Editing Arcane University:Custom Map Marker Implementation
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=== Adding the Name === | === Adding the Name === | ||
− | 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. '''Figure 1:''' The array which stores marker names and which you need to edit. |
[[File:MM1.PNG]] | [[File:MM1.PNG]] | ||
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+ | === Adding it to MapMarkerArt.swf === | ||
+ | '''Figure 2:''' The timeline, this is where the magic happens. | ||
[[File:MM2.PNG]] | [[File:MM2.PNG]] | ||
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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” |