GuildWiki talk:Interactive map project

I guess the first few steps would involve deciding which approach to use.

A full fledged mashup which would overlay data on top of an image. This could actually be accomplished with PHP / GD. Map coordinates and an appropriate icon / note can be pulled from a DB and rendered on top of the image.

Or if we wanted to take an approach that would be more of a tool to create an image that is saved. The mashup would be more versatile and allow for more flexibility and options in what can be done.

The various maps located at http://broadbandreports.com is a very good example of a mashup. All the data is housed locally and they basically plot it in real time on top of a Google Map.

The first approach would require a separate infrastructure to support the maps. Map "bases" would have to be installed (continents, zones, etc.).

Some of the obvious benefits of a system that would accomplish this is, Higher Quality and Resolution of mission maps, boss locations etc. Currently we are forced to view the information in whatever resolution the user decided to capture the screenshot. Plotting this information on top of a pre-existing high quality map would be a superior alternative to this.

Additionally data can be 'tweaked' without the need to generate an entirely new screenshot.

I would be happy to design the database structure that would be required to implement a PHP / Java / MySQL variant.

Ideally, a Java applet would be created which would allow panning, zoom, etc of the maps. Also a frontend would have to be created to get POIs (Points of Interest) into the actual database for the mashup to pull from.

I can also provide a development platform for the project. ErkDog 15:41, 20 November 2006 (CST)
 * I have some experience developing Java applets, so I would be happy to work on that side of things. I'm pretty busy for the next two weeks, but after that I have a bit of a break when I could work on this. - Lord Ehzed 15:45, 20 November 2006 (CST)

= Previous work = I've already posted this link in GuildWiki_talk:Community Portal:

http://www.phototraffic.com/

It's pretty close to what I envisioned for myself, even though closer integration with Guild Wiki would be great, of course. If we still decide to do our own implementation, I'm strongly in favor of a Javascript solution instead of actual client side Java. DeepSearch 03:11, 22 November 2006 (CST)


 * I think it would be pretty hard to accomplish the things the map client would need to do with JS instead of Java. The map @ pt.com is pretty.... weak.... compared to what I was thinking.  It only zooms like two levels making it hard to distinguish POIs close together.  It also has nothing on it other than Elites, no other POIs or routes. But it is definitely a proof of concept that we can do what we want to do with the Google API and custom maps. Our implementation would require one full map for each continent for elites, then perhaps additional maps for missions to show routes. The zoomed in POI for an elite can be shown in a map window on the page for that elite.  Clicking on a link under the map would switch you to the larger map which is more easily navigable. ErkDog 08:08, 22 November 2006 (CST)


 * I don't think anything you mentioned isn't doable with Google Maps and given the choice, I would definitely pick JS over Java. --Fyren 08:49, 22 November 2006 (CST)


 * As Fyren said, all that is possible with Google Maps. The only thing I'm not a 100% sure of how to implement are routes, but Google can do it, so we should be able to as well. DeepSearch 07:04, 26 November 2006 (CST)

Map data and coordinate system
I played around a bit with the Google Maps API. As it turns out, it's actually extremely simple to use their engine in combination with custom map material. Here's an example I created to get a feel of how the tiles are addressed at different zoom levels:

http://michael.elsdoerfer.name/gwmap/coords

Now the first challenge is going to be to figure out how to fit the Guild Wars maps into there. The following calculations are based on the Elona Map from GWVault:

http://vnmedia.ign.com/gwvault.ign.com/dropbox/Cartography/WorldMapElona.jpg

Each tile has to be 256x256 pixels in size. The number of tiles (in both width and height) is 2^zoomlevel. So the complete map itself is a square as well.

The above Elona map is 6218x5314. Assuming this is the most detailed we can get, it will be used for max zoom level. We need to split it into a number of 256 pixel tiles. 6218/256=24.28, which means we will need 25x25 pieces, which in turn means a 6400x6400 pixel image (again, at max zoom level). 25x25 pieces means we can support 6 zoom levels: 0-5. At zoom level five 2^5=32 tiles are displayed.

So, to create the map data, here's what we have to do:
 * Find/create map material we can use. The above elona map seems near perfect (is it based on the U map?), as the outposts, regions and texts seem to be added manually. I guess the dream scenario would be to have the map itself and the "metadata" (outposts etc.) separate, so we could display those as an optional overlay (similar to the Hybrid mode supported by Google Maps). Is anyone familiar with how to create those maps? Maybe it is possible to contact the author of this one.


 * Create a script (ImageMagick, Photoshop?) that does the above calculations, creates the necessary zoom levels and splits everything into tiles. See also http://mapki.com/wiki/Automatic_Tile_Cutter

That would be the first step. Secondly, we need a way to address positions on the map. It is possible to use the traditional lat/long system, but it seems to me that it would be simpler to define a custom one. The most straightforward idea of course is to just use pixels. (0/0) to address the top/left corner, (6400/6400) (depending on map) for the right/bottom corner. Is there anything that would speak against this?

Tell me your thoughts. DeepSearch 06:57, 26 November 2006 (CST)
 * Update: I wrote a small Javascript for photoshop that will run through the process outlined above and create tile images for various zoom levels. You can find it here. I modified the map above to use the new imagery, and you can see the result here: http://michael.elsdoerfer.name/gwmap/elona/ The next step would be to replace the default MercatorProjection with an Euclidean one, to make adression certain spots easier (although I'm sure it that actually be easier, I don't understand the whole projection thing fully yet). DeepSearch 00:24, 27 November 2006 (CST)

I'd love to help
I've been working on a map using the google maps API that I was planning on just posting on a free host and sharing with my guild etc., but would rather work on a map for guildwiki. So if there's anything I can do to help, I'll do it. Here's my progress: if the source is of any use. I load an xml file for the locations (don't have the outpost up yet) and display them my own GOverlay (because I don't like the default marker class) that I haven't finished. I'm just a hobbyist so the code is a bit sloppy and unfinished. Hopefully someone else is better than me at javascript. But, I can provide raw, no-fog-at-all images, or just make the tiles myself (the tiles I put on the site are low quality due to limit space on free host). just need to know about what quality or size (on the site the image quality was set to 40 (if I remember correctly) using Gimp and all the images take a total of 4mb). So images, gathering data, or writing javascript (if you really want me to and if we are going to use google maps api), I'm here to help :D -Smurf 00:17, 27 November 2006 (CST)
 * Not bad at all! I see you even have a custom Projection class as well (btw - where is it centered?). Is this your own map material? The missions and towns are done via overlays, if I did understood correctly. But wouldn't those be already on the screenshots from Guild Wars? Did you remove them afterwards? I guess my question is: How is it possible to get a "clean" map, without fog and all the regions visible, but without town/outpost/mission/shrine/trader/text info on it? DeepSearch 00:42, 27 November 2006 (CST)