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Jesdyr
09-09-2009, 01:09 AM
<p><img src="http://eq2images.station.sony.com/000/001/699/128.JPG" /></p>

Jesdyr
09-09-2009, 01:25 AM
<p>Ok .. Less subtle changes ... If you cant figure out the amazing part of this .. then look closer</p><p><img src="http://eq2images.station.sony.com/000/001/699/144.JPG" /></p>

Xalmat
09-09-2009, 01:33 AM
<p>Sneaky.</p>

Wullail
09-09-2009, 03:18 AM
<p>Oooh...how....do tell..</p>

Theblackrabbit
09-09-2009, 03:44 PM
<p>Oh yes!  Do!  Do!</p>

Lillaanya
09-09-2009, 04:00 PM
<p><img src="/eq2/images/smilies/385970365b8ed7503b4294502a458efa.gif" border="0" /></p>

Tsumaranai
09-09-2009, 04:05 PM
OMG OMG OMG. how do you do that?

Eveningsong
09-09-2009, 04:19 PM
<p>Ooh, I was trying to do that with a different tapestry last night lol.  Is it specific to the steam lord tapestry, or a change on Test only??</p>

Kamimura
09-09-2009, 04:27 PM
<p><cite>Eveningsong wrote:</cite></p><blockquote><p>Ooh, I was trying to do that with a different tapestry last night lol.  Is it specific to the steam lord tapestry, or a change on Test only??</p></blockquote><p>The layouts are currently only on test.</p>

Eveningsong
09-09-2009, 04:38 PM
<p>I know that the /save layout is only on Test, but I can't see how that is related to the pictures <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />  I assumed there was a change to how much of a degree of rotation we could place items which allowed the book to slant...</p>

Kamimura
09-09-2009, 04:57 PM
<p><cite>Eveningsong wrote:</cite></p><blockquote><p>I know that the /save layout is only on Test, but I can't see how that is related to the pictures <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" />  I assumed there was a change to how much of a degree of rotation we could place items which allowed the book to slant...</p></blockquote><p>The title of the thread is i <3 layouts, so I assumed this was done with the new feature.</p>

ianilu
09-09-2009, 05:04 PM
<p>Yea the title threw me off too but if it has something to do with the layout option it still doesnt explain how he got them to tilt on those angles to begin with so i emplore the author of this thread to explain how it was done</p>

Jesdyr
09-09-2009, 05:08 PM
<p>lastnight I figured out the format of the save_layout files. Doing so revealed the ability to rotate objects on the all three axis.</p><p>What this means ?</p><p>1 - It will be possible to merge 2 layout files into one bypassing <a href="http://www.youtube.com/watch?v=d0SCVtZFuY4" target="_blank">the problem in my video</a></p><p>2 - It will be possible to make an external program to generate manifests of what is in the layout (will need a way to look up Item IDs)</p><p>3 - It is possible to make a program to set the rotation of an item in the layout as I did above.</p><p>4 - It may be possible to sink items into the ground or walls  (didnt test yet).</p><p>I am working on a program to do these things.. but my coding skills are slowing me down <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></p>

ianilu
09-09-2009, 05:09 PM
<p>Thx <img src="/eq2/images/smilies/e8a506dc4ad763aca51bec4ca7dc8560.gif" border="0" /></p>

Rothgar
09-09-2009, 05:19 PM
<p>FYI, we're going to be changing the house layout file so all the data is in easy-to-read text instead of the current binary layout.  We'll also include names of the objects so you won't have to try to look them up from ID numbers.  So yeah, it'll be pretty easy to modify the pitch and roll of the object by editing the file.</p><p>I'm really interested to see what sort of things you guys come up with.  <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>

ianilu
09-09-2009, 05:23 PM
<p><cite>Rothgar wrote:</cite></p><blockquote><p>FYI, we're going to be changing the house layout file so all the data is in easy-to-read text instead of the current binary layout.  We'll also include names of the objects so you won't have to try to look them up from ID numbers.  So yeah, it'll be pretty easy to modify the pitch and roll of the object by editing the file.</p><p>I'm really interested to see what sort of things you guys come up with.  <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></p></blockquote><p>you are mine and many many others hero</p>

Jesdyr
09-09-2009, 05:26 PM
<p><cite>Rothgar wrote:</cite></p><blockquote><p>FYI, we're going to be changing the house layout file so all the data is in easy-to-read text instead of the current binary layout.  We'll also include names of the objects so you won't have to try to look them up from ID numbers.  So yeah, it'll be pretty easy to modify the pitch and roll of the object by editing the file.</p><p>I'm really interested to see what sort of things you guys come up with.  <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></p></blockquote><p>Well then .. guess I will wait till that is done.</p>

Kamimura
09-09-2009, 05:50 PM
<p><cite>Rothgar wrote:</cite></p><blockquote><p>FYI, we're going to be changing the house layout file so all the data is in easy-to-read text instead of the current binary layout.  We'll also include names of the objects so you won't have to try to look them up from ID numbers.  So yeah, it'll be pretty easy to modify the pitch and roll of the object by editing the file.</p><p>I'm really interested to see what sort of things you guys come up with.  <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></p></blockquote><p>When I saw this thread I thought they must have modified the layout file, but I went to go do it and could make no sense of it. This is awesome! I'm excited to play with this. (And I'm reaaaallllllyyyy excited that I can finally lay the steam tapestry flat, this is going to make one of my projects a million times easier!)</p>

Eveningsong
09-09-2009, 05:58 PM
<p>Oh wow, that's awesome Rothgar! </p>

Mezaka
09-09-2009, 07:08 PM
<p><cite>Rothgar wrote:</cite></p><blockquote><p>FYI, we're going to be changing the house layout file so all the data is in easy-to-read text instead of the current binary layout.  We'll also include names of the objects so you won't have to try to look them up from ID numbers.  So yeah, it'll be pretty easy to modify the pitch and roll of the object by editing the file.</p><p>I'm really interested to see what sort of things you guys come up with.  <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></p></blockquote><p>Oh, you have no idea........</p><p><img src="/eq2/images/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" /></p>

ianilu
09-09-2009, 07:11 PM
<p>Let the insanity begin</p>

Seagoat
09-09-2009, 07:16 PM
<p>I think it will open up all kinds of incredible options for us as decorators... I'm envisioning something that hopefully will work:</p><ul><li>Save my guild hall layout</li><li>Find the lines related to the pool table (which needs to be moved)</li><li>Extract those lines and save them separately</li><li>Move one piece of the pool table to a new location to get a reference point</li><li>Use good ol' math to extrapolate new coordinates for the rest of the items</li><li>Save these lines in a new file</li><li>Load the new file, and poof! move the pool table in its entirety to a new location</li></ul><p>Fingers crossed that something like this will work! I think I might have to do some testing when the change to the file hits Test to try to get something like this to work. Exciting stuff!</p>

Eveningsong
09-09-2009, 07:42 PM
<p>I suspect a /load command will remove everything in the house then load back only the items in the file, so you'd probably have to copy the pertinent lines, play with them to get them just right, then replace the lines into the original file with the updated ones.  But oh the ideas for using this...</p><p>And we have almost 2 weeks to wait!  /cries</p><p>Oh well, at least we can copy stuff to TestCopy for a head start on building those files!</p>

Bruji
09-09-2009, 07:52 PM
Oh my God!!!! That would be absolutely wonderful!!!!!

Rothgar
09-09-2009, 09:13 PM
<p><cite>Eveningsong wrote:</cite></p><blockquote><p>I suspect a /load command will remove everything in the house then load back only the items in the file, so you'd probably have to copy the pertinent lines, play with them to get them just right, then replace the lines into the original file with the updated ones.  But oh the ideas for using this...</p><p>And we have almost 2 weeks to wait!  /cries</p><p>Oh well, at least we can copy stuff to TestCopy for a head start on building those files!</p></blockquote><p>Actually, we only attempt to move items specified in the file.  So if you cut out everything from the file except what you want to move, the other items in the house would stay put. </p><p>The biggest problem comes if you have multiple instances of the same item in your house and you only want to move one of them.  There is no way to specify which instance of the item will move.  So you'd be best to leave all instances of a particular item in the house file to make sure all the other ones stay where you want them.</p>

Bratface
09-09-2009, 09:22 PM
<p><cite>Rothgar wrote:</cite></p><blockquote><p><cite>Eveningsong wrote:</cite></p><blockquote><p>I suspect a /load command will remove everything in the house then load back only the items in the file, so you'd probably have to copy the pertinent lines, play with them to get them just right, then replace the lines into the original file with the updated ones.  But oh the ideas for using this...</p><p>And we have almost 2 weeks to wait!  /cries</p><p>Oh well, at least we can copy stuff to TestCopy for a head start on building those files!</p></blockquote><p>Actually, we only attempt to move items specified in the file.  So if you cut out everything from the file except what you want to move, the other items in the house would stay put. </p><p>The biggest problem comes if you have multiple instances of the same item in your house and you only want to move one of them.  There is no way to specify which instance of the item will move.  So you'd be best to leave all instances of a particular item in the house file to make sure all the other ones stay where you want them.</p></blockquote><p><span style="font-family: tahoma, arial, helvetica, sans-serif;"><span style="font-size: medium;">You sir are my new hero! </span></span></p><p><span style="font-family: tahoma, arial, helvetica, sans-serif;"><span style="font-size: medium;">This is handsdown the sweetest gift to decorators across Norrath.</span></span></p>

KetaDreams
09-09-2009, 09:34 PM
<p>I'm not sayin I can't learn, but....</p><p>Will there be in-game tools or whatever to be able to rotate items on 3 axis, and all the other good things we're all drooling over? I personally have very little experience with programming outside the game, but I know I'd love to take advantage of these new features.</p>

Mistal
09-09-2009, 10:00 PM
<p>Awesome Job JesDer, thank you for all your exceptional hard work.. I was like O.O then O.o then >.< lol</p><p>Great news about the file info, this should certainly make for some very interesting new design possibilities <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /> Cant wait to see the mod you come up with for managing this.</p><p>Mistal.</p>

Jesdyr
09-09-2009, 11:49 PM
<p><cite>Rothgar wrote:</cite></p><blockquote><p><cite>Eveningsong wrote:</cite></p><blockquote><p>I suspect a /load command will remove everything in the house then load back only the items in the file,</p></blockquote><p>Actually, we only attempt to move items specified in the file.  So if you cut out everything from the file except what you want to move, the other items in the house would stay put. </p><p>The biggest problem comes if you have multiple instances of the same item in your house and you only want to move one of them.  There is no way to specify which instance of the item will move.  So you'd be best to leave all instances of a particular item in the house file to make sure all the other ones stay where you want them.</p></blockquote><p>This is where understanding locations will come into play.  the location data is in the same format as the output of /loc</p><p>"Your location is 522.06,0.90,234.12. Your orientation is 45.0,0.00,0.00 " is exactly like what the location data for the save file is (assuming they stick with how the binary file was formatted)</p><p>(East/West) , (Up/down), (south/north)  2nd set is rotation on (up/down), pitch (East/West), roll (souht/north)  </p><p>So if you go ingame and do a /loc you should be able to figure out which item is what in the file unless they are really close to eachother.</p><p>Mistal - at this point I dont know what I am doing since I cant play with the new files.  Honestly if the files are easy enough to work with, then who needs a program ? It was one thing when they were binary.</p>

Seagoat
09-10-2009, 12:06 AM
<p><cite>Rothgar wrote:</cite></p><blockquote><p>Actually, we only attempt to move items specified in the file.  So if you cut out everything from the file except what you want to move, the other items in the house would stay put. </p><p>The biggest problem comes if you have multiple instances of the same item in your house and you only want to move one of them.  There is no way to specify which instance of the item will move.  So you'd be best to leave all instances of a particular item in the house file to make sure all the other ones stay where you want them.</p></blockquote><p>That presents another question...will the items be listed in any particular order in the file? If I want to find the items that make up my pool table, will I see 12 Wantia armoires, 3 Vale briarwood benches, 6 cobalt vases, etc., all next to each other in the list? Or will I have to search line-by-line through 1200+ items to find them all?</p><p>BTW, you're totally my hero for clarifying this. I was hoping you could create files for different items and load them without affecting the rest of the house. You deserve cookies!</p>

Jesdyr
09-10-2009, 02:23 AM
<p><cite>Seagoat wrote:</cite></p><blockquote><p>That presents another question...will the items be listed in any particular order in the file?</p></blockquote><p>the order which they are returned from the query that builds the layout <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p><p>It should be possible to parse the file into a dataset that can be queried to give items within a 3d space but you would have to supply the cords to define that space.</p><p>As far as moving a set of items without effecting the rest of the house .. Yes you can do this BUT it would require manipulating the file externaly so you have 1 file that included everything in the house (if you want to prevent conflicts).</p>

Adiene
09-10-2009, 03:59 AM
<p>omgomgomg <img src="/eq2/images/smilies/385970365b8ed7503b4294502a458efa.gif" border="0" /> <3</p><p><strong>/worship</strong></p>

beladi
09-10-2009, 04:00 AM
<p>Woot!  I'm so happy at the prospect of working on my garden with this!  And.. everything else!  I wonder if you can flip a picture so that you get wood on the floor? </p><p>Ayalin</p>

