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[The Darkened Sea]
Arx Mentis=arxmentis
Brother Island=brotherisland
Caverns of Endless Song=endlesscaverns
Combine Dredge=dredge
Degmar, the Lost Castle=degmar
Katta Castrum, The Deluge=kattacastrumb
Tempest Temple=tempesttemple
Thuliasaur Island=thuliasaur
Integrating the new Azone into the EQNavigation part of MQ2Navigation is the problem. Some people have tried but gave up or we never heard from them again.
Anyone that has the skills to fix, update and improve MQ2navigaton we would pay pretty well to do it.
So I found out that azone has added a lot of features that I think I can use (in the past 3 months... they've been busy). I'll give you what I have right now, and it might work (I didn't really test it too extensively), but I'm going to start working with all the new features that should get me where I want to be faster.
here is a hardcoded 4056 polygon limit to the mesh, there is a 6 to 10 line segment that comments out certain secondary mesh items like trees, stumps, and stuff like that to reduce the polygon count. But also along that same line sometimes eqnavigation(azone2) will build the zbase of the zone aswell as the actual zone so doubles the polygon count.
It keeps telling the zip folder is empty, am I doing something wrong?
Heh, if you are using the recast that's in the zone-utils repo, you'll notice that it fails to create meshes for a large chunk of zones (ie, the meshes are completely wonky). I've been trying to figure out why, but I've been distracted lately. If you try to build a mesh with something like underquarry, you'll see what I mean.
I haven't tried all that many zones, but it looks like the EQ zone builders like to put stuff to copy/paste at the bottom of the zone. The mesh creator doesn't seem to like that even though it gets the whole zone when it measures it. I'll look at some more after the world series. Maybe I should be using the master branch, but the map_view branch seemed to have a more sophisticated recast integration.
That PR is just because I think he forgot to commit the shader for the map_view branch =P
If you give me a list of zones that don't work I'll report them to the dev. Or you can open an issue on GitHub (I see you have an open PR :P)
Heh, if you are using the recast that's in the zone-utils repo, you'll notice that it fails to create meshes for a large chunk of zones (ie, the meshes are completely wonky). I've been trying to figure out why, but I've been distracted lately. If you try to build a mesh with something like underquarry, you'll see what I mean.
In the end i deactivated the Plugin again.
