Anyone the has any info please speak up! How doe the map work? Such as how do objects and creatures know where to spawn? How do stitch a map together ? How does the lighting get put in? Basically how are the maps implemented?
stitch map? If you mean how do you make the map out of game then You can do this manually after extracting the toee.dat file or use the jade editor(see sticky about tools in general forum).
I bet the "where monsters spawn" is done by xy coords similair to map flags and fade_and_teleport function. but the xy cords are rotated so you need to convert from normal to their format. I made a program that does this but I don't know how usefull it'll be since as far as I know we can't add monsters to maps since we don't have a real map editor program(worlded? which would auto assign those numbers).
That's maps are originally created as one large one and then split up. How do we do the same with a custom one?
Get a art program like paint shop pro and dice it up in 256 x 256 squares(select, copy, paste into new image) use theri numbering scheme when saving the new cut out segments. z4###### for main map z8###### for the half sized minimap The first thre ### is the row I believe and the second three ### is the column so z4001000 would be the second row first column(starts at 0) though they seem to skip rows to allow for unwalkable area or just having everything use same cord system so center them??? look in the module/townmap dir for examples of how they split it up.
also the town maps are named differently than the dungeon maps. The town maps have the z# as a prefix. the z4 maps are the large ones, and the z8 prefix denotes a smaller map, presumably for the in-game map area were you are thingy. Also, the dungeon maps are 4 digits for row, 4 for column. The 4 digits are hex and not integer like in the town map names.
Yep I guess everything not in the townmap dir is the other way, never messed with anything but town maps yet..