Wullail
09-10-2009, 08:46 AM
<p><cite>Rothgar wrote:</cite></p><blockquote><p>FYI, we're going to be changing the house layout file so all the data is in easy-to-read text instead of the current binary layout.  We'll also include names of the objects so you won't have to try to look them up from ID numbers.  So yeah, it'll be pretty easy to modify the pitch and roll of the object by editing the file.</p><p>I'm really interested to see what sort of things you guys come up with.  <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></p></blockquote><p><Waynes World Music>  <grovel> We're Not worthy! , <grovel> We're Not Worthy!</p>

Powers
09-10-2009, 08:57 AM
<p><cite>Rothgar wrote:</cite></p><blockquote><p>FYI, we're going to be changing the house layout file so all the data is in easy-to-read text instead of the current binary layout.  We'll also include names of the objects so you won't have to try to look them up from ID numbers.  So yeah, it'll be pretty easy to modify the pitch and roll of the object by editing the file.</p><p>I'm really interested to see what sort of things you guys come up with.  <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></p></blockquote><p>See <em>Star Wars Galaxies</em> for an indication of what dedicated decorators can do with pitch, roll, and free placement of items.</p><p>On that note, though -- editing the layout files will allow us to put values in for items' positioning that may be otherwise inaccessible within game -- such as, say, through the invisible barriers around guild halls.  Does the layout loading code take that into account in any way?</p><p>Powers  &8^]</p>

Mystfit
09-10-2009, 09:58 AM
<p>Does any of this allow us to edit the max/min size of an item?</p>

Jesdyr
09-10-2009, 10:51 AM
<p><cite>Mystfit wrote:</cite></p><blockquote><p>Does any of this allow us to edit the max/min size of an item?</p></blockquote><p>In my extremely limited testing ... No</p><p>It might be based on the item itself and I think I know one way to get a better idea. Will test it more later.</p>

Jesdyr
09-10-2009, 11:01 AM
<p><cite>Powers wrote:</cite></p><blockquote>  Does the layout loading code take that into account in any way?</blockquote><p>From what I have seen, it should not .... And you are thinking the same thing I was when I first started playing with this. Much easier way to get out into Ant/CL  <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> ...</p><p>I know it completely ignores the object collision that prevents you from placing items (turn red). However this has to be this way since you can currently invalidate a location by building "top down". If you watched my video on the item selection I even showed how it will sometimes place two items in the exact same spot.</p>

Seagoat
09-10-2009, 11:25 AM
<p><cite>[email protected] wrote:</cite></p><blockquote><p>the order which they are returned from the query that builds the layout <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></p></blockquote><p>Well, yeah... <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /> But my question was more along the lines of, "Will the data be parsed in a particular order?" East to west, north to south, top to bottom? Will it go by item number (obscure as those numbers are)? Or will it just dump everything randomly? Is there any sort of method to the madness? <img src="/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" /></p>

Barx
09-10-2009, 11:40 AM
<p><cite>Seagoat wrote:</cite></p><blockquote><p><cite>[email protected] wrote:</cite></p><blockquote><p>the order which they are returned from the query that builds the layout <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></p></blockquote><p>Well, yeah... <img src="/eq2/images/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" /> But my question was more along the lines of, "Will the data be parsed in a particular order?" East to west, north to south, top to bottom? Will it go by item number (obscure as those numbers are)? Or will it just dump everything randomly? Is there any sort of method to the madness? <img src="/eq2/images/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" /></p></blockquote><p>It will likely not be in an order that will be useful to you. Maybe in order of when the item was originally placed, or last moved, but it may not even be consistant since they're probably not deliberately sorting it in any way.</p><p>As for not being able to tell individual items apart -- that's fine. All instances of an item are essentially the same anyway, so if I have 2 of the same item in  my house, one at X,Z,Y with unqiue item ID 123 and the other at X',Z',Y' with ID 456 and I rotate the x-axis of the first one in the file, it does not really matter if the one that is at X,Z,Y becomes ID 456 and the one at X',Z',Y' becomes ID 123 (with those ID's being hidden / not stored in the file), since visual I would notice no difference. The only way you would ever see a difference is with no-trade items that do not belong to you, since if those swapped it's possible that 123 was Alice's while 456 was Bob's and you would then notice that swap.</p><p>Assuming the swap ever occurs, of course.</p>

Mistal
09-10-2009, 11:45 AM
<p><cite>[email protected] wrote:</cite></p><blockquote><p>I know it completely ignores the object collision that prevents you from placing items (turn red). However this has to be this way since you can currently invalidate a location by building "top down". If you watched my video on the item selection I even showed how it will sometimes place two items in the exact same spot.</p></blockquote><p>OOO great, thats going to make things a lot easier it's such a pain in the xyz when you just need to move something over a teeny little bit and it goes red <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p><p>Awesome work Jesdyr, I think its going to take me a while to get my head around this whole, loc, direction thing, that looked like a lot of numbers /chuckles.</p><p>The programme thing I was thinking of was more from a UI perspective, there are probably many people like me who saw the numbers and went O.o lol it would be nice to have something that moved/rotated the item by clicking a few buttons sort of like rotate left 90, 180, rotate right 90, 180 Up / Down / back / forward in various increments and a field for entering in a % same with the other axis which updates the file, finally giving the text, numbers etc which can be copied / pasted into the house layout file. Some additional window with builders tools would be a lot more user friendly to people like me who glaze over when looking at code lol</p><p>Mist x</p>

Barx
09-10-2009, 11:58 AM
<p><cite>[email protected] wrote:</cite></p><blockquote><p>OOO great, thats going to make things a lot easier it's such a pain in the xyz when you just need to move something over a teeny little bit and it goes red <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></p><p>Awesome work Jesdyr, I think its going to take me a while to get my head around this whole, loc, direction thing, that looked like a lot of numbers /chuckles.</p><p>The programme thing I was thinking of was more from a UI perspective, there are probably many people like me who saw the numbers and went O.o lol it would be nice to have something that moved/rotated the item by clicking a few buttons sort of like rotate left 90, 180, rotate right 90, 180 Up / Down / back / forward in various increments and a field for entering in a % same with the other axis which updates the file, finally giving the text, numbers etc which can be copied / pasted into the house layout file. Some additional window with builders tools would be a lot more user friendly to people like me who glaze over when looking at code lol</p><p>Mist x</p></blockquote><p>Something like that would not be possible within EQ2's UI, unfortunately. We just can't write to files like that.</p><p>It's certainly something that could be done with an outside program to read and modify the files, and I wouldn't be surprised if someone didn't come up with one before too long =) (If my programming knowledge was of applications instead of websites, I'd probably be working on one myself)</p>

Eveningsong
09-10-2009, 12:14 PM
<p><cite>[email protected] wrote:</cite></p><blockquote><p><cite>Mystfit wrote:</cite></p><blockquote><p>Does any of this allow us to edit the max/min size of an item?</p></blockquote><p>In my extremely limited testing ... No</p><p>It might be based on the item itself and I think I know one way to get a better idea. Will test it more later.</p></blockquote><p>No, we would not be able to modify the min/max size, that is a limitation programmed into the game itself and determined by Domino et al.  But we might be able to adjust the scaling within those parameters -- I hope!</p>

Jesdyr
09-10-2009, 01:07 PM
<p><cite>[email protected] Bayle wrote:</cite></p><blockquote><p>It's certainly something that could be done with an outside program to read and modify the files, and I wouldn't be surprised if someone didn't come up with one before too long.</p></blockquote><p>I have been working on it ... but my Programing skills in this area are not great either. I have more SQL and proprietary scripting experience than anything ... but I am good at manipulating data which really is the base of all this. Plus I have some people who I can bug. I started working on it then scrapped it because they are changing the file (had a parse script and some other elements related to it). I picked it back up from the UI/functionality perspective</p>

Foolsfolly
09-10-2009, 01:16 PM
<p>While I am happy for the many opportunities this will present...I am simultaneously disappointed that we are being given a tedious workaround for a feature that should be available to decorators in-game.</p><p>They gave us the ability to make furniture bigger/smaller, and to float it up/down. So why not add buttons to adjust the angle, and toggle sinking into walls/floors?</p>

Barx
09-10-2009, 01:37 PM
<p><cite>Foolsfolly wrote:</cite></p><blockquote><p>While I am happy for the many opportunities this will present...I am simultaneously disappointed that we are being given a tedious workaround for a feature that should be available to decorators in-game.</p><p>They gave us the ability to make furniture bigger/smaller, and to float it up/down. So why not add buttons to adjust the angle, and toggle sinking into walls/floors?</p></blockquote><p>We are not being given this functionality directly, but rather as a consequence of something else. Adding ways to directly modify it in-game would be more work and something that they may not have 'budgeted' for in terms of time.</p><p>We're not being given a tedious workaround. We're being given a save/load feature that has an easter egg - the ability to do all three axes of rotation. Think of it along the lines of the ability to 'hover' items in mid-air: We had it before, but it was a 'tedious workaround,' we had to put something under it until it was the right height, then take those out. Much much later they came back and let us do that directly, so it's not unreasonable to think they might add a direct manipulation method for those rotations somewhere down the line.</p><p>Also, we're running out of modifier keys for house items <img src="/eq2/images/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" />. Ctrl, alt, and shift are all used in some form or another, so they'd have to come up with some other way of moving things on those axes.</p>

Karrane1
09-10-2009, 01:54 PM
I just love that all this is coming available!!! But.....As a few other ppl here have said, I am not very puter literate at all <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /> . I am having an extemely hard time wrapping my old head around what you are talking about. Numbers and I dont have a working relationship <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> .. never did and never will. I sincerely hope it becomes easier to do this <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />

Goldinrae
09-10-2009, 02:37 PM
<p>Wow.  This is going to be amazing - I absolutely can't wait to see what people come up with.</p><p>Hopefully when this hits the live servers and people have time to work out all the details, one of the computer-savvy will write a dummies guide for us less technical peeps?  Pretty please?</p><p>And if you could bear in mind while you're writing that I was quite proud of myself when I first figured out how to post a screenshot.....so you can't really talk too simply....that'd be great <img src="/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" /></p>

Rothgar
09-10-2009, 02:50 PM
<p><cite>Seagoat wrote:</cite></p><blockquote><p><cite>Rothgar wrote:</cite></p><blockquote><p>Actually, we only attempt to move items specified in the file.  So if you cut out everything from the file except what you want to move, the other items in the house would stay put. </p><p>The biggest problem comes if you have multiple instances of the same item in your house and you only want to move one of them.  There is no way to specify which instance of the item will move.  So you'd be best to leave all instances of a particular item in the house file to make sure all the other ones stay where you want them.</p></blockquote><p>That presents another question...will the items be listed in any particular order in the file? If I want to find the items that make up my pool table, will I see 12 Wantia armoires, 3 Vale briarwood benches, 6 cobalt vases, etc., all next to each other in the list? Or will I have to search line-by-line through 1200+ items to find them all?</p><p>BTW, you're totally my hero for clarifying this. I was hoping you could create files for different items and load them without affecting the rest of the house. You deserve cookies!</p></blockquote><p>They're going to be in whatever order the server stores them in.  This order has nothing to do with the location of the item and more about when the item was placed in the house.  You could probably load the list in a spreadsheet and sort by location columns if you wanted to.</p>

Rothgar
09-10-2009, 02:56 PM
<p><cite>[email protected] Bayle wrote:</cite></p><blockquote><p><cite>Foolsfolly wrote:</cite></p><blockquote><p>While I am happy for the many opportunities this will present...I am simultaneously disappointed that we are being given a tedious workaround for a feature that should be available to decorators in-game.</p><p>They gave us the ability to make furniture bigger/smaller, and to float it up/down. So why not add buttons to adjust the angle, and toggle sinking into walls/floors?</p></blockquote><p>We are not being given this functionality directly, but rather as a consequence of something else. Adding ways to directly modify it in-game would be more work and something that they may not have 'budgeted' for in terms of time.</p><p>We're not being given a tedious workaround. We're being given a save/load feature that has an easter egg - the ability to do all three axes of rotation. Think of it along the lines of the ability to 'hover' items in mid-air: We had it before, but it was a 'tedious workaround,' we had to put something under it until it was the right height, then take those out. Much much later they came back and let us do that directly, so it's not unreasonable to think they might add a direct manipulation method for those rotations somewhere down the line.</p><p>Also, we're running out of modifier keys for house items <img src="/eq2/images/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" />. Ctrl, alt, and shift are all used in some form or another, so they'd have to come up with some other way of moving things on those axes.</p></blockquote><p>I couldn't have said it better myself!  <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />  And I'm impressed you made the comment about the modifier keys because honestly that's one of the biggest reasons for not implementing it sooner.  There are already so many options for moving and placing items that we need to make sure its intuitive before we layer on more options.  We might have to look at a new system to be able to incorporate the extra functionality.</p>

