Mapping out The City. - by Digital Nightfall
Bronze Griffin on 14/7/2005 at 20:20
:eek: Ooooooooh! That is so coooool!!! :D :D :D
potterr on 14/7/2005 at 22:41
Upgraded the exe again from the same link ( (
http://www.potterdevelopments.org.uk/fm/files/downloadfile.pl?DLID=2224431) http://www.potterdevelopments.org.uk/fm/files/downloadfile.pl?DLID=2224431 ) to version 0.03.
EDIT: sorry at it again, its now version 0.04 with a few more pictures and an alternative for one (thanks to an image Str8g8 posted earlier in the thread).
There are two pictures in the zip as well now, they must be in the same location as the exe is on your PC for the time being.
When you now move your mouse over grid ref 17,6 (grid ref currently shows in the top left of the small map at the bottom right), the grid square highlight image should change. The idea being that the image now shown is a thumbnail of a closeup of that section of map and you would then be able to click on it to bring up a screenshot (you can't at the moment though).
Also the tool is currently hard coded for the image file names included, but will allow for any other 100x100 pixel correctly named jpg files.
Anyway I will make the change to enable scanned image file names (as this would be the way the file upgrades get added in) and leave it for a few days to let you lot discuss its possibilities and how it could be used to improve/build on the topic of this thread. :thumb:
str8g8 on 15/7/2005 at 08:09
WOW! I'm speechless, that's just such an amazingly good idea! :D We've been discussing creating web sites, or adding to the Thief world map project, and so on, but that is pure genius. :thumb:
As a tool it could have many uses - for instance, what about launching FMs, ie clicking on a square brings up the screenshot and a list of FMs available from that location?
It could also link in with all the encylcopeodic knowledge that has accumulated, ie display information and background, points of interest like original missions, and so on.
Thanks porterr - this will give us more incentive to actually finish this project! Please let me know if I can help you in any way.
cheers
str8g8
str8g8 on 15/7/2005 at 08:29
Quote:
My theory is that Shalebridge disctict is in the area where shalebridge cradle is on that map. (There just doesn't read shalebridge district)
That's a new idea, certainly. Of course, you realise that it probably mean that the whole map would have to be redrawn, from scratch? OK, just checking.
It would mean that the Ambush map (with the To Shalebridge note, and Shlaebridge Road), along with Garrett's apartment, would have to be down by the docks somewhere ... interestingly the guy at Shipping and Recieving who drinks at the Crippled Burrick would not have so far to walk in that case ...)
It would also mean that Newmarket (the quote about crossing the river) is down thereabouts also, this would mean that Hightowne and Downtowne (ASSASSIN map) also would move there somewhere ...
Well, my advice is to draw it and see how it pans out, that's really the test of any theory. I admit the present map isn't perfect (actually it's full of holes) but a perfect map, that fits all the evidence to the letter, is probably impossible.
About Shalebridge being a poor area or a rich area ... well there are 2 contradictory pieces of evidence - firstly the guy from LotP who holidays in Shalebridge implies it is a nice district. But Garrett's words in Ambush about hiding out in Shalebridge implies the opposite - that it is a lawless area where he can lie low without drawing attention to himself. Also Garretts fence is in Taft Avenue, Shalebridge (Shipping and Recieving).
As you say, it all boils down to interpretation ... but we'd have to have a very good reason to change things in such a fundamental way at this point.
cheers
str8g8
MorbusG on 15/7/2005 at 12:54
Quote Posted by str8g8
Well, my advice is to draw it and see how it pans out
I hope I'm not stirring things up too much, but to my eye the current map just seems too huge. But that could just be me.
Here is what I came up with (
http://whitecortex.net/~mikko/mikko_thief3map.png) based on TDS map
Only to show where I'd put Shalebridge, nothing more :angel:
str8g8 on 15/7/2005 at 14:46
OK, that's kind of interesting.
A few questions: Is your New Market the market place that we see in the Ambush map? What is GY? What is the area marked home?
First thing that struck me: check out page 12 of this thread (I think) and read Mugla list of evidence. There you'll read:
Quote:
2.3. Shalebridge to NE (Ambush!, T2)
Your map shows Shalebridge SE of ambush map, (if I am reading it correctly). :erg:
And you're not stirring things up, a fresh perspective is always welcome. :)
cheers
str8g8
MorbusG on 15/7/2005 at 15:37
It's not the marketplace on ambush. GY is graveyard.. I just wanted to put that somewhere near fort ironwood, and also make like it look like in ambush -map.
I did read the evidence page, and I'm desperately trying to get more space for shalesbridge, but that means old quarter gets smaller, and considering the size of sealed area... well, I'd like to think that in the northeast (in ambush) is a passageway to shalebridge road, or whatever is the name of the big road which comes from the bridge down the lowest.
Area marked home is hometurf as in the assassins map. I'm having difficulties locating it *under* new market, and would like to know why is it evidence that it should be under new market? I only see from assassins that it's more like SE, or E.
I like the location of downtowne in it.. It is in the middle of 4 districts, it would deserve the name (same place where in your first alternative map).
Mugla on 15/7/2005 at 15:57
Is this inactivity a vacuum-abhorring -effect?
Nice work there new people, hope you stick around. :D
str8g8: Yes, try that new alternative if you can. I do remember a part in T1 05-cutscene, where G. meets Con. You can hear seagulls, and see the 'edge', meaning the waterfront quite close in the beginning. But, that's just an irrelevant piece for you, isn't it.
