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{{Trail|Implementation}}
 
 
Guide to Implement Map Markers with Flash.
 
Guide to Implement Map Markers with Flash.
 
= Beyond Skyrim Map Marker Implementation =
 
 
== Prerequisites ==
 
* [https://github.com/jindrapetrik/jpexs-decompiler/releases JPEXS Decompiler]
 
* svg file with your icon
 
* Map marker index from [https://docs.google.com/spreadsheets/d/1K-eTmgJRDbMdf8bKDfGHTDfKAlbm8yyrSK-tJmBa1BQ/edit?usp=sharing here]
 
 
== Process - for skyui/mapmarkerart.swf and hudmenu.swf ==
 
* Open the file with JPEXS Decompiler
 
* Expand shapes
 
* Right click the shape with your marker index and select Replace - Update Bounds
 
* Select your icon
 
* Make sure there is no error (in the bottom right should be a green checkbox - if it is not green, click it and fix the issue)
 
* Repeat this for the undiscovered marker
 
* Save
 
 
== Add the map markers to Skyrim ==
 
* Open your map marker in xEdit (they are usually in the persistent worldspace cell)
 
* Change Map Marker\TNAM to your map marker index
 
 
= General Custom Map Marker Implementation =
 
  
 
== Prerequisites ==
 
== Prerequisites ==
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Even after a few years of doing this process, I am still not sure if this is used. However, the game uses the size of the array to set up the map markers later in the process. The Map source files should have another child directory named “Map”, and then an ActionScript file called “MapMarker.as”. Open this file and make yourself comfortable with the layout. The array you need to edit is called “ICON_MAP” and the naming convention is usually “MarkerName”, followed by “Marker”, for example, “MyAwesomeMarker” (See Figure 1 on the next page). It is best to keep this name saved somewhere for later. If you are using the files for “Beyond Skyrim”, there is lots of space below the current markers and starts at index 90. Once this is complete, you will need to recompile the MapMenu.swf and insert it into your “Data/interface” folder. If you do not know how to recompile a flash document, please google it.  
 
Even after a few years of doing this process, I am still not sure if this is used. However, the game uses the size of the array to set up the map markers later in the process. The Map source files should have another child directory named “Map”, and then an ActionScript file called “MapMarker.as”. Open this file and make yourself comfortable with the layout. The array you need to edit is called “ICON_MAP” and the naming convention is usually “MarkerName”, followed by “Marker”, for example, “MyAwesomeMarker” (See Figure 1 on the next page). It is best to keep this name saved somewhere for later. If you are using the files for “Beyond Skyrim”, there is lots of space below the current markers and starts at index 90. Once this is complete, you will need to recompile the MapMenu.swf and insert it into your “Data/interface” folder. If you do not know how to recompile a flash document, please google it.  
 
[[File:MM1.PNG]]
 
[[File:MM1.PNG]]
* '''Figure 1:''' The array which stores marker names and which you need to edit.
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Figure 1: The array which stores marker names and which you need to edit.
  
 
=== Adding it to MapMarkerArt.swf ===
 
=== Adding it to MapMarkerArt.swf ===
 
 
[[File:MM2.PNG]]
 
[[File:MM2.PNG]]
*'''Figure 2:''' The timeline, this is where the magic happens.
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Figure 2: The timeline, this is where the magic happens.
 
In the library, look for a MovieClip called “MapMarkerArt”. Open it up and look around and try and understand how it works. Each keyframe in the timeline is each “Discovered” map marker in the game, and this specific file has already been modified to store as many markers as possible, so all you must do is replace the marker at the given index. To figure out the index of your new marker, there are two ways. Either count every element in the array, starting from zero, and when you reach your marker, you have your index. Or, you just have a big fat guess and hope it’s correct.  
 
In the library, look for a MovieClip called “MapMarkerArt”. Open it up and look around and try and understand how it works. Each keyframe in the timeline is each “Discovered” map marker in the game, and this specific file has already been modified to store as many markers as possible, so all you must do is replace the marker at the given index. To figure out the index of your new marker, there are two ways. Either count every element in the array, starting from zero, and when you reach your marker, you have your index. Or, you just have a big fat guess and hope it’s correct.  
 
To import your marker art into flash, select File > Import to Library and then select your illustrator or SVG document. Proceed through the importing steps and hope it comes out okay. This should be basic flash stuff to insert it into the keyframe, so I will skip ahead to the next step. When this step is complete, compile “MapMarkerArt.swf” and insert it into data/interface/skyui”
 
To import your marker art into flash, select File > Import to Library and then select your illustrator or SVG document. Proceed through the importing steps and hope it comes out okay. This should be basic flash stuff to insert it into the keyframe, so I will skip ahead to the next step. When this step is complete, compile “MapMarkerArt.swf” and insert it into data/interface/skyui”
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This step is similar to step 2, This time in the library look for a MovieClip called “CompassMarker_mc” and try and understand the clip. This is a little different to the map marker art, this has some markers which are not in the map marker array at the beginning of the keyframe, so add four to your index, (eg: if your index is 24, do 24 + 4 and there is your new index for this file). Repeat the following, and implement your marker at the correct index, compile the file, and insert it in Data/Interface.  
 
This step is similar to step 2, This time in the library look for a MovieClip called “CompassMarker_mc” and try and understand the clip. This is a little different to the map marker art, this has some markers which are not in the map marker array at the beginning of the keyframe, so add four to your index, (eg: if your index is 24, do 24 + 4 and there is your new index for this file). Repeat the following, and implement your marker at the correct index, compile the file, and insert it in Data/Interface.  
  
=== Applying your new Marker in xEdit ===
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=== Applying your new Marker in xEditor ===
 
When you have added your marker, you can now apply it to a map marker in xEdit. Look for the map marker you would like to change, and then change the current type by typing your markers index in. For example, this should end up displaying something like “Custom 95”. Save your plugin and launch your game. If all is successful, your new marker should be in-game.
 
When you have added your marker, you can now apply it to a map marker in xEdit. Look for the map marker you would like to change, and then change the current type by typing your markers index in. For example, this should end up displaying something like “Custom 95”. Save your plugin and launch your game. If all is successful, your new marker should be in-game.
  
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*'''Q:''' ''Your tutorial sucks and I could do with some assistance.''
 
*'''Q:''' ''Your tutorial sucks and I could do with some assistance.''
 
**'''A:''' I fully understand if my tutorial sucks, try and contacting me on discord: Greavesy#9357.
 
**'''A:''' I fully understand if my tutorial sucks, try and contacting me on discord: Greavesy#9357.
 
== Adding Custom Music Stinger to Map Marker ==
 
For custom discovery sounds, every team makes a keyword per discovery sound and adds it in BSAssets. Add each stinger to MUSDiscoverGeneric in BSAssets and condition them so they play if the player is in a cell with a location that's marked with a keyword that’s specific to the stinger. Every team can now implement custom map markers with sounds by setting the necessary location keywords, up to 1 custom map marker type per location.
 
  
  
[[Category:Asset_Tutorial]]
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[[Category:Arcane University]] [[Category:Asset_Tutorial]]

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