap to the 12th quickslot (bar 1, 12th slot) use the command "/shortcut 12 /moormap toggle". Then you can use the key assigned to that quickslot ("=" key by default) to open/close moormap.

If you aren't sure which quickslot number one of your other bars is, you can always temporarily assign the command to one of the main quickslots (bar 1) and then drag the resulting alias to any other built-in quickslot. Once you have dragged the command to its new home, you can reassign the default quickslot back to whatever it is normally assigned.

Last edited by Garan : 06-12-2022 at 12:17 PM.
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Unread 06-12-2022, 12:44 PM  
paladini
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Re: Re: :D MoorMap

Amazing, thanks alot
Now its perfect
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Unread 06-25-2022, 02:50 AM  
paladini
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another question

Greetings again Garan

The shortcut its working like a charm now

Is there a way to everytime I press the shortcut, moormap already update my position? Or this thing can't be done? Must keep clicking the red arrow?

Thanks alot again.
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Unread 06-25-2022, 09:47 AM  
Garan
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Re: another question

Quote:
Originally Posted by paladini
Greetings again Garan

The shortcut its working like a charm now

Is there a way to everytime I press the shortcut, moormap already update my position? Or this thing can't be done? Must keep clicking the red arrow?

Thanks alot again.
Unfortunately, that is due to limitations in the API. The position can only be updated in response to executing the "/loc" chat command (which is what the red arrow does).
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