And we need an update on that evidence-page, a more filled and closer to new-people.
sysqc: Hometurf expanded under it as the current placing required it. No real reason at all, so go ahead and try the other alternative and tell us what happens. You might also have to lower SQ to reach over the Docks-text in that map. So, where are you from Finland anyway?
potterr: I hope you can stay and upgrade that a few times after we're finished? That's one hellova piece of a tool there.
potterr on 15/7/2005 at 17:04
EDIT: version 0.05 uploaded now, same link as before. This has 3 grids with images but only 2 ini files for them (read info below) this means that only 2 of the cells should be clickable.Quote Posted by str8g8
It could also link in with all the encylcopeodic knowledge that has accumulated, ie display information and background, points of interest like original missions, and so on.
Thanks porterr - this will give us more incentive to actually finish this project! Please let me know if I can help you in any way.
and
Quote Posted by Mugla
potterr: I hope you can stay and upgrade that a few times after we're finished? That's one hellova piece of a tool there.
You should see the next version.
Ok just to explain:
* The tool needs the map image to be 2244x1911 pixels, but could effectively have any image there (its hard coded at the moment though rather than picked up externally to the program)
* It is broken down into 100x100 pixel cells (note the extra 44x11 pixels is used as padding), this means that it can have 22X19=418 sections (although the grid can be made 50x50 if be, although its set at 100x100 so that the GarrettLoader title image for FM's can be used (read the GarrettLoader Help file)).
* The same would apply to the world map as well.
* Its possible to do alot of things with the map, i.e. launch FM's (bit tricky to accomplish though but possible) or provide location descriptions like str8g8 said. However I have taken a slightly different approach at the moment in doing a basic 3D map of the grid ref....see below
* The tool itself will be part of GarrettLoader so it will be able to use the zip functions for upgrades and hook into alot of the other tools as well.
3D mapping:Now this is big and to be honest will probably take many months to complete...however I hope I have coded it to allow the community to build the city without needing me to do anything ;). This will in turn mean I can release this as a development tool long before the city is completed. Basically this allows you to build a basic wireframe model of the area (just building positions and stuff).
(
http://www.potterdevelopments.org.uk/fm/3d.jpg)
Inline Image:
http://www.potterdevelopments.org.uk/fm/tn_3d.jpgAs you can see its really basic, however as the objects are compiled from an ini file for each section, this means anyone can add to them over time....although how I am going to create a tool to plot the points I really have no idea, that is a task in itself :sweat:
I hope this will be a good incentive to keep going with this as I see this and GarrettLoader as very much a community project.
potterr on 15/7/2005 at 20:15
Just thought I would explain the ini file stuff so you can have a go at building more buildings...The 10_6.ini file is the more complete one (the other does not have an info section).
The [POINTS] section
Num = 32 'this = the number of points that are drawn (however we start from 0 so the highest number will be 31)
'x,y,z
0=-40,-30,40
1=40,-30,40
2=40,-30,-40
3=-40,-30,-40
4=-40,-29,40
5=40,-29,40
6=40,-29,-40
7=-40,-29,-40
This is the first object, it has 6 faces made up of 8 points, and will always be the ground in the 3d view. Most of them are minus numbers so that the floor appears to be looked down on. Starting from point 0, this is 40 left from center, 30 below center and 40 forward from center (front left corner), point 1 is front right corner, etc.
The [PLANES] section
Num=24 ' number of line used to make teh faces of the objects
0=0,1,2,3
1=7,6,5,4
2=1,5,6,2
3=0,4,5,1
4=0,3,7,4
5=3,2,6,7
Ok, this is effectively a join the dots exercise, 0= POINT 0 connects to POINT 1, connects to POINT 2, connects to POINT 3, making the underside of the ground. point 1, is the upper side of the ground. NOTE it is important to follow the number patterns for each object otherwise you can cause a mess.
The [OBJECTS] section
Num=4 ' number of objects starting from 0 (0 always being the ground)
[OBJECT0]
Planes=0,1,2,3,4,5
Desc=Ground
Axis=1
Offset=0,0,0
Points=0,1,2,3,4,5,6,7
Ok the object number should appear to the right of the word OBJECT (its easy to follow if you look in the ini itself). Planes = what object faces make up this object (in theory, although I havent tried yet, you should be able to make L shapped or other shaped objects rather than 2 joined together). The desc is a description of what it is (alpha numeric characters only). the Axis is what axis to turn on (these should all be the same for each object otherwise you can end up with buildings flying off the ground). Offset is how off from the center the turn rotation should be (bets to keep at 0). Points are what points are used to make the object (must match up with the way the planes are constructed).
The [LINKS] section
Num=4 ' this indicates what objects are joined, all objects should be joined to object 0 (after the first comma) unless you do a roof (good luck to you) in which case it should be the object its joined to.
Angle0=0,0,-1,0
Angle1=1,0,-1,0
Angle2=2,0,-1,0
Angle3=3,0,-1,0
The [INFO] section
Name=Shalebridge Road In ShaleBridge
Missions=ShaleBridge Road
Info=a bit of info about the area
This speaks for itself really. Note, all content here should be on the same line (multilines may not work).
Anyway give it a go and let me know what you create (you can leave the map open but not the 3d view when you edit). It is painstaking work to begin with and can be very confusing but once you get the hang of it it should be fairly quick to do stuff with (I will get round to doing some kind of editor at some point...which will be a nightmare to build).