Barx
09-10-2009, 03:14 PM
<p><cite>Rothgar wrote:</cite></p><blockquote><p><cite>[email protected] Bayle wrote:</cite></p><blockquote><p><cite>Foolsfolly wrote:</cite></p><blockquote><p>While I am happy for the many opportunities this will present...I am simultaneously disappointed that we are being given a tedious workaround for a feature that should be available to decorators in-game.</p><p>They gave us the ability to make furniture bigger/smaller, and to float it up/down. So why not add buttons to adjust the angle, and toggle sinking into walls/floors?</p></blockquote><p>We are not being given this functionality directly, but rather as a consequence of something else. Adding ways to directly modify it in-game would be more work and something that they may not have 'budgeted' for in terms of time.</p><p>We're not being given a tedious workaround. We're being given a save/load feature that has an easter egg - the ability to do all three axes of rotation. Think of it along the lines of the ability to 'hover' items in mid-air: We had it before, but it was a 'tedious workaround,' we had to put something under it until it was the right height, then take those out. Much much later they came back and let us do that directly, so it's not unreasonable to think they might add a direct manipulation method for those rotations somewhere down the line.</p><p>Also, we're running out of modifier keys for house items <img src="/eq2/images/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" />. Ctrl, alt, and shift are all used in some form or another, so they'd have to come up with some other way of moving things on those axes.</p></blockquote><p>I couldn't have said it better myself!  <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" />  And I'm impressed you made the comment about the modifier keys because honestly that's one of the biggest reasons for not implementing it sooner.  There are already so many options for moving and placing items that we need to make sure its intuitive before we layer on more options.  We might have to look at a new system to be able to incorporate the extra functionality.</p></blockquote><p>*Grin*. The modifier keys have been in my mind for a while now, whenever I've /feedback'd asking for control over all 3 axes of rotation I've stumbled up against <em>how the heck do control them all</em>, hehe. The best thing I can come up with in my mind is a window-based system (kind of like the one I think Vanguard has), but now it's this extra step each time you want to move something. To compensate for that, I'd add another context menu option (Rotate, or perhaps Precise Move or something similar) that opens up a window just for pitch, roll, and yaw (or those 3 plus x, z, and y coordinates).</p><p>Otherwise, it'd have to be something like Shift+Alt+Control+F1+Hokey+Pokey in order to get to a specific axis of rotation, hehe <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" />. Arguably, you could do it now if you remapped the control that transforms things to a fine adjust (its either shift or alt, can't remember at work hehe) into a selector for rotation. EG, as it is now (I'm going on the assumption that alt is the selector for smaller increments, I think it is but can't double check):</p><ul><li>No modifiers = rotate around Z axis</li><li>Shift = Increase/decrease size</li><li>Shift + Alt = Increase/decrease size, <em>smaller increments</em></li><li>Ctrl = Move up / down</li><li>Ctrl + Alt = Move up/down, <em>smaller increments</em></li><li>Ctrl + Alt + Shift = No idea, can't remember what mixing all 3 does</li></ul><p>Now, if you change the alt modifier to a rotation mod... and just change everything to use smaller increments by default...</p><ul><li>No modifiers = rotate around Z</li><li>Alt = rotate around X</li><li>Shift+Alt = rotate around Y</li><li>Ctrl = Up/Down</li><li>Shift = Increase/Decrease size.</li></ul><p>So there might be a way of doing it using the same keys, but then folks would have to get used to their stuff moving up/down or resizing in smaller increments than before.</p>

Jesdyr
09-10-2009, 03:15 PM
<p><cite>Rothgar wrote:</cite></p><blockquote><p>I couldn't have said it better myself!  <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" />  And I'm impressed you made the comment about the modifier keys because honestly that's one of the biggest reasons for not implementing it sooner.  There are already so many options for moving and placing items that we need to make sure its intuitive before we layer on more options.  We might have to look at a new system to be able to incorporate the extra functionality.</p></blockquote><p>Easy .. dont make these hotkeys make a placement UI that has everything since really the pitch/roll dont need to be mouse drive.</p><p>This is the mockup for what I am working on (click for larger) This is just a 1st pass while attempting to figure out what I want it to actually do <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p><p><a href="http://eq2players.station.sony.com/image_view.vm?imageId=995606" target="_blank"><img src="http://eq2images.station.sony.com/000/001/699/196.JPG" /></a></p><p>The controls on the right side are for group edits (popup input window where you enter the value you want to add to the existing values) this would allow you to move a group of items a few steps south</p>

Vraeth
09-10-2009, 03:21 PM
<p>swg had/has a nice item interaction system where there was a context menu in the item and you could move->left/right, up/down, forward/back, and probably rotate them. there is also a command for that like /move forward 50, for smaller increments just use smaller numbers, 1 being the minimum <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>

Arbreth
09-10-2009, 03:29 PM
<p>I have used that system there, and it is long, tedius, and can be frustrating for people who started out being able to 'float' an item into place.</p><p>Now, if we can get a nice mix of the two systems, then that would be stellar.</p>

Gzelle
09-10-2009, 04:21 PM
<p>Well like the majority of the community - I'll be waiting until eq2interface or soe does something as I cant seem to grasp how this would be done.  Hats off to you who can work with the easter egg. /smiles</p>

Bratface
09-10-2009, 04:41 PM
<p><cite>Goldinrae wrote:</cite></p><blockquote><p>Wow.  This is going to be amazing - I absolutely can't wait to see what people come up with.</p><p>Hopefully when this hits the live servers and people have time to work out all the details, one of the computer-savvy will write a dummies guide for us less technical peeps?  Pretty please?</p><p>And if you could bear in mind while you're writing that I was quite proud of myself when I first figured out how to post a screenshot.....so you can't really talk too simply....that'd be great <img src="/eq2/images/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" /></p></blockquote><p><span style="font-family: tahoma, arial, helvetica, sans-serif;"><span style="font-size: medium;">Actually you could potentially see something you like, like an aquarium or other design (a friends pool table that you covet /wink) and have a copy made for you without you having to do any work at all.</span></span></p><p><span style="font-family: tahoma, arial, helvetica, sans-serif;"><span style="font-size: medium;">Much like a UI mod you cold just load someone elses premade design and use it in your house.</span></span></p>

Ventisly
09-10-2009, 05:19 PM
<p>How high can the scaling go if modified directly in the file?  Would be <em><strong>great</strong></em> to get a few items bigger than the UI allows for the T3 guild halls.</p>

Barx
09-10-2009, 05:20 PM
<p><cite>[email protected] wrote:</cite></p><blockquote><p>How high can the scaling go if modified directly in the file?  Would be <em><strong>great</strong></em> to get a few items bigger than the UI allows for the T3 guild halls.</p></blockquote><p>It seems that you cannot use the file to exceed the minimum/maximum scaling that you can already get in game.</p>

KetaDreams
09-10-2009, 05:57 PM
<p>I really appreciate the effort that's going into making this as 'user friendly' as possible without actually making it an in-game feature. As I said earlier in this thread, I have very little experience with programming of any sort, but I want to be able to take advantage of the features mentioned.</p><p>So, since I can see this will happen, a hearty thank-you in advance to those who are going the extra mile in explaining the process in terms most can understand. I will be very grateful for any walk-throughs or other helpful guides for using these features.</p><p>I make good pie and tasty cookies, but I don't know how well they would travel. So, I offer tasty treats to those who help us less program-literate folk....we are more familiar with the 'push and shove' furniture moving process. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>

Seagoat
09-10-2009, 06:17 PM
<p><cite>Rothgar wrote:</cite></p><blockquote><p><cite>Seagoat wrote:</cite></p><blockquote><p>That presents another question...will the items be listed in any particular order in the file? If I want to find the items that make up my pool table, will I see 12 Wantia armoires, 3 Vale briarwood benches, 6 cobalt vases, etc., all next to each other in the list? Or will I have to search line-by-line through 1200+ items to find them all?</p><p>BTW, you're totally my hero for clarifying this. I was hoping you could create files for different items and load them without affecting the rest of the house. You deserve cookies!</p></blockquote><p>They're going to be in whatever order the server stores them in.  This order has nothing to do with the location of the item and more about when the item was placed in the house.  You could probably load the list in a spreadsheet and sort by location columns if you wanted to.</p></blockquote><p>Hmm, ok...this will probably work to my advantage anyway. I'm really the only one who does any decorating in the guild hall, and I did the pool table all in one go.</p><p>The only other clarification I would ask for is this: By "placed," do you mean when the item was last deposited in the house/hall (via inventory or house vault), or the last time the item was dropped after being moved from one location to another inside the house/hall? And it's not even really a necessary clarification that would impact my use of the save/load feature...it's mostly to sate my own curiosity. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p><p>Thank you so much for discussing this with us!</p>

Bratface
09-10-2009, 06:19 PM
<p><cite>[email protected] Bayle wrote:</cite></p><blockquote><p>So, I offer tasty treats to those who help us less program-literate folk....we are more familiar with the 'push and shove' furniture moving process. <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></p></blockquote><p><span style="font-family: tahoma, arial, helvetica, sans-serif;"><span style="font-size: medium;">It's more a process of cut and paste than any programing if you want to edit the files.</span></span></p><p><span style="font-family: tahoma, arial, helvetica, sans-serif;"><span style="font-size: medium;">I think that what JesDer is working on is really cool though, I cant get the link to load but I am very curious what they have in the works for this. </span></span></p><p><span style="font-family: tahoma, arial, helvetica, sans-serif;"><span style="font-size: medium;">For me I think I am going to put everything I have in a moving crate and rebuild each of the custom things I have seperately and save them as that design ie:/load_layout aquarium and /load_layout crafting area etc so that I have everything done just like I want it but in parts that can be used as wanted instead of one giant file of the entire house or guild hall. </span></span></p><p><span style="font-family: tahoma, arial, helvetica, sans-serif;"><span style="font-size: medium;">This is going to be so much fun!!!!</span></span></p>

Te'ana
09-10-2009, 06:41 PM
<p>OMG!  This is so cool <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p><p>My poor toons will never reach level 80 with 200 AAs now. I will be spending all my time playing with thier houses <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>

Katanalla
09-10-2009, 07:05 PM
<p>Would be nice if we had large, vacant houses at this point. I've said this before, best in game house you could ever create for me is a giant empty cube. I don't care for all these tiny rooms, 'fancy' aka 'interfering' wall trims, oddly angled walls, partitions. Cube houses in 2010!</p><p>Wouldn't be hard to make or anything, also I hate almost every character house in game, I really only care for T3 guild halls because they're nice and open.</p><p>Oh yea and see the tools to do this y/z roll in game would be awesome, this 'easter' egg unless it retains roll when you right click move items, is going to be aggrevating very quickly... get right look in only two days and 5,000 file saves! Unless someone makes a program out of game to put houses together, but good luck seeing that.</p><p>Don't get me wrong, I'm all for this idea. I just hate the fact that we will be stuck doing it out of game. . . for now.</p>

Foolsfolly
09-10-2009, 07:41 PM
<p>I really liked the system in Spore's building editor. With the tab button held down, 3 rings would appear around the object would could be grabbed with the mouse and turned to adjust the 3 primary axis's. With the Ctrl button held down, 6 arrows would appear around the object that could be dragged to move the item up/down left/right forward/back.</p><p>Maybe put an "Advanced Decorating Tools" tickbox in the options somewhere which would switch between the existing newbie-friendly placement option, and a more sophisticated set of tools?</p>

Lillaanya
09-10-2009, 10:45 PM
<p>I am so excited over the possibilities of this <img src="/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" /></p>

Jesdyr
09-11-2009, 11:41 AM
<p><cite>[email protected] wrote:</cite></p><blockquote><p>Oh yea and see the tools to do this y/z roll in game would be awesome, this 'easter' egg unless it retains roll when you right click move items, is going to be aggrevating very quickly... get right look in only two days and 5,000 file saves! Unless someone makes a program out of game to put houses together, but good luck seeing that.</p></blockquote><p>As I already said, everything but wall mounted items can be moved like normal. Wall items snap to the object they are placed on unlike items that are placed on the ground. </p>

Lillaanya
09-11-2009, 06:02 PM
<p>I really think some people are missing the point.  The devs aren't giving us the tools to rotate on the z axis in this update.  What they are giving us is the ability to save house layouts.  It just so happens that we can edit these files to be able to rotate objects on the a axis and the devs are ok with that.</p><p>It just seems like I am seeing a lot of whining about the process of rotating the objects when that is not really the point of the tool we are being given in the first place.</p>

KetaDreams
09-11-2009, 08:26 PM
<p>I don't think anyone is whining, especially now that it's been explained to us exactly what is being implemented. In fact, there's been excitement and gratitude in general toward the devs and those in the community already messing with this new tool that likely intend to share their knowledge and experience.</p><p>Just sayin'. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>

Avanya
09-11-2009, 08:33 PM
<p><cite>Lillaanya wrote:</cite></p><blockquote><p>I really think some people are missing the point.  The devs aren't giving us the tools to rotate on the z axis in this update.  What they are giving us is the ability to save house layouts.  It just so happens that we can edit these files to be able to rotate objects on the a axis and the devs are ok with that.</p><p>It just seems like I am seeing a lot of whining about the process of rotating the objects when that is not really the point of the tool we are being given in the first place.</p></blockquote><p>Actually, I don't see anyone whining.  I've seen a few people ask, very nicely I might add, if those who are able to figure out the process could share with those who can't.  I see nothing wrong with that.  I plan on helping any of my friends or guildies if they have trouble with the "easter egg".  Whether it is intended or not, I feel everyone should benefit from it in one way or another. </p><p>Stating that it is not really the point of the tool means nothing.  The options to use it are there and everyone will want to benefit from it.  You yourself stated "I am so excited over the possibilities of this <img src="http://forums.station.sony.com/eq2/images/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" /> " and I'm sure you were referring to the unintended benefit, not the actual "tool". <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>

