Nezroy - followed your advice - same results - please see below a detailed transcript of what I have done to get my world map working - I posted this also in another thread the Craig.G appeared to be watching...we'll see if he replies (I hope so)...well - if you have the time, would appreciate your thoughts since you are the only person I have heard from that has this working:
Copy form other thread follows:
=====
Attn: Craig or other expert - if you could please scan the following - I have recorded exactly every single step to create a custom world map....I still have the lgb in the upper left-hand corner (little grey box). I hope that 'we' can make this work, and have a detailed step by step example as a companion to the map tutorial --- here it is:
|----------------------------------------------------------------------------------------------|
|Custom World Map Steps for Standalone Addin Module (Dark Alliances) |
|Based on direction from Map Tutorial (Wiki) and other sources... |
|----------------------------------------------------------------------------------------------|
====
Step #1 - Create TGA image of desired map
.
Filename: worldmap_dm001.map
FileSize: 279KB
Image Type: TGA
Image Size: 512x512
note - used "FastStone" to edit & save .PNG image as .TGA (resizing to 512x512, applying sepia)
====
Step #2 - Convert TGA to DSS using ".\\\\Dragon Age\\\\Tools\\\\ResourceBuild\\\\Processors\\\\NVDXT.EXE"
.
Command Line: nvdxt -file "worldmap_dmo001.tga" -nomipmap -u8888
Output: worldmap_dmo001.dds
FileSize: 1025KB
Image Type: DDS
Image Size: 512x512
====
Step #3 - Move to Module Override folder
Move "worldmap_dmo001.dds" to .\\\\Addins\\\\dmo001\\\\module\\\\override\\\\toolsetepxort\\\\"
====
Step #4 - Create worldmaps.xls (xls --> gda)
a) Copy "C:Program Files\\\\Dragon Age\\\\tools\\\\source\\\\2da\\\\worldmaps.xls" to ".\\\\workspace\\\\worldmaps.xls"

Add row #9 as follows --->
______________________________________________________________________________________________
1 | ID | Label | NameStrRef | MAP | TargetWptTable | TargetWptTableID | INVALID |
|------|--------------|-----------------|---------------------------|-------------------------------------------|-------------------------|------------|
4 | 700 | Lorinthia | 106001 | worldmap_dmo001 | target_wps_worldmap_dmo001 | 1000021 | INVALID|
|------|--------------|-----------------|---------------------------|-------------------------------------------|-------------------------|------------|
note - using 'unique' numbering examples from "Map Tutorial"
c) insert worksheet tab "target_wps_worldmap_dmo001" following tab "map_pin_images" (or anywhere)
d) switch to tab "Target_wps_wow" and copy all (click on upper leftmost border cell, ctrl-c)
e) switch to tab "target_wps_worldmap_dmo001" and paste all (click on upper leftmost border cell, ctrl-v)
f) overwrite contents of tab "target_wps_worldmap_dmo001" as follows --->
_____________________________________________
1 | ID | SourLocation | dafl001d | daoa001d |
|----|---------------------|----------------------|----------------------|
3 | 0 | dafl001d | | daoa001d_start |
|----|---------------------|----------------------|----------------------|
4 | 1 | daoa001d | dafl001d_return | |
|----|--------------------|-----------------------|----------------------|
g) copy ".Dragon Age\\\\tools\\\\excelprocessor.exe" to ".\\\\workspace\\\\"
h) save spreadsheet and convert to .gda (right click, open with excelprocessor)
i) move output of excelprocessor:
"worldmaps.gda" to ".\\\\addins\\\\module\\\\override\\\\toolsetexport\\\\"
"target_wps_worldmap_dmo001.gda" to ".\\\\addins\\\\module\\\\override\\\\toolsetexport\\\\"
====
Step #5 create "M2DA_Base_dmo001.xls
a) Copy "C:Program Files\\\\Dragon Age\\\\tools\\\\source\\\\2da\\\\M2DA_Base.xls" to ".\\\\workspace\\\\M2DA_Base_dmo001.xls"

delete all non-header rows (unless adding to a previously customized M2DA_Base_* for this module - if so skip b )
c) add row as follows:
| 106001 | World Maps | worldmaps | **** |
d) save spreadsheet and convert to .gda (right click, open with excelprocessor)
e) move output of excelprocessor "worldmaps.gda" to ".\\\\addins\\\\module\\\\override\\\\toolsetexport\\\\"
f) move output of excelprocessor "target_wps_worldmap_dmo001.gda" to ".\\\\addins\\\\module\\\\override\\\\toolsetexport\\\\"
====
Step #6 Create Map & Set Pins in DAToolset
a) create map resource "world_map.map"
Resource name: "world_map"
Folder: \\\\dmo001\\\\
Module: Dark Alliances
Owner Module: Dark Alliances
State: NONE

