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06/04/14, 03:23 PM   #21
Sharlikran
 
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Join Date: Apr 2014
Posts: 661
Lua Code:
  1. local textureName = GetMapTileTexture()
  2.     textureName = string.lower(textureName)
  3.     textureName = string.gsub(textureName, "^.*maps/", "")
  4.     textureName = string.gsub(textureName, "_%d+%.dds$", "")
  5.  
  6.     local location = GetPlayerLocationName()
  7.     location = string.lower(location)
  8.     location = string.gsub(location, "%s", "")
  9.     textureName = textureName .. "/" .. location
That produces "glenumbra/daggerfall_base/daggerfalltradedistrict" for a map name.
Lua Code:
  1. ["glenumbra/daggerfall/daggerfalltradedistrict"] =
  2.                         {
  3.                             [1] =
  4.                             {
  5.                                 [1] = [[art/maps/glenumbra/daggerfall_base_0.dds]],
  6.                                 [2] = [[glenumbra]],
  7.                                 [3] = [[daggerfall_base]],
  8.                                 [4] = [[daggerfalltradedistrict]],
  9.                                 [5] = [[Glenumbra]],
  10.                                 [6] = [[Daggerfall]],
  11.                             },
  12.                         },
I still have some planning to do but I am toying with this idea. [1] Is the actual texture name. [2] and [3] are how HarvestNap does it. Then [4] is the players location. I am hoping that Location will resolve the issue where some maps don't have a unique name.
Lua Code:
  1. ["therift/blessedcrucible1_base"] = {"Blessed Crucible"},
  2.     ["therift/blessedcrucible2_base"] = {"Blessed Crucible"},
  3.     ["therift/blessedcrucible3_base"] = {"Blessed Crucible"},
  4.     ["therift/blessedcrucible4_base"] = {"Blessed Crucible"},
  5.     ["therift/blessedcrucible5_base"] = {"Blessed Crucible"},
  6.     ["therift/blessedcrucible6_base"] = {"Blessed Crucible"},
  7.     ["therift/blessedcrucible7_base"] = {"Blessed Crucible"},
Look at the "Blessed Crucible" as an example. All the texture names are unique but not what is being used for the map name. Shinni and HarvestMap already skip over maps like the "Blessed Crucible" when importing from Esohead. So I would not loose any information on import. I would just skip over those names as well.

Then each unique texture name would be Root. So everything imported from Esohead would go into Root. When a player loots a node, and it's in a unique location then the node would be evaluated against Root first. If it's not in Root and there is a unique location name, log it under the unique location name. I Am going to adapt Harvester to do this since it's not HarvestMap nobody will loose important data. Then I want to add that feature you have to grab the lorebook locations, and have it report the location names so I can collect them and hopefully some translations.

Then I would have three keys, and when I know the Zone "therift" and SubZone "blessedcrucible7_base" then I only have to evaluate the location name.

Last edited by Sharlikran : 06/04/14 at 03:46 PM.
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