Lillaanya
09-11-2009, 08:51 PM
<p>I am very excited, I have just noticed a few posts that seem a little bit like they are complaining over not having the rotation tools directly in game.</p>

Barq Bandit
09-12-2009, 01:51 AM
<p><cite>Rothgar wrote:</cite></p><blockquote><p>FYI, we're going to be changing the house layout file so all the data is in easy-to-read text instead of the current binary layout.  We'll also include names of the objects so you won't have to try to look them up from ID numbers.  So yeah, it'll be pretty easy to modify the pitch and roll of the object by editing the file.</p><p>I'm really interested to see what sort of things you guys come up with.  <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></p></blockquote><p><span style="font-family: tahoma,arial,helvetica,sans-serif;"><span style="font-size: small;">*sniffle*  We...  we're going to be able to tilt things?  Do you grasp how huge this is going to be?  So...  many things...  I have dreamt up in my head but never been able to build...</span></span></p><p><span style="font-family: tahoma,arial,helvetica,sans-serif;"><span style="font-size: small;">This is going to be bigger than floating and resizing combined.  To have all three together...  complete control...</span></span></p><p><span style="font-family: tahoma,arial,helvetica,sans-serif;"><span style="font-size: small;">I'm awestruck and eager to master this new facet of <strong>EverBuild 2™</strong>.  Someone pinch me.</span></span></p>

Catria
09-12-2009, 02:27 AM
<p><cite>Bratface wrote:</cite></p><blockquote><p><cite>Goldinrae wrote:</cite></p><blockquote><p>Wow.  This is going to be amazing - I absolutely can't wait to see what people come up with.</p><p>Hopefully when this hits the live servers and people have time to work out all the details, one of the computer-savvy will write a dummies guide for us less technical peeps?  Pretty please?</p><p>And if you could bear in mind while you're writing that I was quite proud of myself when I first figured out how to post a screenshot.....so you can't really talk too simply....that'd be great <img src="/eq2/images/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" /></p></blockquote><p><span style="font-family: tahoma, arial, helvetica, sans-serif;"><span style="font-size: medium;">Actually you could potentially see something you like, like an aquarium or other design (a friends pool table that you covet /wink) and have a copy made for you without you having to do any work at all.</span></span></p><p><span style="font-family: tahoma, arial, helvetica, sans-serif;"><span style="font-size: medium; color: #ffcc00;">Much like a UI mod you cold just load someone elses premade design and use it in your house.</span></span></p></blockquote><p>Now THAT is inspired thinking!  What a fantastic concept! </p><p>(BTW have to say I love your forum name - I've been calling my daughter Bratface for years, LOL!)</p>

Bratface
09-12-2009, 02:44 AM
<p><cite>[email protected] Bazaar wrote:</cite></p><blockquote><p><strong><em></em></strong></p><p>(BTW have to say I love your forum name - I've been calling my daughter Bratface for years, LOL!)</p></blockquote><p><span style="font-family: tahoma, arial, helvetica, sans-serif;"><span style="font-size: medium;">Oh wow lol</span></span></p><p><span style="font-family: tahoma, arial, helvetica, sans-serif;"><span style="font-size: medium;">Bratface is my daughters nickname, I call her Bratface Monsterchild.</span></span></p><p><span style="font-family: tahoma, arial, helvetica, sans-serif;"><span style="font-size: medium;">I can't believe someone else uses the same nickname!</span></span></p>

Amphibia
09-12-2009, 12:54 PM
<p>This is gonna be so awesome!</p>

Cypernicus
09-12-2009, 01:01 PM
<blockquote><blockquote><p><span style="font-family: tahoma, arial, helvetica, sans-serif;"><span style="font-size: medium;">Actually you could potentially see something you like, like an aquarium or other design (a friends pool table that you covet /wink) and have a copy made for you without you having to do any work at all.</span></span></p><p><span style="font-family: tahoma, arial, helvetica, sans-serif;"><span style="color: #ffcc00; font-size: medium;">Much like a UI mod you cold just load someone elses premade design and use it in your house.</span></span></p></blockquote></blockquote><p>Here is an idea for something I would like to see, I can think of two different ways to do this.</p><p>Lvl 80 Master Carpenters could get an ability that would literally combine several objects into one moveable object. So if you were building a pool table for instance, rather than lugging all the seperate components and running a /load command to install into a new home, you would now have a brand new object that could be moved or resized at the new owners convenience. To create this object would obviously require an empty home to build it in to begin with, so maybe there could be a special carpenter only instance of each type of home that would allow you to build something and save it. This would be a temporary instance, say 24 hours, and anything left in the home after the instance expired would just be mailed back to the owner.</p><p>That would be the easiest way from the player pov, maybe not so easy for the developers, I dunno. An alternative would be creating a new type of designer crate. Similar to a moving crate but only for carpenters and the crate would be transportable and able to hold all the items required for a new item (aquarium, pool table, kitchen, etc.). Also there would be a carpenter made blueprint inside (which would basically only be a /load command), that when clicked would use only objects inside the designer crate to rebuild the new design in the new house. The crate would have to be something you can carry with you, or even better something that you could sell on the broker as a complete package.</p><p>Just a couple of ideas <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>

Enna
09-12-2009, 01:50 PM
<p><cite>[email protected] Bazaar wrote:</cite></p><blockquote><p>My poor toons will never reach level 80 with 200 AAs now. I will be spending all my time playing with thier houses <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></p></blockquote><p>I resemble that remark... *grins*</p><p>I've been spoiled, working with <span style="text-decoration: underline;"><a href="http://www.daz3d.com/index.php?refid=707038760&b=11" target="_blank">DAZ|Studio</a></span> (a free 3D art program) that lets me spin things any direction and modify items in ways that EQII may never permit.</p><p>Since some modifications take *lots* of tinkering, they'd probably not ever be practical as options in Norrath. However, I'm pleased to see at least a "work around" means of making the third axis accessible. Maybe someday there will be a more direct means, too! (A technical soul I'm not, so I may have to wait till the other method appears.)</p><p>The more EQII gives us options to play with decorating our houses, the more I'll get distracted by them... and likely enjoy every minute of said distractions!  *grins*</p>

BleemTeam
09-15-2009, 05:11 PM
<p>*blank stare* *blink*</p><p>Are you serious? This idea sounds fantastic. WTB Layouts for Qeynos T1 Guild hall please!!</p>

Jesdyr
09-15-2009, 07:14 PM
<p>So I have my little program mostly working using fake data. Now I just need the new layout files to be on test so I can do the file handling parts.</p>

Vonotar
09-15-2009, 07:28 PM
<p>So, in theory, using this technique I could build a forest scene, then move it beyond the wall so I can see it outside the window of the guild hall...</p>

Katanalla
09-15-2009, 08:41 PM
<p><cite>[email protected] Bayle wrote:</cite></p><blockquote><p>So, in theory, using this technique I could build a forest scene, then move it beyond the wall so I can see it outside the window of the guild hall...</p></blockquote><p>yea, what you would do is a test item for off setting them in a different save file, then go into your forest file and to say each 'x' value, add 35 or what ever, so that they all stay in proper positioning when moved outside window.</p>

Cocapez
09-15-2009, 10:09 PM
<p>I am so excited about the layout option, and even more excited that we will be able to rotate on all axis. I believe maybe 4 months ago or so I proposed this to Domino in the test.test WW channel or it could have been the guk.ogr channel, I am in both and honestly see her chatting in each. I believe it was the test WW channel though.</p><p>But anyway I remember asking her if it would ever be possible to have this happen, thinking maybe it wasn't ever an option, to my complete shock she said that it was actually able to be done, however due to graphics of some items, those with no bottoms and such would be wierd for those objects. So a tiny bit sad I took that answer and forgot about it.</p><p>Of course this known you can only imagine how excited I am to find that they are actually giving this to us. I love decorating but have always want to be able to slant a book so that it was leaning against something else, much like the books do in Deep Forge in the library on the floor. I know you all know those books I am talking about.</p><p>So this is a <span style="font-size: large; color: #993366;"><span style="text-decoration: underline;"><strong>BIG</strong></span></span> thank you to those in the sony team that made this happen, and a big smooch too, cause gosh darn it if this doesn't deserve a kiss!</p>

Jesdyr
09-16-2009, 01:54 AM
<p><cite>[email protected] wrote:</cite></p><blockquote><p><cite>[email protected] Bayle wrote:</cite></p><blockquote><p>So, in theory, using this technique I could build a forest scene, then move it beyond the wall so I can see it outside the window of the guild hall...</p></blockquote><p>yea, what you would do is a test item for off setting them in a different save file, then go into your forest file and to say each 'x' value, add 35 or what ever, so that they all stay in proper positioning when moved outside window.</p></blockquote><p>that is one of the things my utility will let you do. I have filters by itemname, crate value and/or 3d area. You can move the item(s) by X amount north/south/east/west/up/down and/or rotate/pitch/roll/scale/crate.</p>

Jesdyr
09-16-2009, 04:04 AM
<p>New files are on test <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></p><p>looks like -</p><p>3,Version Number2101558103,fprt_guildhall_tier1 1385541601,29.70,-0.11,-7.84,42.00,0.00,0.00,1.50, false,"Automated Rockpicker"1229220581,29.53,-0.11,-4.57,-84.00,0.00,0.00,1.80, false,"Tinkerer's Bookcase"</p><p>Lines 1 and 2 dont worry about. After that is the items using this</p><p><itemID> , <X location>, <Z location>, <Y location>, <Rotation>,<Pitch>,<Roll>,<scale>,<crate>,<item Name></p>

Imagikka
09-16-2009, 11:06 AM
<p><span style="font-family: arial,helvetica,sans-serif; font-size: xx-small;">Ok, I think I need some help with this lol <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></span></p><p><span style="font-family: arial,helvetica,sans-serif; font-size: xx-small;">I have two paintings haning on walls where I want them to create paneling- now I need to "flip" them so their backs are showing.  What value do I change and by how much?</span></p><p style="margin: 0in 0in 0pt;"><span style="font-family: arial,helvetica,sans-serif; font-size: xx-small;">4204420849,-2.41,2.96,28.15,179.95,0.00,89.97,3.00, false,"a pristine rough linen scenery painting"</span></p><p style="margin: 0in 0in 0pt;"><span style="font-family: arial,helvetica,sans-serif; font-size: xx-small;">4204420849,-6.17,3.49,28.14,179.95,0.00,89.97,3.00, false,"a pristine rough linen scenery painting"</span></p><p style="margin: 0in 0in 0pt;"> </p><p style="margin: 0in 0in 0pt;"> </p><p style="margin: 0in 0in 0pt;"><span style="font-family: arial,helvetica,sans-serif; font-size: xx-small;">Now I have a rug on the floor, how do I move it to the wall?</span></p><p style="margin: 0in 0in 0pt;"> </p><p style="margin: 0in 0in 0pt;"><span style="font-family: arial,helvetica,sans-serif; font-size: xx-small;">3754462150,-2.45,-0.07,14.22,0.00,0.00,0.00,1.70, false,"Sathirian Ornamental Rug"</span></p><p style="margin: 0in 0in 0pt;"> </p><p style="margin: 0in 0in 0pt;"><span style="font-family: arial,helvetica,sans-serif; font-size: xx-small;">Help from those who are more savvy than I is very much appreciated!</span></p>

Jesdyr
09-16-2009, 11:14 AM
<p><cite>[email protected] wrote:</cite></p><blockquote><p><span style="font-size: small; font-family: arial,helvetica,sans-serif;">Ok, I think I need some help with this lol <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></span></p><p><span style="font-size: small; font-family: arial,helvetica,sans-serif;">I have two paintings haning on walls where I want them to create paneling- now I need to "flip" them so their backs are showing.  What value do I change and by how much?</span></p><p style="margin: 0in 0in 0pt;"><span style="font-size: small; font-family: arial,helvetica,sans-serif;">4204420849,-2.41,2.96,28.15,179.95,0.00,89.97,3.00, false,"a pristine rough linen scenery painting"</span></p><p style="margin: 0in 0in 0pt;"><span style="font-size: small; font-family: arial,helvetica,sans-serif;">4204420849,-6.17,3.49,28.14,179.95,0.00,89.97,3.00, false,"a pristine rough linen scenery painting"</span></p><p style="margin: 0in 0in 0pt;"><span style="font-size: small;"></span></p><p style="margin: 0in 0in 0pt;"><span style="font-size: small;"></span></p><p style="margin: 0in 0in 0pt;"><span style="font-size: small; font-family: arial,helvetica,sans-serif;">Now I have a rug on the floor, how do I move it to the wall?</span></p><p style="margin: 0in 0in 0pt;"><span style="font-size: small;"></span></p><p style="margin: 0in 0in 0pt;"><span style="font-size: small; font-family: arial,helvetica,sans-serif;">3754462150,-2.45,-0.07,14.22,0.00,0.00,0.00,1.70, false,"Sathirian Ornamental Rug"</span></p><p style="margin: 0in 0in 0pt;"><span style="font-size: small;"></span></p><p style="margin: 0in 0in 0pt;"><span style="font-size: small; font-family: arial,helvetica,sans-serif;">Help from those who are more savvy than I is very much appreciated!</span></p></blockquote><p><span style="font-size: small; font-family: arial,helvetica,sans-serif;">4204420849,-2.41,2.96,28.15,179.95,<span style="color: #ff0000;">180.00</span>,89.97,3.00, false,"a pristine rough linen scenery painting"</span></p><p>That should work.</p><p><span style="font-size: small; font-family: arial,helvetica,sans-serif;">3754462150,-2.45,-0.07,14.22,0.00,<span style="color: #ff0000;">90.00</span>,0.00,1.70, false,"Sathirian Ornamental Rug"</span></p><p>or</p><p><span style="font-size: small; font-family: arial,helvetica,sans-serif;">3754462150,-2.45,-0.07,14.22,0.00,0.00,<span style="color: #ff0000;">90.00</span>,1.70, false,"Sathirian Ornamental Rug"</span></p>