in object inpsector select "Lorinthia" from "Map" drop down (map image from step 2 should be visible now)
Parent Map: (None)
Resource Name: world_map
Tag: worldmap_dmo001
Image Used: worldmap_dmo001
Map: Lorinthia
c) Add two Map Pins (keeping it small during diagnostics)
First Pin
---------
AreaTag: daoa001d
Initial State: Active
Locationx: 78
LocationY: 240
Name: Old Arena Ruins
NameRequiresTRanslation: False
Tag: dmo001_wmpin_daoa001d
Terrain Type: Highway
Tooltip: (blank)
TooltipRequiresTranslation: False
Unlocalized Name: Old Arena Ruins
Waypoint Override: (blank)
Image used: wm_ico_ruins
Pin Type: ruins
Second Pin
----------
AreaTag: dafl001d
Initial State: Active
Locationx: 108
LocationY: 198
Name: Foul Lake
NameRequiresTRanslation: False
Tag: dmo001_wmpin_dafl001d
Terrain Type: Forest
Tooltip: (blank)
TooltipRequiresTranslation: False
Unlocalized Name: Old Arena Ruins
Waypoint Override: (blank)
Image used: wm_ico_forest
Pin Type: forest
d) save map & "export without dependant resources"
====
Step #7 Create World map trigger in areas "daoa001d" and "dafl001d"
a) Create script "dmo001_fire_world_map"
Resource name: "dmo001_fire_world_map"
Folder: \\\\dmo001\\\\
Module: Dark Alliances
Owner Module: Dark Alliances
State: NONE
Body of script:
|
| #include "plt_dmo001_party_plot"
| #include "world_maps_h"
|
| void main()
| {
| SetLocalInt(GetArea(GetHero()), AREA_WORLD_MAP_ENABLED, TRUE);
| SetLocalInt(GetModule(), MODULE_WORLD_MAP_ENABLED, TRUE);
|
| WM_SetWorldMapGuiStatus();
| OpenPrimaryWorldMap();
|
| }
|
- save & export without dependant resources

Create conversation for "dmo001_worldmap_signpost"
Resource name: "dmo001_worldmap_signpost" (this will have a .dlg extension)
Folder: \\\\dmo001\\\\
Module: Dark Alliances
Owner Module: Dark Alliances
State: NONE
- Insert the following Lines:
[[OWNER]] Go to World Map?
Yes [END Dialogue]
No [END Dialogue]
- Highlight "Yes [END DIALOGUE]" and select the "Plots & Scripting Tab"
- Select Dropdown for Action Pane, Script (lower right)
- Navigate to "dmo001_fire_world_map" in \\\\dmo001\\\\ and select it
- save & export without dependant resources
c) duplicate "genip_signpost_2", save as "dmo001_worldmap_signpost"
Resource Name: dmo001_worldmap_signpost
Folder: \\\\dmo001\\\\
MOdule: Dark Alliances
Owner: Dark Alliances
State: None
d) edit "dmo001_worldmap_signpost" with object inspector as follows:
Appearance: Road Sign 2(Examinable)
Character: (none)
Comments: world map trigger
Conversation: dmo001_worldmap_signpost
Group: _PC
Name: Worldmap Signpost
NameRequiresTranslation: False
Plot: False
Popup Text: (blank)
PopupTextRequiresTranslation: False
Rank: INVALID
Resource Name: dmo001_worldmap_signpost
Script:
Tag: dmo001_worldmap_signpost
Team: -1
Treasure Category: INVALID
Variable 2da: var_placeable
Variables: ...
Auto Remove Key: false
Key Required: false
Key Tag: (blank)
Sound section --- all entries (No Sound)
Health: 1
Initial State: Active
Interactive: True
Inventory List: ...
Max Health: 0
Pick Lock Level: Auto Success
Trap Detection Difficulty: Auto Success
Trap Disarm Difficulty: Auto Success
- save & export without dependant resources
e) Open both areas (dafl001d & daoa001d):
- place "dmo001_signpost_worldmap" in reachable location in each area
- then save and export both areas
====
Step #8 Set the World Map in the module_core script
a) open "dmo001_module_core" in DAToolset

Add the following switch following "event ev = GetCurrentEvent();", and inside of "void main () {}"
|
| switch(GetEventType(ev))
| {
| case EVENT_TYPE_MODULE_START:
| {
|
| object oWorldMap = GetObjectByTag("worldmap_dmo001");
| WR_SetWorldMapPrimary(oWorldMap);
|
| break;
|
| }
| }
|
c) save & export
====
Step #9
a) Run Module to test for proper map image (handle travelling later, should not impact map image)
Results ---
- Little grey box in upper left hand corner of world_map book.
- Maps Pins are present & active
===== From here I continue to diagnose and will update this list as I learn my mistakes
===== Please Help...I figure this example, when working, could help folks use the map tutorial