Imagikka
09-16-2009, 12:16 PM
<p><cite>[email protected] wrote:</cite></p><blockquote><span style="font-size: small; font-family: arial,helvetica,sans-serif;">4204420849,-2.41,2.96,28.15,179.95,<span style="color: #ff0000;">180.00</span>,89.97,3.00, false,"a pristine rough linen scenery painting"</span><p>That should work.</p><p><span style="font-size: small; font-family: arial,helvetica,sans-serif;">3754462150,-2.45,-0.07,14.22,0.00,<span style="color: #ff0000;">90.00</span>,0.00,1.70, false,"Sathirian Ornamental Rug"</span></p><p>or</p><p><span style="font-size: small; font-family: arial,helvetica,sans-serif;">3754462150,-2.45,-0.07,14.22,0.00,0.00,<span style="color: #ff0000;">90.00</span>,1.70, false,"Sathirian Ornamental Rug"</span></p></blockquote><p>That was a huge help!  Thanks!</p>

Barx
09-16-2009, 12:23 PM
<p><cite>[email protected] Bayle wrote:</cite></p><blockquote><p>So, in theory, using this technique I could build a forest scene, then move it beyond the wall so I can see it outside the window of the guild hall...</p></blockquote><p>If you had the teleporters, you could set one up outside there and (provided theres no tricky things like a teleport volume) set up the scene without having to move everything.</p><p>But if that's not possible, moving an entire scene like that should work. It'll give folks something to do with those windows that look like they're staring off into nothing, hehe.</p>

Barx
09-16-2009, 07:53 PM
<p>Fun news!</p><p>The house teleporters can be used to escape the bounds of your house. See picture below: that's me looking down on the top of the qeynos 5-room attic. There ARE a few issues: While we seem to be OK moving above (haven't checked below yet), you cannot move side-to-side outside the walls of the house: house items won't let you place their anchor point there, and collision turns off. So you're limited by the 'footprint' of your house, but at least we can build up and down to make our own rooms. Whee!</p><p><img src="http://img15.imageshack.us/img15/7373/eq2000000a.jpg" /></p><p>Update: I tried below, it gives the same result as being side to side, it seems to be outside the bounds of the where you can place house items.</p><p>Update 2: It looks like the area in which we can place items narrows in width as you go up. So exactly how much space we can get to make our own rooms in is hard to say, but it is relatively limted. Not to say it's not going to be fun to do that though =)</p>

Donilla
09-16-2009, 08:08 PM
<p>Fraktastic! I've been wanting to hang Tapestries (read carpets) on the walls for ever. And I scrapped my walk-thru fish tank idea because I couldn't make a watery ceiling or floor. I've already put all my decorating on hold for the extra room,  now I'll have to refine eveerything into pieces so I can work with the easter egg. Fraktastic again! And ty to Jestyr for all the fiddling and information.</p>

Lillaanya
09-16-2009, 08:10 PM
<p>There one issue I am finding with using the files to flip items that is worth noting.  When you flip something that is meant to rest on the ground, you can then pick it up and use all the normal tools to place it where you like, but if it is an item that "sticks" to something (paintings, etc) you MUST edit the xyz position of the item to place it after you flip it if you so desire it to be moved.  If you simply try to pick it up and move it, it reverts to trying to stick to the surface it is designed for.  Just something to watch out for.</p>

Bregdania
09-16-2009, 09:15 PM
<p>House teleporters?? Sorry did I miss something in the translation here?  I thought they were only available for guild halls?  This sounds an awesome thing if we can have in our houses too.</p>

Lillaanya
09-16-2009, 09:56 PM
<p>There will be house teleport pads, sort of like the guild ones, available on the merchant for the live event that is coming up.</p>

Bregdania
09-17-2009, 08:55 AM
<p>Awesome to know - thanks Lillaanya.</p><p>I've been following this thread with enormous interest and like may others who have been fascinated with also being able to build outside of the house/guild hall.  I have a tier 1 guild hall that is now at its maximum alliocation for amenities.  That is - all but one which I have been hanging onto for possible guild hall teleport pads.  That is if it is viable to get outside the tier 1 halls.</p><p>Now I have found a way out of the hall but all I can see is blackness.  I'm reluctant to get the teleport pads if this is all I shall see once I build above the hall.  Can anyone tell me if it is possible to build out from a tier 1 hall?</p>

Catacl
09-17-2009, 10:13 AM
<p>To answer your question...the reason some folks have scenery outside thier house/hall is due to windows/or Battlements. For example in the Antonica guild hall you can stand up on the walls to look out over the water at Ant and qeynos....those aren't the actual zones you're seeing. They are just highly truncated mock ups designed to simulate a view. But as is usually the case.....some very creative folks have found thier way out to those mock up. The reason your t1, t2 halls, and a large majority of private homes have all black outside is because you have no transparent windows, and no need for soe to mock up a view for you. This may be different in some of the revamped housing ie Kelethin, but i haven't tested there yet. So to sum up.yes you can build outside your t1 hall, but no...there will never be a view there unless you create on yourself.</p><p>P.S. Would like to ask the devs if there is any ability to add comments into the layout files. Ie...once we discover which id goes with which specific item, can we "comment" it so that we can know at a glance later on?</p>

Vonotar
09-17-2009, 10:26 AM
<p><cite>Cataclyx wrote:</cite></p><blockquote><p>To answer your question...the reason some folks have scenery outside thier house/hall is due to windows/or Battlements. For example in the Antonica guild hall you can stand up on the walls to look out over the water at Ant and qeynos....those aren't the actual zones you're seeing. They are just highly truncated mock ups designed to simulate a view. But as is usually the case.....some very creative folks have found thier way out to those mock up. The reason your t1, t2 halls, and a large majority of private homes have all black outside is because you have no transparent windows, and no need for soe to mock up a view for you. This may be different in some of the revamped housing ie Kelethin, but i haven't tested there yet. So to sum up.yes you can build outside your t1 hall, but no...there will never be a view there unless you create on yourself.</p></blockquote><p>All T1 and T2 guild halls have transparent windows.  When looking through the windows you get an effect similar to when you fall through the floor in South Qeynos (something I do a lot), i.e. you can see the sun and moons moving through the sky.</p><p>Seertam: have you tried teleporting to beyond the windows and seeing how far the 'light' extends?</p>

Caliphar
09-17-2009, 10:45 AM
<p><cite>[email protected] wrote:</cite></p><blockquote><p>But anyway I remember asking her if it would ever be possible to have this happen, thinking maybe it wasn't ever an option, to my complete shock she said that it was actually able to be done, <strong>however due to graphics of some items, those with no bottoms and such would be wierd for those objects.</strong> So a tiny bit sad I took that answer and forgot about it.</p></blockquote><p>Ok now I am starting to get evil ideas. Has anyone tried rotating something that has no graphic bottom? I start thinking of posibilities of making something very large, rotating it so the non-graphic bottom faces a person. It seems it could be done and thus you would have an invisible barrier of sorts. Or do I need more coffee?</p>

Catacl
09-17-2009, 10:58 AM
<p>This is possible....the red sathirian carpet comes to mind. Also i've been toying with room dividers as walls AND ceilings. Totally fun.</p>

Jesdyr
09-17-2009, 10:59 AM
<p><cite>Cataclyx wrote:</cite></p><blockquote><p>P.S. Would like to ask the devs if there is any ability to add comments into the layout files. Ie...once we discover which id goes with which specific item, can we "comment" it so that we can know at a glance later on?</p></blockquote><p>They are not likely to do this .. I might be able to work out a comment system in my utility provided the item is not moved outside of the utility.</p>

Catacl
09-17-2009, 11:21 AM
<p>The actual editing is very easy. Another question is ...since each item is given a unique id within the zone, what would occur if you say removed the items to your bank....then replaced them, or tried to load that layout at someone else' house. They could easilly have all the components placed, but the IDs would differ. Much more testing required.</p><p>As a side note, i've built a fully functioning room above my sq mansion <img src="/eq2/images/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" /></p>

Jesdyr
09-17-2009, 11:53 AM
<p><cite>Cataclyx wrote:</cite></p><blockquote><p>The actual editing is very easy. Another question is ...since each item is given a unique id within the zone, what would occur if you say removed the items to your bank....then replaced them, or tried to load that layout at someone else' house. They could easilly have all the components placed, but the IDs would differ. Much more testing required.</p><p>As a side note, i've built a fully functioning room above my sq mansion <img src="/eq2/images/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" /></p></blockquote><p>They are not unique IDs, they are Item ID. If you look at Item links used by the game they look like -  aITEM <span style="color: #ff0000;">-2013705346</span> <span style="color: #0000ff;">-819694110</span>:a sturdy alder chair/a</p><p>Red text is the ItemID. Blue text relates to some type of property system. I dont know exactly what it means but this also holds the adornment value. You can change the "a sturdy alder chair" to whatever you want and post it to chat. The chat link text will be what you type but the examine window that pops up will be for the chair <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p><p><strong></strong></p><p><strong><span style="color: #ff0000;">Yes you can load a layout in another house as long as they are the same type of house.</span></strong></p>

Teircen
09-17-2009, 12:22 PM
<p>I've been meaning to post this.</p><p>To the devs who worked this up for us...</p><p>thankyouthankyouthankyouthankyouthankyouthankyouth ankyouthankyou</p><p>and just in case you didn't get the point...</p><p>thank you!</p><p>There are a good number of houses I'm going back to for some updates and I fully expect there will be a bunch of new very interesting new looks available for houses with the new combinations available.  yay!</p>

Rothgar
09-17-2009, 02:14 PM
<p><cite>Cataclyx wrote:</cite></p><blockquote><p>P.S. Would like to ask the devs if there is any ability to add comments into the layout files. Ie...once we discover which id goes with which specific item, can we "comment" it so that we can know at a glance later on?</p></blockquote><p>The name of the item is right there on the same line as the ID number.</p>

Jesdyr
09-17-2009, 02:40 PM
<p><cite>Rothgar wrote:</cite></p><blockquote><p><cite>Cataclyx wrote:</cite></p><blockquote><p>P.S. Would like to ask the devs if there is any ability to add comments into the layout files. Ie...once we discover which id goes with which specific item, can we "comment" it so that we can know at a glance later on?</p></blockquote><p>The name of the item is right there on the same line as the ID number.</p></blockquote><p>I dont think that was the question. It was more like making the comment - "Part of fishtank" ... Which I would think the answer would be no. If you even consider that.. how about saving the item state for activatable items? <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></p><p>On another note .. I have my utility mostly functional. I still need to test a bit and I am starting to regret making it single threaded. The UI just hangs while importing a file (not bad unless it is a large file).</p>

ashen1973
09-17-2009, 03:48 PM
<p><cite>Seertam wrote:</cite></p><blockquote><p>Awesome to know - thanks Lillaanya.</p><p>I've been following this thread with enormous interest and like may others who have been fascinated with also being able to build outside of the house/guild hall.  I have a tier 1 guild hall that is now at its maximum alliocation for amenities.  That is - all but one which I have been hanging onto for possible guild hall teleport pads.  That is if it is viable to get outside the tier 1 halls.</p><p>Now I have found a way out of the hall but all I can see is blackness.  I'm reluctant to get the teleport pads if this is all I shall see once I build above the hall.  Can anyone tell me if it is possible to build out from a tier 1 hall?</p></blockquote><p>Not sure if you are thinking of using the new teleporters from the spires merchant in your guildhall, but, just incase you are, the teleporters from the new merchant cannot be placed in guildhalls <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /></p>

Catacl
09-17-2009, 05:00 PM
<p>Sorry Rothgar, i guess i was unclear about what i meant. An example would be that currently i have for sake of argument 20 redwood room dividers. After i go through all my personally testing to figure out which "redwood room divider" item is which, so i can manually change thier values and whatnot, i'd like to be able to amend that particular line with a comment...the same way you would comment sections of programming code or html w/e. I'd like to be able to leave myself a little message ie </p><p>4290914558,8.74,32.50,11.97,0.00,-90.00,0.00,1.98, false,"large glacial room divider"</p><p>This way if adjustments need to be made to a very large project like a fishtank, or an entire room, i can scan through and see which of the 20 dividers is the one i actually wanna change, without having to try to remember what order all the dividers are placed in.</p><p>Also, in testing this feature I've built a room, very simple in structure. I used the pitch value to lay some dividers on thier sides, and the roll value to make them face in a certain direction. Imagine a cardboard box, and my roof is the same as closing the two flaps of the box. The bug i'm experiencing is that when i zone out and back into the house my "flaps" are flipped wide open, and i have to reload the layout to close them. It seems the roll value is setting itself to opposite of whatever value i set. For example if i set roll to -90, when i zone back in the object is aligned to +90 until i reload the layout.</p><p>I've left this project intact on testcopy if any devs wanna see the bug in action.</p>

Barx
09-17-2009, 05:05 PM
<p><cite>Cataclyx wrote:</cite></p><blockquote><p>Sorry Rothgar, i guess i was unclear about what i meant. An example would be that currently i have for sake of argument 20 redwood room dividers. After i go through all my personally testing to figure out which "redwood room divider" item is which, so i can manually change thier values and whatnot, i'd like to be able to amend that particular line with a comment...the same way you would comment sections of programming code or html w/e. I'd like to be able to leave myself a little message ie </p><p>4290914558,8.74,32.50,11.97,0.00,-90.00,0.00,1.98, false,"large glacial room divider"</p><p>This way if adjustments need to be made to a very large project like a fishtank, or an entire room, i can scan through and see which of the 20 dividers is the one i actually wanna change, without having to try to remember what order all the dividers are placed in.</p></blockquote><p>Have you tried just adding an extra comment on? (Also, using less than and greather than signs makes things disappear on the boards sometimes)</p><p>EG, make that line</p><p>4290914558,8.74,32.50,11.97,0.00,-90.00,0.00,1.98, false,"large glacial room divider", "this is a comment"</p><p>and then try to load it. Does it crash or error out? Since it appears to delimit using both commas and lines, an extra field (like your comments) tacked on the end might just be ignored when loading, worth a try.</p>

Catacl
09-17-2009, 05:07 PM
<p>I will try that right now and let you know how it goes</p><p>Edit: So far adding an extra comment hasn't caused any hiccups in my layout. I'll have to do some more extensive comment additions, and see if volume is an issue.</p>

Catria
09-17-2009, 05:56 PM
<p><cite>[email protected] wrote:</cite></p><blockquote><p><cite>[email protected] wrote:</cite></p><blockquote><p><cite>[email protected] Bayle wrote:</cite></p><blockquote><p>So, in theory, using this technique I could build a forest scene, then move it beyond the wall so I can see it outside the window of the guild hall...</p></blockquote><p>yea, what you would do is a test item for off setting them in a different save file, then go into your forest file and to say each 'x' value, add 35 or what ever, so that they all stay in proper positioning when moved outside window.</p></blockquote><p>that is one of the things my utility will let you do. I have filters by itemname, crate value and/or 3d area. You can move the item(s) by X amount north/south/east/west/up/down and/or rotate/pitch/roll/scale/crate.</p></blockquote><p>Okay, I'm SOOOO stoked for all of this.  Where can I get hold of your program Jesdyr?   I would be happy to help you beta test it. </p>

Valdaglerion
09-17-2009, 06:09 PM
<p>With the comments made by Rothgar concerning the file structure has anyone tried this . . .</p><ol><li>Save the house layout</li><li>Pack up the house in a crate</li><li>Pull out pieces of the crate to create "Fishtank"</li><li>Build the Fish tank</li><li>Save the layout file (this gives you only the fishtank item)</li></ol><p>That should give you all the relational positioning for the individual pieces thus giving you a blueprint to build that item in any house once you have a starting point for one piece and offset for the others, correct?</p>

Rothgar
09-17-2009, 06:48 PM
<p><cite>[email protected] Bazaar wrote:</cite></p><blockquote><p>With the comments made by Rothgar concerning the file structure has anyone tried this . . .</p><ol><li>Save the house layout</li><li>Pack up the house in a crate</li><li>Pull out pieces of the crate to create "Fishtank"</li><li>Build the Fish tank</li><li>Save the layout file (this gives you only the fishtank item)</li></ol><p>That should give you all the relational positioning for the individual pieces thus giving you a blueprint to build that item in any house once you have a starting point for one piece and offset for the others, correct?</p></blockquote><p>Actually, saving the layout in step 5 will still save every item in the house, including the items in the crate.  But it would be easy to edit the file and remove all of the lines where crate = "true".  This would leave you with a file that only contained the items necessary for the fish tank.</p><p>Now all we need is the ability for you to load a file relative to the position of your character so you can "place" the fish tank in a different house.</p>

Lillaanya
09-17-2009, 07:00 PM
<p>You guys are really spoiling us with this new layout utility.  Love all the options it is giving us and I for one REALLY apprecieate all the work that is going into it.</p>

Catria
09-17-2009, 07:23 PM
<p><cite>Rothgar wrote:</cite></p><blockquote><p><cite>[email protected] Bazaar wrote:</cite></p><blockquote><p>With the comments made by Rothgar concerning the file structure has anyone tried this . . .</p><ol><li>Save the house layout</li><li>Pack up the house in a crate</li><li>Pull out pieces of the crate to create "Fishtank"</li><li>Build the Fish tank</li><li>Save the layout file (this gives you only the fishtank item)</li></ol><p>That should give you all the relational positioning for the individual pieces thus giving you a blueprint to build that item in any house once you have a starting point for one piece and offset for the others, correct?</p></blockquote><p>Actually, saving the layout in step 5 will still save every item in the house, including the items in the crate.  But it would be easy to edit the file and remove all of the lines where crate = "true".  This would leave you with a file that only contained the items necessary for the fish tank.</p><p>Now all we need is the ability for you to load a file relative to the position of your character so you can "place" the fish tank in a different house.</p></blockquote><p>Ummm... are you hinting that this is doable?  If so, are you going to be really really nice and tell us how?  I'll send cookies!!!</p>

Xalmat
09-17-2009, 07:28 PM
<p>You know, with these layout files it will be pretty simple to design "pre-fab" houses.</p>

Rothgar
09-17-2009, 07:42 PM
<p><cite>[email protected] Bazaar wrote:</cite></p><blockquote><p><cite>Rothgar wrote:</cite></p><blockquote><p><cite>[email protected] Bazaar wrote:</cite></p><blockquote><p>With the comments made by Rothgar concerning the file structure has anyone tried this . . .</p><ol><li>Save the house layout</li><li>Pack up the house in a crate</li><li>Pull out pieces of the crate to create "Fishtank"</li><li>Build the Fish tank</li><li>Save the layout file (this gives you only the fishtank item)</li></ol><p>That should give you all the relational positioning for the individual pieces thus giving you a blueprint to build that item in any house once you have a starting point for one piece and offset for the others, correct?</p></blockquote><p>Actually, saving the layout in step 5 will still save every item in the house, including the items in the crate.  But it would be easy to edit the file and remove all of the lines where crate = "true".  This would leave you with a file that only contained the items necessary for the fish tank.</p><p>Now all we need is the ability for you to load a file relative to the position of your character so you can "place" the fish tank in a different house.</p></blockquote><p>Ummm... are you hinting that this is doable?  If so, are you going to be really really nice and tell us how?  I'll send cookies!!!</p></blockquote><p>Its not doable at the moment.  Loading a layout always places the items at the absolute coordinates specified in the file.</p><p>One change we were talking about making is to store a "default" position in the layout file, and then have all the item coordinates be relative to the default.  This would allow us to give you an option to use your character as the default and basically place items relative to your character.  This is something we can explore in the future.</p>

Boyar
09-17-2009, 08:05 PM
<p><cite>Rothgar wrote:</cite></p><blockquote><p><cite>[email protected] Bazaar wrote:</cite></p><blockquote><p><cite>Rothgar wrote:</cite></p><blockquote>Now all we need is the ability for you to load a file relative to the position of your character so you can "place" the fish tank in a different house.</blockquote><p>Ummm... are you hinting that this is doable?  If so, are you going to be really really nice and tell us how?  I'll send cookies!!!</p></blockquote><p>Its not doable at the moment.  Loading a layout always places the items at the absolute coordinates specified in the file.</p><p>One change we were talking about making is to store a "default" position in the layout file, and then have all the item coordinates be relative to the default.  This would allow us to give you an option to use your character as the default and basically place items relative to your character.  This is something we can explore in the future.</p></blockquote><p>Assuming the coordinates are the same absolute coordinates that /loc uses for characters, when you save your fishtank you could also write down your /loc while standing at a good anchor point. Then you can edit the saved file to subtract your recorded /loc from all the items to create a relative meta-layout. Once you're in the new house stand at a new anchor point, take your /loc, add it to all the coords in your meta file, then import.</p><p>This would ideally be done in a spreadsheet or some sort of hand tooled app. It wouldn't help rotation (that would be a bit more messy to try to transform) but at least it'd be a way to do it.</p>

Bregdania
09-17-2009, 08:12 PM
<p>Thank you all for posting here and answering my question.  I just wanted to know before I used up my last available option for a Guild Hall amenity that I wouldn't be wasting it with opting for the Guild Hall Teleporter.  Tier 1 guild halls only have a very limited number of items so wanted to know it would be worthwhile.</p><p>I left a great guild to go out on my own with my family as I'm nuts about decorating and making things so the Tier 1 Hall is the only one in my budget (for now /grin).  Oh to be able to afford a tier 2 or /swoon a Tier 3 but for now to be able to go beyond the boundaries is very exciting.  I just wish tier 1 halls still received a few extra amenities (not as many as the larger halls but a token few) as they reached say level 60, 70, 80 etc.  </p><p>I think now why I'm only seeing black beyond my Hall is because I'm not totally outside the Hall - my body is still partially trapped and that is why I need to place a transporter so I can travel further.</p><p>Very interesting to read about the windows and placing beyond those as I'd notied items place near them and protruding through the walls were still visible  outside.  Now I'm wondering if instead of just building up I can move sideways from above  and then down to outside those windows.  Not just moving things out through the co-ordinates but physically being there in person.  </p><p>I guess by now you have realised I'm not programming smart - just have a vivid imagination LOL</p><p>Thanks again for the help and everything you guys write here - I'm learning heaps.</p>

Barx
09-17-2009, 09:00 PM
<p><cite>Rothgar wrote:</cite></p><blockquote><p>One change we were talking about making is to store a "default" position in the layout file, and then have all the item coordinates be relative to the default.  This would allow us to give you an option to use your character as the default and basically place items relative to your character.  This is something we can explore in the future.</p></blockquote><p>If you do that, *please* make it another parameter/flag for whether or not that particular item uses relative (true) or absolute (false). That way we can leave some items in their current place (by making it absolute) while still moving certain items relative to that special location.</p>

Catria
09-17-2009, 09:11 PM
<p><cite>Rothgar wrote:</cite></p><blockquote><p><cite>[email protected] Bazaar wrote:</cite></p><blockquote><p><cite>Rothgar wrote:</cite></p><blockquote><p><cite>[email protected] Bazaar wrote:</cite></p><blockquote><p>With the comments made by Rothgar concerning the file structure has anyone tried this . . .</p><ol><li>Save the house layout</li><li>Pack up the house in a crate</li><li>Pull out pieces of the crate to create "Fishtank"</li><li>Build the Fish tank</li><li>Save the layout file (this gives you only the fishtank item)</li></ol><p>That should give you all the relational positioning for the individual pieces thus giving you a blueprint to build that item in any house once you have a starting point for one piece and offset for the others, correct?</p></blockquote><p>Actually, saving the layout in step 5 will still save every item in the house, including the items in the crate.  But it would be easy to edit the file and remove all of the lines where crate = "true".  This would leave you with a file that only contained the items necessary for the fish tank.</p><p>Now all we need is the ability for you to load a file relative to the position of your character so you can "place" the fish tank in a different house.</p></blockquote><p>Ummm... are you hinting that this is doable?  If so, are you going to be really really nice and tell us how?  I'll send cookies!!!</p></blockquote><p>Its not doable at the moment.  Loading a layout always places the items at the absolute coordinates specified in the file.</p><p>One change we were talking about making is to store a "default" position in the layout file, and then have all the item coordinates be relative to the default.  This would allow us to give you an option to use your character as the default and basically place items relative to your character.  This is something we can explore in the future.</p></blockquote><p>K I tried to wrap my mind around this but it got all knotted up... LOL!  In theory I would think someone could come up with a way to find the offset between the coords of an item listed in the save file and the /loc of one of the outer points of that same item.  (For example, for a basic table the coords in the inn room layout are -1.81,-1.54,-10.52 and the NE corner of the same table is at -2.13,-0.25,-10.75.)  For starters I'm just looking at N,S,E,W placement movement not up, down, or rotation - one step at a time... LOL!</p><p>Ok so again, in theory if we get the loc of where we want the NE corner of this table to be in a different house we should be able to use those numbers, the coords from the current layout, and the offset to get a number that can then be added/subtracted from that particular coordinate for all items in the constructed item (i.e., fisttank). </p><p>Basically what I am saying is perhaps one of you more mathemagically inclined decorators can help us figure out basic formulas for this.  For the sake of this theory lets say there are 10 items in this construction.  Is it possible to come up with a basic offset for coords A,B,C for one item and add or subtract that from all the coords to find the placement loc it *should* be at when moved? </p><p>Maybe I'm just delusional though this all sounds clear as mud to me when I type it... *sigh*</p><p>*edit* I see someone posted a thought similar to this above while I was trying to get my thoughts out in a coherent manner, LOL!</p>

Rothgar
09-17-2009, 09:12 PM
<p><cite>[email protected] wrote:</cite></p><blockquote><p>On another note .. I have my utility mostly functional. I still need to test a bit and I am starting to regret making it single threaded. The UI just hangs while importing a file (not bad unless it is a large file).</p></blockquote><p>If you're writing this in a .NET language just make a call to Application.DoEvents() to allow message processing during your loop.</p>

Jesdyr
09-17-2009, 11:25 PM
<p><cite>Rothgar wrote:</cite></p><blockquote><p><cite>[email protected] wrote:</cite></p><blockquote><p>On another note .. I have my utility mostly functional. I still need to test a bit and I am starting to regret making it single threaded. The UI just hangs while importing a file (not bad unless it is a large file).</p></blockquote><p>If you're writing this in a .NET language just make a call to Application.DoEvents() to allow message processing during your loop.</p></blockquote><p>I am writing it in C# .. but I am letting Visual Studio do alot ...  so the code is a mess. I will try that and see how it goes. I overbuilt the data structure in this first pass to allow for growth. Since I didnt have a datafile to start I put a SQL Server Compact database in there which means it requires .net 3.5 framework.</p><p>Having issues rightnow with it not liking any Image I touch I think it has to do with the crate value. Hope to sort that out tonight and then maybe I will lets some people play with it to see what they think.</p>

Catria
09-17-2009, 11:49 PM
<p><cite>[email protected] wrote:</cite></p><blockquote><p><cite>Rothgar wrote:</cite></p><blockquote><p><cite>[email protected] wrote:</cite></p><blockquote><p>On another note .. I have my utility mostly functional. I still need to test a bit and I am starting to regret making it single threaded. The UI just hangs while importing a file (not bad unless it is a large file).</p></blockquote><p>If you're writing this in a .NET language just make a call to Application.DoEvents() to allow message processing during your loop.</p></blockquote><p>I am writing it in C# .. but I am letting Visual Studio do alot ...  so the code is a mess. I will try that and see how it goes. I overbuilt the data structure in this first pass to allow for growth. Since I didnt have a datafile to start I put a SQL Server Compact database in there which means it requires .net 3.5 framework.</p><p>Having issues rightnow with it not liking any Image I touch I think it has to do with the crate value. Hope to sort that out tonight and then maybe I will lets some people play with it to see what they think.</p></blockquote><p>Yay!  There is NO way to tell you how much I appreciate you putting all this work into it, Jesdyr.  Feel free to PM me when you need a guinea pig to play with it.  <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>

Lillaanya
09-18-2009, 12:15 AM
<p><cite>Seertam wrote:</cite></p><blockquote> I just wish tier 1 halls still received a few extra amenities (not as many as the larger halls but a token few) as they reached say level 60, 70, 80 etc. </blockquote><p>The T1 and T2 halls are no longer limited in the amount of amenities you can purchase.  You are limited by guild size, not whether your hall is T1, T2, or T3</p>

Catria
09-18-2009, 01:27 AM
<p><cite>Lillaanya wrote:</cite></p><blockquote><p><cite>Seertam wrote:</cite></p><blockquote> I just wish tier 1 halls still received a few extra amenities (not as many as the larger halls but a token few) as they reached say level 60, 70, 80 etc. </blockquote><p>The T1 and T2 halls are no longer limited in the amount of amenities you can purchase.  You are limited by guild size, not whether your hall is T1, T2, or T3</p></blockquote><p>Actually it's guild level related.  You get new amenity slots as the guild grows.  <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>

Bregdania
09-18-2009, 03:16 AM
<p>Wow Lillaanya and Catria, so everything I've read so far about amenities for a tier 1 hall ceasing at level 50 is incorrect?  I shall look forward then to those extra amenities.  I guess the information I've been reading is outdated.</p><p>By saying as the guild grows, am I to assume you mean in level and not in numbers of members?</p><p>Sorry to appear to OT this thread but one thing has lead to another here and I'm avidly reading it all in context with what I need to do.</p><p>Many thanks</p>

Jesdyr
09-18-2009, 10:36 AM
<p><cite>Seertam wrote:</cite></p><blockquote><p>I guess the information I've been reading is outdated.</p><p>By saying as the guild grows, am I to assume you mean in level and not in numbers of members?</p></blockquote><p>It was changed I think in the last GU (or maybe it is this coming one?).  and yes, "grow" means level in this case. The old "max" rules by guild level still apply they just removed the caps on the T1 and T2 halls.</p>

Lillaanya
09-18-2009, 01:28 PM
<p>Ya I meant guild level not guild size sorry.</p>

Cocapez
09-19-2009, 02:05 PM
<p><cite>Rothgar wrote:</cite></p><blockquote><p><cite>[email protected] Bazaar wrote:</cite></p><blockquote><p>With the comments made by Rothgar concerning the file structure has anyone tried this . . .</p><ol><li>Save the house layout</li><li>Pack up the house in a crate</li><li>Pull out pieces of the crate to create "Fishtank"</li><li>Build the Fish tank</li><li>Save the layout file (this gives you only the fishtank item)</li></ol><p>That should give you all the relational positioning for the individual pieces thus giving you a blueprint to build that item in any house once you have a starting point for one piece and offset for the others, correct?</p></blockquote><p>Actually, saving the layout in step 5 will still save every item in the house, including the items in the crate.  But it would be easy to edit the file and remove all of the lines where crate = "true".  This would leave you with a file that only contained the items necessary for the fish tank.</p><p><span style="color: #ff6600;"><strong>Now all we need is the ability for you to load a file relative to the position of your character so you can "place" the fish tank in a different house.</strong></span></p></blockquote><p>Am I reading this correctly in that, if I design a layout on the test_copy server, save the layout, and then once this goes live I will not be able to load that layout even if it is in the same address. Example being the T2 qeynos guild hall.</p>

Caliphar
09-19-2009, 02:27 PM
<p>jeebus, I have been messing with this for a bit on Test Copy...</p><p>all I can say is...MUHAHAHAHA!</p>

Jesdyr
09-19-2009, 02:55 PM
<p><cite>[email protected] wrote:</cite></p><blockquote><p>Am I reading this correctly in that, if I design a layout on the test_copy server, save the layout, and then once this goes live I will not be able to load that layout even if it is in the same address. Example being the T2 qeynos guild hall.</p></blockquote><p>I dont see why you couldnt. The old Binary file did have a tag for server name but I am not sure it was used by the load scirpt. Even if it is needed it would not be hard to get around. Take the header from one file and copy it to the other. </p><p>Soo .. anyone want to test my utility ?</p>

Cypernicus
09-19-2009, 02:57 PM
<p>hmmm, I wonder if you could do something similar to M.C. Escher's Relativity print?</p><p><a href="http://forums.station.sony.com/encyclopedia/Image:Escher%27s-Relativity.jpg"><img src="http://upload.wikimedia.org/wikipedia/en/thumb/a/a3/Escher%27s_Relativity.jpg/300px-Escher%27s_Relativity.jpg" border="0" width="300" height="289" /></a></p>

Bregdania
09-20-2009, 03:29 AM
<p>Thanks again everyone for the feed back.  Here now are my findings on a tier 1 Hall.</p><p>I went up through the roof totally and am still confronted with total darkness.  From above, unlike tier 2 halls there is no daylight.  Items placed there though are stable.  If you go too far up searching for daylight it becomes ahrder and harder to place items.</p><p>I also went out through a window where there is daylight and I was very excited until I logged out and back in and the items placed outside the window had disappeared.  There is daylight there but no matter how carefully things are placed relative to the hall for cohesion (can't think of a better word), the carpets etc disappear from under your feet as you turn around.  One moment they are there, the next gone and then back again. </p><p>So for now I think it will be an enclosed room above.  Sadly no view of the horizons for Tier 1 halls. </p>

Cypernicus
09-21-2009, 12:19 AM
<p>Would it be possible to edit the layout file for a t3 guild hall and move a teleporter outside the walls to build in antonica or commonlands?</p>

Jesdyr
09-21-2009, 02:04 AM
<p><cite>[email protected] wrote:</cite></p><blockquote><p>Would it be possible to edit the layout file for a t3 guild hall and move a teleporter outside the walls to build in antonica or commonlands?</p></blockquote><p>yes</p>

Katanalla
09-21-2009, 11:08 AM
<p>If the portals are saved in the layout, yea most definately. just go into some guild hall you KNOW has a portal out in CL already, go out there to do the /loc command, and jot that number down.</p>

ianilu
09-21-2009, 11:57 AM
<p><cite>[email protected] wrote:</cite></p><blockquote><p>hmmm, I wonder if you could do something similar to M.C. Escher's Relativity print?</p><p><a href="http://forums.station.sony.com/encyclopedia/Image:Escher%27s-Relativity.jpg"><img src="http://upload.wikimedia.org/wikipedia/en/thumb/a/a3/Escher%27s_Relativity.jpg/300px-Escher%27s_Relativity.jpg" border="0" width="300" height="289" /></a></p></blockquote><p>Thats funny you mention that i was acually thinking about that when i 1st heard of this... ive been wanting to do it even before this but thought it would be too hard to do without having this new capability</p>

Caliphar
09-21-2009, 01:56 PM
<p><cite>[email protected] wrote:</cite></p><blockquote><p>hmmm, I wonder if you could do something similar to M.C. Escher's Relativity print?</p><p><a href="http://forums.station.sony.com/encyclopedia/Image:Escher%27s-Relativity.jpg"><img src="http://upload.wikimedia.org/wikipedia/en/thumb/a/a3/Escher%27s_Relativity.jpg/300px-Escher%27s_Relativity.jpg" border="0" width="300" height="289" /></a></p></blockquote><p>You could make a seriously good effort at it <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" />  I have only messed around a bit with it, Im still getting used to the different coordinates, but I was able to do things like take an old horse mount I turned into a house item and make it so it stands on the ceiling <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" />   Im still debating on decorating an entire room upside down, but I may wait til it goes live <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" /></p>

Mynervia
09-21-2009, 06:38 PM
<p><cite>[email protected] wrote:</cite></p><blockquote><p><cite>Rothgar wrote:</cite></p><blockquote><p><span style="color: #ff6600;"><strong>Now all we need is the ability for you to load a file relative to the position of your character so you can "place" the fish tank in a different house.</strong></span></p></blockquote><p>Am I reading this correctly in that, if I design a layout on the test_copy server, save the layout, and then once this goes live I will not be able to load that layout even if it is in the same address. Example being the T2 qeynos guild hall.</p></blockquote><p>I believe the intent of that comment was different - "different house" more in the sense of "different decoration scheme / house type" rather than "Jane's 5-room Qeynos vs Bob's 5-room Qeynos".</p><p>At the moment, the /load is to specific coordinates - a specific spot in the house.  For example, if you build and save a fishtank in the back of the first room, it will always load into that same spot in the back of the first room (and only in that same house type).  The remark was about it being nice if it were more flexible than that - say, for instead of always loading the fishtank into the back of the first room in that one house type, it would load to a spot a few feet in front of your avatar.  That way, you could build it in the back of the first room, but if you later decided you actually wanted to move it upstairs, the transition would be trivial - you'd just run up stairs, position yourself a little ways away from where you wanted it, and load it back.  Same with if you wanted to put it into a different house type.</p><p>I don't think it was supposed to be a comment on Test vs Live compatibility.  And also note it was a "It would be nice if", not any kind of promise, or even suggestion that it might be coming, just that it would be a nice extension.</p>

Kahlef
09-21-2009, 06:54 PM
<p>I believe Mynervia is correct. We did a bit of testing with that on the Test Server. I made a layout file then sent it to Mistal to load in a different address but same house type/layout. It worked without a problem.</p><p>Anyway, Jesdyr, since you are working on a program to modify the layout file, would it be possible to add a feature to it so that it can generate an automatic list of which furniture is there in the house?</p><p>I mean, without the coordinates and other layout specific stuff, only the name of the items. If possible showing the quantity of a certain type of item, grouped together. For example, if I would have 4 fir tables. Instead of the list showing:</p><p>Fir Table</p><p>Fir Table</p><p>Fir Table</p><p>Fir Table</p><p>It would show:</p><p>4x Fir Table</p><p>Would that be doable and not too much trouble?</p>

Jesdyr
09-21-2009, 06:58 PM
<p><cite>[email protected] wrote:</cite></p><blockquote><p>The remark was about it being nice if it were more flexible than that - say, for instead of always loading the fishtank into the back of the first room in that one house type, it would load to a spot a few feet in front of your avatar.  That way, you could build it in the back of the first room, but if you later decided you actually wanted to move it upstairs, the transition would be trivial - you'd just run up stairs, position yourself a little ways away from where you wanted it, and load it back.  Same with if you wanted to put it into a different house type.</p></blockquote><p>I am working on it .. Moving the objects is the easy part. The hard part is rotating a group of objects together which I think I have the solution but need to test it when I get home.</p><p>Because I dont feel like parsing the log file I am working code that lets you pick an item as a "helper item(s)". You would place this item in the house and use it to populate various values in my utility. So if you wanted to manipulate just that fishtank, you could place an item at one corner of it and then another one of those items at the opposite corner (this includes Z axis). Then when you load that layout you could pick that item as a "locator" item and it will automatically populate those items' positions into my filter.</p>

Xalmat
09-21-2009, 06:58 PM
<p><cite>[email protected] wrote:</cite></p><blockquote><p>hmmm, I wonder if you could do something similar to M.C. Escher's Relativity print?</p><p><a href="http://forums.station.sony.com/encyclopedia/Image:Escher%27s-Relativity.jpg"><img src="http://upload.wikimedia.org/wikipedia/en/thumb/a/a3/Escher%27s_Relativity.jpg/300px-Escher%27s_Relativity.jpg" border="0" width="300" height="289" /></a></p></blockquote><p>That sounds like something fun to make.</p>

Jesdyr
09-21-2009, 07:00 PM
<p><cite>Kahlef wrote:</cite></p><blockquote><p>Anyway, Jesdyr, since you are working on a program to modify the layout file, would it be possible to add a feature to it so that it can generate an automatic list of which furniture is there in the house?</p></blockquote><p>its already done <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p><p>It will display in the program itself and it will also allow you to export it to a text file (CSV).</p>

Catria
09-21-2009, 07:10 PM
<p><cite>[email protected] wrote:</cite></p><blockquote><p><cite>Kahlef wrote:</cite></p><blockquote><p>Anyway, Jesdyr, since you are working on a program to modify the layout file, would it be possible to add a feature to it so that it can generate an automatic list of which furniture is there in the house?</p></blockquote><p>its already done <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></p><p>It will display in the program itself and it will also allow you to export it to a text file (CSV).</p></blockquote><p>Yup and that part works great btw! <img src="/eq2/images/smilies/e8a506dc4ad763aca51bec4ca7dc8560.gif" border="0" /></p>

Jesdyr
09-21-2009, 07:15 PM
<p><cite>[email protected] Bazaar wrote:</cite></p><blockquote><p>Yup and that part works great btw! <img src="/eq2/images/smilies/e8a506dc4ad763aca51bec4ca7dc8560.gif" border="0" /></p></blockquote><p>actually .. the version you have has a bug that sometimes causes the last item to be excluded (fixed it already).</p>

Xalmat
09-21-2009, 07:24 PM
<p><cite>[email protected] wrote:</cite></p><blockquote><p><cite>Kahlef wrote:</cite></p><blockquote><p>Anyway, Jesdyr, since you are working on a program to modify the layout file, would it be possible to add a feature to it so that it can generate an automatic list of which furniture is there in the house?</p></blockquote><p>its already done <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></p><p>It will display in the program itself and it will also allow you to export it to a text file (CSV).</p></blockquote><p>Where do I get your program?</p>

Kahlef
09-21-2009, 08:34 PM
<p><cite>[email protected] wrote:</cite></p><blockquote><p><cite>Kahlef wrote:</cite></p><blockquote><p>Anyway, Jesdyr, since you are working on a program to modify the layout file, would it be possible to add a feature to it so that it can generate an automatic list of which furniture is there in the house?</p></blockquote><p>its already done <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></p><p>It will display in the program itself and it will also allow you to export it to a text file (CSV).</p></blockquote><p>Ah, cool! Thank you very much! <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>

Mistal
09-21-2009, 08:40 PM
<p>Great work Jes .. really looking forward to seeing what you come up with <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p><p>Mistal</p>

Jesdyr
09-21-2009, 11:17 PM
<p><cite>Xalmat wrote:</cite></p><blockquote><p>Where do I get your program?</p></blockquote><p>Once I get some more core things done I will be uploading it (most likely to Eq2interface).</p>

Jesdyr
09-23-2009, 01:24 AM
<p>I got group item rotation working with helper items. Helper items is an easy way to mark a point using an item or items in game that are not used in your decorating. For this I used those holiday candles to filter out everything in my layout file except for the stone blocks (I manually set min and max Z axis).</p><p>I then used the Crystal to define the point the items would rotate around.</p><p><img src="http://eq2images.station.sony.com/000/001/700/281.JPG" /></p><p>Tomorrow I am going to work on a way to move the group of objects from one relative point to another using helpers. Example would be if you placed one candle infront of the stones and another in a different room, you could move the group to the other room with a click of a button. The items would appear in the new position relative to the 2nd candle <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>

Seagoat
09-23-2009, 10:05 AM
<p>That is so incredibly cool, Jes...I can't wait until I can give this a whirl myself!</p>

Eveningsong
09-23-2009, 12:08 PM
<p>/watches the clock tick by slowwwly...</p>

Mystfit
09-23-2009, 08:13 PM
<p>Anyone had any troubles with their portals with the load/save layout? We'd been messing around with the system and our poprtals stopped working and won't start. Even after destroying them and placing new.</p>

Cypernicus
09-23-2009, 09:19 PM
<p><cite>Mystfit wrote:</cite></p><blockquote><p>Anyone had any troubles with their portals with the load/save layout? We'd been messing around with the system and our poprtals stopped working and won't start. Even after destroying them and placing new.</p></blockquote><p>Yes, I moved from the 5-room house at 4 bayle to the 5-room house at the Mage tower and about 20% of the items are in some funky alternate dimension. From certain angles you can see them but if you move slightly they disappear completely and you can't even click on them to move them. I can use /house to retrieve items but when I have multiples of many items it's impossible to tell which one it is.</p>

Mary the Prophetess
09-23-2009, 10:09 PM
<p>Well I just saved the layout for my 6, (now 7), room Acorn.  I then packed up the contents into the moving crate, and tried to load the saved layout. </p><p>Nothing.</p><p>All the items are still there, in the moving crate, but they will not load into the house, even though I get a message that says that the layout has been successfully placed.</p><p>It took me MONTHS of effort to get the Bitterroot Caverns the way I wanted.  Now it's all for nothing.  I'm not sure I have more months of decorating left in me.</p><p>I bugged it, but I am not a happy customer.</p>

Cypernicus
09-23-2009, 10:27 PM
<p><cite>Mary the Prophetess wrote:</cite></p><blockquote><p>Well I just saved the layout for my 6, (now 7), room Acorn.  I then packed up the contents into the moving crate, and tried to load the saved layout. </p><p>Nothing.</p><p>All the items are still there, in the moving crate, but they will not load into the house, even though I get a message that says that the layout has been successfully placed.</p><p>It took me MONTHS of effort to get the Bitterroot Caverns the way I wanted.  Now it's all for nothing.  I'm not sure I have more months of decorating left in me.</p><p>I bugged it, but I am not a happy customer.</p></blockquote><p>This may sound dumb but did you actually physically click on the saved file name in the popup window before hitting ok when you tried to load? I didn't do that the first time and nothing happened then realized you have to click on the name... it still doesn't work properly but at least it did load.</p>

Lillaanya
09-24-2009, 12:33 AM
<p>I am having a problem with things randomly rotating in my house to a position I did not put them in.   I built a fireplace wall and I turned a few sarcophogi on end for it and then saved the layout.  now when I reload the saved layout or zone out and back in the upturned sarcophogi turn with their bottoms facing out instead of the tops, like i set them.</p>

ke'la
09-24-2009, 02:57 AM
<p><cite>Rothgar wrote:</cite></p><blockquote><p><cite>[email protected] Bayle wrote:</cite></p><blockquote><p><cite>Foolsfolly wrote:</cite></p><blockquote><p>While I am happy for the many opportunities this will present...I am simultaneously disappointed that we are being given a tedious workaround for a feature that should be available to decorators in-game.</p><p>They gave us the ability to make furniture bigger/smaller, and to float it up/down. So why not add buttons to adjust the angle, and toggle sinking into walls/floors?</p></blockquote><p>We are not being given this functionality directly, but rather as a consequence of something else. Adding ways to directly modify it in-game would be more work and something that they may not have 'budgeted' for in terms of time.</p><p>We're not being given a tedious workaround. We're being given a save/load feature that has an easter egg - the ability to do all three axes of rotation. Think of it along the lines of the ability to 'hover' items in mid-air: We had it before, but it was a 'tedious workaround,' we had to put something under it until it was the right height, then take those out. Much much later they came back and let us do that directly, so it's not unreasonable to think they might add a direct manipulation method for those rotations somewhere down the line.</p><p>Also, we're running out of modifier keys for house items <img src="/eq2/images/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" />. Ctrl, alt, and shift are all used in some form or another, so they'd have to come up with some other way of moving things on those axes.</p></blockquote><p>I couldn't have said it better myself!  <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" />  And I'm impressed you made the comment about the modifier keys because honestly that's one of the biggest reasons for not implementing it sooner.  There are already so many options for moving and placing items that we need to make sure its intuitive before we layer on more options.  We might have to look at a new system to be able to incorporate the extra functionality.</p></blockquote><p>I know it is a completly differant game with differant Database peramiters and such, but the way they used to move items around in SWG was with slash commands and it was relitive to the player's location and the direction they are facing. For exsample /move_furniture_right 10 would move the targeted item 10 units to the players right. I don't recomend this for basic layouts or even some advanced stuff, but would it be possable to have the pitch and yaw be controled by a simple slash command, instead of pressing a modifier and using the mouse wheel or whatever, you know like /set_pitch 180(deg).</p><p>Ofcourse this would also require making items in a players house targetable(atleast by owner/trustee), so not sure how possable that is. Though maybe alowing keystroke imput while in Move item mode would be possable, instead.</p>

Jesdyr
09-24-2009, 03:54 AM
<p><cite>[email protected] wrote:</cite></p><blockquote><p><cite>Mary the Prophetess wrote:</cite></p><blockquote><p>**stuff**</p><p>I bugged it, but I am not a happy customer.</p></blockquote><p>This may sound dumb but did you actually physically click on the saved file name in the popup window before hitting ok when you tried to load? I didn't do that the first time and nothing happened then realized you have to click on the name... it still doesn't work properly but at least it did load.</p></blockquote><p>To any dev that might read this - I am not sure how it happened ... but everything in Mary's layout file was in the crate. I fixed it and sent it back to her and hope it works out.</p><p>I hope to have my program done enough for upload tomorrow.... I didnt work on it at all tonight because I got distracted by a shiney GU <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>

Gzelle
09-24-2009, 02:09 PM
<p>Couple of fun things that can be done with this...</p><p>Wallpaper anyone?  I cant wait to try rugs... on the walls /giggles</p><p><img src="http://i257.photobucket.com/albums/hh210/Jzmin_album/EQ2_000001.jpg" /></p><p>Bottles tipped over /smiles</p><p><img src="http://i257.photobucket.com/albums/hh210/Jzmin_album/EQ2_000002.jpg" /></p>

Catria
09-24-2009, 02:36 PM
<p><cite>Lillaanya wrote:</cite></p><blockquote><p>I am having a problem with things randomly rotating in my house to a position I did not put them in.   I built a fireplace wall and I turned a few sarcophogi on end for it and then saved the layout.  now when I reload the saved layout or zone out and back in the upturned sarcophogi turn with their bottoms facing out instead of the tops, like i set them.</p></blockquote><p>I have also noticed that sometimes items will randomly rotate on their own when reloading a layout. </p><p>I have also had issues with the teleporter pads sometimes not working after loading a layout.  This definitely happens if I play around with pushing them above or below the guildhall (Freeport T2).  I can port right out to them, but can't return.  I also can't get any sort of menu by right-clicking any items outside the "regulation" boundaries of the hall although they are solid and I can stand on tabletops, etc. </p>

Barbai
09-25-2009, 12:03 AM
<p>I am going to be spending a ton of time playing  with this. I already messed with guildies by turning our guild mailbox and and other pieces of furniture upsidedown and floating midair created a nice twilight zone effect. my next project will be an aquarium tunnel. I just wish there was semi clear border you could set up to stop people from walking through the steam tapestry.</p>

Caliphar
09-25-2009, 01:51 AM
<p>Liking this a lot so far, however right now I found I have some Sathirian Ornate Hanging Lanterns that keep disappearing. I have them in the entry room of my now 6-room Qeynos house, adjusted to be larger and found I could see them turning, but looking back they were gone again.  Luckily, I only have 2, so I just collected them and replaced them where they originally were. The problem is I went back to doing some save_layouts work in another part of the house and then returned to the main room, those lanterns disappeared again. I can sometimes see them if I turn a certain way, but cannot click to move them at all <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /></p><p>I also noticed my bed poofed and had to do some /loc dancing to find the general area it was in, adjust the layout log file to move it a bit until it showed up again. Luckily after a bunch of /save_layouts it didnt poof on me again.</p><p>So, its just those hanging lights I have noticed are the problems. I've been so into decorating the new room, I haven't really taken stock of other parts of the house yet - I hope other things aren't missing <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /></p>

Thoronve
09-25-2009, 11:15 AM
<p>After today's short downtime (25 Sep 6:00 - 6:30ish PDT) i went back to my house to see if the problem with disappearing items had been fixed. Short answer: No.</p><p>Ok - let me try and load the saved layout again... "Saving and loading of house layouts is disabled"....</p><p>So even if the problem is a rounding error needing a slight adjustment to position of item in the layout file - no point as I can't load the layout....</p><p>/Frustrated</p>

Mystfit
09-25-2009, 11:33 AM
<p>sigh. did they disable save and load latouts on all servers? bummer.</p>